Live a magical life as
a witch-baker in Paris!

THE WITCH'S BAKERY

Genre

Adventure RPG

Platform

PC + Consoles

Engine

Unity 3D

Role

Game & Level Designer

Time

Since nov. 2023

Team

12 people

The Witch's Bakery is a 2D Adventure RPG where you live a magical life as a witch-baker in Paris! Manage your store, visit iconic streets and heal people's heart with your croissants.

QUEST SCRIPTING

The Witch's Bakery has 4 chapters telling the stories of 4 characters.

  • Structure the scripting of chapters by dividing them into main quests, objectives and hidden steps.

  • Script the various events and scenes according to the screenplay using an internally developed tool.

  • Creation and management of fake saves for QA.

  • Follow up and bug fixing.

HEART PALACE

The Heart Palaces are special adventure levels. Each chapter has a heart palace with 3 layers. Their creation involved establishing intentions, new structure and features that support the narrative purpose.

  • Proof of concept of an adventure level.

  • Design of multiples puzzles.

  • Creation of boss fights.

LEVEL DESIGN

The Witch's Bakery has 13 différent Paris levels that unlock across progression with points of interest.

  • Analysis of Paris neighborhoods and streets to identify atmospheres and landmarks.

  • Paper Design and documentation for concept artists and environment artists.

  • 3D blocking, camera adjustment, and management of life ( pedestrians, cars, pigeons) in maps.

EXPLORATION SYSTEM

The exploration systems allows players to navigate the world after the management phase.

  • Benchmark of similar systems in other games with positive points, negative points, and concluded best practices.

  • Design of an Activity and Shops systems with the possibility of inviting side characters, rewards (skills, energy, relationship points) and cost (money and energy)

  • Balancing of shop items, activities, rewards, and costs.

TIME MANAGEMENT SYSTEM

The time management system manages the entire game. From each gameplay phase to the every day (in-game) possibilities.

  • Benchmark of similar systems in other games with positive points, negative points, and concluded best practices.

  • Design of the energy feature with different states, bonuses, and limitations.

  • Balancing of the energy feature so that it is not too retributive but serves the narrative purpose.

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