
Wild Witch Hunt
ROLE
Lead Designer
DESCRIPTION
It's 1692, and the Salem Witch Trials are beginning. The townspeople are in hysteria, and the witches are planning attacks on them, turning them into mice, frogs, and cats! The villages must find out who the witches are before they take over the town and make it their witch-safe haven. The witches must work together in the shadows and stir chaos within the villagers' minds, having them turn against each other! In this social deduction board game, you and your friends play as villagers and witches to discover who is creating deception and chaos and who is trying to bring order and peace to the land!
YEAR
2024
GENRE
Social Deduction
PLATFORM
Board Game

The Process
Our Features
Functionality You Will Love
01
Our Goals
In collaboration with a team of six people, a Programmer, Narrative Designer, Technical Artist, UI/UX Designer, a Generalist, and my self a Designer. We aimed to develop a 2D Top-Down shooter that specializes intense Second-to-Second Gunplay with meaningful weighty movements within combat, that also feels immersive and unique to other Sci-Fi shooters within the genre.
03
Challenges & Solutions
As a team, one of our main challenges was refining the level layout and overall design. Initially, our scope was too ambitious for the time we had, so we had to make tough decisions to cut levels, mechanics, art, animations, and features. By narrowing our focus, we could prioritize essential elements and save others for later, which helped us establish a smooth workflow and streamlined our development process.
04
Outcome & Next Steps
The project is currently on track for a demo release in December. While final elements, like a boss, detailed level design, and polishing are still in progress, the game is already being recognized for its professional quality and market potential. I'm proud of what our team has accomplished so far, and I’m excited to see how future additions can elevate the game beyond our initial vision.
02
My Roles and Responsibilities
Mechanics Design
Our primary goal was to achieve harmony between player movement, weapon mechanics, and enemy behaviors, ensuring that each element complemented the others. Balancing these aspects required a careful process of give and take, where every choice introduced both strengths and weaknesses. This approach allowed each gameplay component to shine without any one feature dominating, creating a combat system that felt both engaging and fair.
Weapon Design
When developing the game’s weapons, I aimed to make each one distinct, giving them unique primary and alternate fire modes that set them apart. Every weapon was designed with a specific purpose, feel, and mechanic to ensure they each offered a fresh experience. The challenge was not only in balancing these weapons but also in making them stand out from one another and from weapons commonly found in other games.
Enemy Design
While designing enemies, it quickly became clear that each needed a distinct mechanic to stand apart from the rest. I focused on giving each enemy unique roaming and combat behaviors, specific strengths and weaknesses, and a visual and functional role within the game’s narrative. At the same time, I aimed to keep our designs original, ensuring they felt fresh and unique compared to enemies in other games.