Creative Director, Lead Game Designer, Level Designer, Producer
Thesis Project
Casual, Horror, Cooking, Puzzle
Unity, GitHub
June to August 2025
Witch Way is a genre-blending game that combines cooking, horror, and casual gameplay. You become a Witch who cuts, crushes, spellbinds and mixes a wide variety of ingredients to create perfectly peculiar potions, all from a mysterious recipe book. The customers flock in to buy whatever potion they need, and you cook them up because rent is due!
However, once you run out of ingredients, you must enter the dreary Witching Zone. Avoid terrifyingly whimsical monsters and discover the hidden recipes scattered throughout the ever-changing dimension.
Notable Features
Recipe and Dialogue Puzzles
Unique Cooking Mechanics with emergent behaviour
Procedural Level Generation
Mix of Casual and Horror Genre
Brewing Potions
Witching Zone
The purpose of the Witching Zone is exploration and ingredient gathering. Players venture into this horrific area to search, gather, dodge, and solve puzzles. This part emphasizes the horror, anxiety and vulnerability of the player as enemies cannot be attacked.
The Level design draws inspiration from The Legend of Zelda and The Binding of Isaac, particularly in its approach to procedural generation and map discovery. Each run generates a unique layout composed of pre-designed room types, including enemy encounters, reward rooms, puzzle spaces, landmarks, dead ends, and exit rooms. Rooms support varying numbers of entrances (one to four), allowing for diverse and interconnected layouts.
Within each level, additional procedural systems determine the placement of ingredients, enemy variations, and interactive elements, ensuring that each playthrough offers new challenges and discoveries.
To support this system, I collaborated with the Technical Director to develop a custom tool in Unity. This tool allowed me to efficiently create, assign types, and define event triggers, streamlining the level design workflow and enabling rapid iteration.
My Concept Art
Example of Process Work
DND dungeon maker to Unity White Box
Drawings on top to signify important places, any notable features