[05]
A cartoon adventure game — a night-time journey through the Goblin Ravine to save the King from a terrible stomach ache.
The Goblin King ate a spoiled bat for dinner. Now he’s suffering from severe stomach pains and gas that threatens to blow up the entire Goblin Cave. The player, the King’s loyal servant, is rushed out to gather rare ingredients and bring them to the Shaman, who will brew a potion to save the King before it’s too late.
| [TYPE] | GAME DESIGN / 3D ADVENTURE | |
| [YEAR] | 2026 | |
| [TOOLS] | UNITY, MIXAMO, TRIPO AI, RODIN | |
| [CLIENT] | STUDENT PROJECT |
The player must find and collect unique ingredients — mushrooms, crystals and spiders — scattered across the cave, and deliver them to the Shaman, who uses them to brew a healing potion. Completing the mission saves the King and the whole Goblin Cave.
The experience is built on simple movement and interaction with the environment and its characters, clear goals, and a humorous narrative that carries the player from start to finish.
Three goblins drive the story: the King, his loyal Servant — the player — and the Shaman who brews the cure.
The King was generated with Rodin and the Shaman with Tripo AI; the Servant comes from the Unity Asset Store.



The characters were rigged and animated in Mixamo, then brought into Unity and set to react to the player as the story unfolds.
Each ingredient has its own model and icon, and the HUD tracks how many of each the player has found — five mushrooms, four crystals and two spiders. Delivering them all to the Shaman earns the potion.




The night-time ravine was built in Unity from stylized cave, crystal and mushroom kits — mossy walls, crystal rocks, barrels and pots, spider webs and a glowing gas pool marking the danger building up inside the cave.
The ground was hand-painted with Unity’s terrain tools, blending layers of moss, earth and stone into one continuous, cartoon-textured floor.
The models chosen for the Shaman’s corner — a bubbling cauldron, crates of produce, potion bottles and lantern posts — turn the end of the route into a small brewing workshop, where the player hands over the ingredients and receives the potion.
A cartoon art style with simple shapes and a saturated palette. The gap between the playful visual style and the looming narrative danger creates a game experience that is accessible and intriguing.
All titles and UI are set in Goblin Brew, a condensed label font, in an acid green that reads like the gas itself.
The UI follows the player through the whole journey: a main menu and controls screen, a story canvas that sets up the mission, an in-game HUD, in-world prompts, and win and lose screens.
In-game, the HUD tracks the collected ingredients and a countdown timer, with a Play Again button that returns to the main menu. Custom cursors — a pointing hand and a grabbing hand — were generated with AI.


Models and environment kits used in the game, alongside the characters and UI I created.