Inspiration
Humans rarely see the direct consequences of throwing trash into the ocean, but marine life experiences those effects every day. Around 11 million metric tons of plastic enter oceans annually, harming millions of marine animals through pollution, habitat destruction, and ingestion of waste.
We wanted to turn those statistics into an emotional and interactive experience by placing players directly into the life of a clownfish struggling to survive in a polluted environment.
What it does
Being Nemo is a third-person survival game where players control a clownfish trying to survive in a polluted ocean ecosystem.
Players must:
- Collect litter falling from a boat above
- Dispose of trash before it damages the environment
- Avoid predators like sharks
- Manage health tied directly to ocean pollution
The game uses survival mechanics to raise awareness about the impact of ocean waste on marine life.
How we built it
We built the game in Unity using:
- A custom third-person fish controller
- Randomized litter spawning mechanics
- Health and survival systems
- Underwater lighting, wave, and depth effects
- Coral reef environmental design
- Predator systems (in progress)
We focused heavily on making the underwater world feel realistic and immersive.
Challenges we ran into
- Finding high-quality assets that matched our visual style
- Making the fish movement and body animations feel natural
- Balancing realistic underwater visuals with gameplay clarity
- Building multiple gameplay systems within a limited timeframe
Accomplishments
- Building the entire game from scratch
- Creating an immersive experience with realistic underwater wave and lighting effects
- Successfully implementing smooth fish movement controls
- Designing an immersive underwater ecosystem
- Connecting environmental pollution directly to gameplay mechanics
We are especially proud of how effectively the game communicates the emotional impact of ocean pollution.
What we learned
- How to work with Unity and environmental game design
- Character movement and underwater simulation techniques
- How games can communicate social and environmental issues effectively
- More about the real-world impact of ocean pollution and ways individuals can reduce marine waste
What's next for Being Nemo
- Add more coral assets and predator simulations
- Expand procedural coral reef generation
- Add a dynamic day/night cycle
- Expand the educational and environmental storytelling aspects of the game
- More environment hazards like oil spills, etc
GitHub repo link: https://github.com/skaraen/Being-Nemo.git
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