The Strike

"The Strike literally puts the fishing rod in players' hands as they head out to their favorite hot spots, including several popular lakes in North America. By combining high-quality, advanced gameplay with an innovative, motion-sensing fishing pole controller, The Strike is quite the catch for gamers and outdoor enthusiasts alike."
My first shipped title with Piranha Games. I was one of a very small handful of artists for the last half year of The Strike's production cycle. My responsibilties ranged from 3D & 2D asset creation and level design tweaks / bug fixes, to some UI design and even some audio work.
Over the years, fishing games have gotten some pretty bad reviews for some pretty good reasons, but the oppertunity to try and take a budget title genre and make a solid, fun experience was a very compelling and exciting challenge.
The Strike features some of the largest open outdoor levels that I have seen in any genre of Video Game. Even with our most powerful 300hp boat, it can take over 5 minutes to get from one end of a lake to the other.
Lake Amistad
Working on this game really hammered home optimization techniques, especially when working with so many massive environments for the Wii. Creating visual interest in the middle of an open lake, as well as making very distinct worlds (above & below water) feel as lush, organic and alive while balancing system and engine capablities were very interesting challenges to overcome.
There's a video below (you might want to mute or else you might "drop an anchor on your couch"...), or you could hit up the Official Website, Piranha Games, IGN, Gametrailers, Engadget, and so on, for more information, videos and screenshots.


