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Witch's Shop | 3D art for a decorating game

In Witch's Shop, the player unpacks moving boxes and decorates three spaces: the shop, the living quarters in the attic, and the storefront. We aimed for a dark but cozy atmosphere, with cute, creepy and witchy items to decorate with. This prototype was made by a team of five with one week of planning and four weeks of production at the Pelifarmi-training in Oulu.

My responsibility was to plan, model, texture, and implement the assets for the attic. (I also made the particle effects and music.)

Created in 2025 using Unity, Blender, Substance Painter, and Krita.
Published at: https://purjokeitto.itch.io/witchs-shop

Screenshot of the final result during gameplay. I've excluded assets made by other artists.

Screenshot of the final result during gameplay. I've excluded assets made by other artists.

I sketched the attic during pre-production to communicate my vision for how it could look in-game. Our creative lead advised me to make the objects creepier and wonkier and the colors more vibrant, which I applied when producing the assets.

I sketched the attic during pre-production to communicate my vision for how it could look in-game. Our creative lead advised me to make the objects creepier and wonkier and the colors more vibrant, which I applied when producing the assets.

The player grabs the items out of a magical moving box with a shrinking spell - here's how I made it look.

The player grabs the items out of a magical moving box with a shrinking spell - here's how I made it look.

Objects that the player can place in the room. In-engine shaders and lighting.

Objects that the player can place in the room. In-engine shaders and lighting.

I modeled everything in the same Blender file to easily check how they fit together. We aimed for a mid-poly style - not blocky, but still keeping optimization in mind.

I modeled everything in the same Blender file to easily check how they fit together. We aimed for a mid-poly style - not blocky, but still keeping optimization in mind.

To streamline the texturing process in Substance Painter, I used fill layers to add colors, with black masks to paint where each color should be, and a blur filter on the mask to blend. This way any needed changes to colors or blending were easy to make.

To streamline the texturing process in Substance Painter, I used fill layers to add colors, with black masks to paint where each color should be, and a blur filter on the mask to blend. This way any needed changes to colors or blending were easy to make.