Witch Walk is a vertical slice of an adventure horror game where you follow the story of a healer woman who lives in a cottage in the woods away from a society that never accepted her as one of their own.  An outcast, you were rejected and deemed a threat to the social dominance of townsmen due to your knowledge and healing abilities. Your task is to venture through different terrains on a quest to find the ingredients for your protection spell. You uncover the horrific changes that are occurring to your precious environment — a result of growing tension and civil unrest amongst the townspeople. Graves disturbed and natural resources plundered, the townsmen aren’t your only threat anymore.
I planned, pitched and designed 'Witch Walk' in under 13 weeks for my solo meaningful game brief for SAE. The game focus' on the experience women in the gaming community and workplace and the victimisation they face, as well the passion and courage they hold to keep standing back up and fighting to do what they love. This was a topic I really wanted to bring to light and show people how it feels to be in this position, and the problem our industry faces. Especially when statistics like in the below article exist.
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