Building The Wild Case in Unity
How we rebuilt our adventure toolset on Unity and what changed in our hand-drawn pipeline along the way.
By Specialbit Studio
The Wild Case was our first point-and-click adventure built entirely in Unity, and that decision reshaped how we work. Our old in-house engine had served us for years, but it had grown heavy to maintain and hard to extend. Moving to Unity meant rebuilding our adventure toolset from scratch.
We wrote custom editor tooling to lay out scenes, hotspots, and inventory logic the way our designers think, not the way a generic engine expects. The goal was simple: let the team author a room, wire up its puzzles, and play it within minutes.
The hand-drawn look stayed at the heart of everything. Unity gave us better lighting, smoother animation, and a pipeline that finally kept up with our ambitions, without sanding off the texture that makes our worlds feel painted by hand.

