Fishing Clash
From clan competition to clearer progression: designing and shipping features for a live F2P fishing game.

Features with
a purpose.
At Ten Square Games, I progressed from Junior Game Designer to Game Designer on Fishing Clash. I owned features and events from concept and UX through release and iteration, collaborating with Product, Engineering, Art, UX and Analytics.
My work included Arena, Clan Games, Powerscore, Boss Hunt, Rod Redesign and Achievements. Player data, A/B testing and qualitative feedback informed prioritization across core, meta, social and LiveOps systems.
Delivered a new LiveOps feature that increased total game revenue by 12%.
Competition
with a social core.
Arena & Clan Games
Arena introduced synchronous clan-versus-clan fishing battles and a new fishing minigame. I led design and delivery, covering the player flow, competitive structure and release iteration.
Clan Games reworked clan competition around Champions, progression and rewards. The aim was to give clan members a stronger reason to participate together throughout the week.
Make progress
legible.
Powerscore & rod systems
Powerscore consolidated the factors that influence catch strength into a clearer progression target. The rod redesign addressed equipment-management friction through a more usable upgrading and assignment flow.
- Designed progression around understandable player goals.
- Worked on automatic rod upgrades and Supercharge systems.
- Used player feedback and test results to guide iteration.
New reasons
to play.
Boss Hunt & live content
Boss Hunt brought dedicated encounters, a distinct minigame, competitive hunting and a Boss Pass into the live game. I worked across feature design and the surrounding progression and reward systems.