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How 'I Am Fish' became so polished

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Bossa explains how Unity's tools empower small teams to make next-gen quality games You have been se

Bossa explains how Unity's tools empower small teams to make next-gen quality games [View this email in your browser]( You have been sent a sponsored message via GamesIndustry.biz, in association with Unity How I Am Fish has become Bossa's most ambitious and polished game Developer Bossa explains how Unity's tools empower small teams to make next-gen quality games London-based [Bossa Studios]( is best known for its hilariously difficult physics-based games -- notably 2013's Surgeon Simulator -- as well as bizarre simulations where the player has to learn to move around the world as something completely unique, such as a slice of bread in I Am Bread. [I Am Fish]( is a logical progression of this idea. Four different fish friends separated from each other in a pet shop fish tank must embark on a perilous journey to the ocean by controlling a variety of water-based 'vehicles', utilising the flap of their fins and tails. Yet while this is a continuation of the notoriously "wonky physics" that's part of the charm of the studio's output, this time Bossa has made an expansive story-based game, and wants it to be accessible for those who would prefer to enjoy the experience just by pushing to go forward, though players can still opt in for the 'classic' controls at the start. "We're not just doing physics for the sake of physics," says Bossa's senior technical artist Andy Green. "With I Am Fish we wanted to make a much more polished experience, both gameplay wise and visually." Compared to being confined to one major location, whether that's different rooms in a house or just the operating room, I Am Fish is certainly "bigger in scope" and more "content-driven". At its core, however, was still a small team with a relatively short time scale. Therefore, [Unity's new tools]( were crucial to making those ambitions a reality. As Bossa's first game to use [Unity's Scriptable Render Pipeline]( I Am Fish draws on the latest tech that makes it possible to create a next-gen experience usually reserved for large teams. While the initial prototype demo was built using an older version of Unity's Built-in Render Pipeline and released via prototyping platform Bossa Presents, a deal with Microsoft led to the game being the studio's first title developed internally on Xbox hardware from the start. [To read the full article, click here]( [Facebook icon]( [Twitter icon]( [LinkedIn icon]( Copyright (C) 2021 ReedPop. All rights reserved. You got this email because you signed up to an account on GamesIndustry.biz and agreed to receive promotional emails from our partners. Our mailing address is: ReedPop 1-6 Grand ParadeBrighton, East Sussex BN2 9QB United Kingdom [Add us to your address book]( Want to change how you receive these emails? You can [update your preferences]( or [unsubscribe]( [Privacy Policy]( | [Cookie Policy](

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