Wacky Witch

Wacky Witch

The witch drank the wrong potion and now has to serve her customers with arms that developed a life of their own.

Overview

Role
3D Design

Genre
Video Game

Engine
Unity

Tools
Photoshop, Blender, Autodesk
Maya

Team Size: 5

Duration
2018
3 months

Platform
PC

Background

This university game prototype, developed in a team, features a witch who drank the wrong potion and now struggles with clumsy arms. Players must cooperate to help her prepare potions for customers within a time limit, combining wonky controls with chaotic, entertaining gameplay.

Goals

Humor was central to the gameplay design, creating a light-hearted atmosphere through quirky character interactions, absurd potion-making scenarios, and unpredictable events that challenge the player.

Challenges

The wobbly arms mechanic should not make the game too difficult or frustrating, while still providing enough challenge. If the challenge becomes overwhelming, players may feel discouraged. On the other hand, if it’s too easy, the game could lose its appeal.

Roles and Responsibilities

3D Design

I was designing and modeling all the characters, objects, environments, and any other 3D assets required for the game. This includes the environment, ensuring everything is designed to fit the unique aesthetic and humor of the game.

Game Design

Since the core gameplay revolves around humorous and chaotic mechanics, we needed to find the right balance between making the game fun and challenging. We designed the core gameplay systems that involve the witch making potions with her wobbly arms. This includes how the player interacts with the environment, the challenges they face, and how the humor is integrated into gameplay.

There was a fine line in between fun and frustration, so the mechanic adds to the humor and enjoyment instead of negative stress.

Key Takeaways

Fun vs. Frustration

Integrating humor into gameplay while maintaining the challenge is key. I had to balance comedic elements with the core mechanics, so the humor didn’t hinder the experience. It’s easy to frustrate players if the humorous mechanics become obstacles.

Achievements

High Output

I successfully crafted a visually engaging 3D environment that complemented the whimsical and humorous tone of the game. This included designing a wide range of items, all of which contributed to the overall immersion and engagement of players.
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