WitchCraft is a cozy, witch-themed creation world built specifically for Horizon’s growing mobile audience. I wanted to create a calm contemplative space where players could come together and express themselves through art.

Players collect color-coded mushrooms, refine them into painting supplies, then paint spell patterns to conjure wearable witch items and village décor. Under the hood I built reusable paint-room modules, UI that only shows inside the right zones, mobile camera options (top-down and pan), and persistent player variables so sharing and visibility choices stay set. I also used generative-AI assisted concepting to iterate on stylized props and textures faster, and 90+% of the meshes featured were AI-generated in the editor.

This was my first attempt at ever building in Horizon worlds, and it was refreshing, coming from a background in Unity and Unreal engine. One paint grid can support conjuring rooms today and public galleries or co-painting sessions later. The hardest part was keeping runtime visual changes working inside mobile constraints.

Next, I plan to expand the shared village display so that more than 2 players can see each other’s paintings at the same time, expand the range of paint recipes and attire, and optimize paint zones so the experience can support more concurrent mobile players.

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