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Pretty Powerful Potions

Forage for ingredients as you explore a vibrant pixel world, craft potions, and defend your towers from the army of stone golems. Choose adorable summons with their own unique abilities to help you. Each wave will allow you to chose a new potion, spell or area to explore!  

Summary of Contributions

I worked on the Game Design, Production and Environment Art for Pretty Powerful Potions. â€‹ 

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The goal of this game was to create an exciting and strategic  management game which gave players the fun of discovering new spells, summons and ingredients while blasting enemies away with them while defending towers! 

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I hosted weekly meetings that went over the game design of the game as well as how other people's tasks for the week are going.

Game Design

Game Design

I wrote this game design document during the early stages of development. 

It details the game’s core mechanics, level design, character abilities, Art Direction and UI direction, and the overall player experience. This GDD shows my approach to balancing creativity with clarity, ensuring every gameplay element supports the fun, strategic, and magical feel of the game.

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The Tutorial

In the beginning of PPP, players are given the option to play the tutorial. If they choose the play the tutorial, they are given a brief introduction to the game loop - foraging, crafting, then attacking. Players are first instructed to move around and find ingredients in the backyard, but are free to explore the tutorial space at their own pace. When they are ready, they can talk to Master Gina for the next stage of the brief tutorial. The tutorial is a place where players are introduced to the mechanics at their own pace and are given space to explore the map or defeat the "dummy" enemy. Additionally, this shows that PPP is a more laid-back game. 

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At the start of the wave, players can freely explore the map and discover ingredients at their own pace. Portals to different areas (Ice, Desert, Swamp) with new ingredients will open in the garden to reward the player as they successfully complete waves. Additionally, waves will get more complex with varieties of enemies so this allows for more potions and strategy etc. Master Gina will give a hint about the wave's difficulty so players are allowed to strategize at their own pace. 

Foraging, Exploring and Portals

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Crafting

Players combine ingredients they foraged to create unique potions. The system encourages experimentation and strategy, as certain potions are more effective against waves of enemies. Players can discover new recipes over time by unlocking them after each wave, which adds depth to both gameplay and progression.

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Towers, Summons and Enemies

Summons are gradually unlocked as the player progresses and can be swapped in at any time, giving flexibility to adapt strategies. Each summon has unique strengths that make them particularly effective against certain opponents. Similarly, enemies have weaknesses to specific potions and summons, encouraging players to plan their approach carefully. For example; the Wizard Rat will slow down enemies, which is powerful against the rolling enemies. The fox summon will heal the tower overtime, but the tower can no longer attack, to players must use it strategically 

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Each wave ends when the last enemy is defeated. Afterward, the player is presented with a choice of rewards, such as new spells, summons, or other abilities, allowing them to customize their strategy and grow stronger for upcoming challenges.

End of Wave Choices

Producer

Producer

As producer for Pretty Powerful Potions, I managed the Pitch Presentation, Milestone, Burn Down and Needed Assets sheet to keep the project organized and on track. Additionally, I created an art bible to and ensure a consistent artistic vision throughout the game. We used Discord to keep in contact and I hosted 2 meetings every week. 

Pitch Presentation

I created this presentation for my group and I to pitch to core concept of Pretty Powerful Potions. It's designed to engage potential publishers, investors, or collaborators by providing an overview of the game's vision and potential. This is also how our music composer joined the Pretty Powerful Potions team

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Art Bible

The Art Bible defines the visual style, characters, environments, and UI for Pretty Powerful Potions, ensuring a consistent and cohesive artistic vision across the entire game.

Milestone, Burndown, Needed Assets Sheet

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This sheet tracks key milestones, visualizes progress with a burndown chart, and lists all required assets, keeping the project organized and on schedule.

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Environment Art

Environment Art

I created all of the Environment art in Pretty Powerful Potions

PPP_ForagingArea_Base.png
PPP_ForagingArea_DesertAreaBase.png

To save time, I created a reusable base for all of the greenhouse designs. Then, I created different groups within the greenhouse file to plan the right size and placement of the furniture assets. 

To the right is the house I created and the roof that goes on top of it. 

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