Professional, Featured, Game Dev, Console
Rapala Fishing: Pro Series
At Concrete Software, we worked with long time friend and skilled studio director Chip Pedersen, and we were able to focus on our most specialized skills as a part of a big development team.
For Rapala Fishing: Pro Series, we focused on water effects. For underwater effects, we correctly modeled total internal reflection and scattering. On the water surface we used both reflections and internal refraction with anisotropy and could apply different weather effects.
We also dynamically deformed the water to create moving waves and the effect of the wake behind the moving boat using a tesselation shader. First the geometry of the waves were calculated in a screenspace texture, then the wake deformation was added to that as a static sprite, blended in proportionally to the boat’s speed. That texture was sampled to offset the geometry of the waves. This ended up being very performant, which was necessary for the target platforms.
This was our first boxed console game. Seeing something we worked on in a big box store was a big treat! This was a budget title produced on a rapid timeline, to much success. Rapala Fishing: Pro Series was published by GameMill.