Ingredient Delivery
I built three ingredient delivery paths so potion-making felt tactile instead of menu-driven: dry ingredient dropping, liquid pouring using dot product checks, and analog squeeze-to-drip input.
Award-winning solo VR systems case study
A cozy VR potion-brewing game with a cosmic horror twist, built solo in 6 days for VR Jam 8.
Honey & Hemlock is a VR potion shop built around tactile ingredient handling: dropping dry ingredients, pouring liquids, squeezing drops, stirring, and serving customers. The project combines cozy shop interaction design with a short cosmic horror sequence, giving the jam theme a mechanical and atmospheric payoff.
This is the strongest opener in the portfolio because it shows solo ownership across concept execution, VR interaction design, gameplay systems, data architecture, narrative flavor, polish, and final delivery.
I built the full playable experience: VR interactions, recipe logic, customer flow, ScriptableObject data, Timeline sequence, audio-synced stimuli, and final polish.
I built three ingredient delivery paths so potion-making felt tactile instead of menu-driven: dry ingredient dropping, liquid pouring using dot product checks, and analog squeeze-to-drip input.
I designed progressive recipe filtering that removes impossible recipes as ingredients are added. This kept validation responsive and gave the system a clean way to resolve player input without brute-force end-state checks.
I implemented angular velocity-based stirring detection using
Atan2
, progress accumulation, and decay so the player had to perform a readable circular motion rather than simply collide with the cauldron.
I created an event-driven customer system with entry, request, waiting, delivery, exit, and respawn states. The structure kept customer behavior decoupled from potion logic and supported rapid iteration during the jam.
I authored ScriptableObject data for ingredients, recipes, and 24 customer story variants, giving the project enough content variation without hardcoding story and recipe state into scene logic.
Honey & Hemlock won 1st Place for Enjoyment, 1st Place for Presentation, and 2nd Place for Use of Theme. More importantly, it demonstrates that I can take a VR concept from sketch to polished playable experience under a short deadline while keeping the systems maintainable.