A 2D exploration platformer about the last light left in an endless night. Designed, illustrated, and built from character concept through to a playable Unity build.
Nox began as a story before it became a sprite. The mood, the character's role in the world, and the core light and dark mechanic were worked out first.
Nox is one of the last travelers in a world buried in endless night. The moon that once lit the sky shattered, scattering its light across the world, and in the dark that followed, dangerous creatures emerged and the cities fell silent. Nox's mask is an old relic that holds the moon's last light. Every fragment recovered gathers in the mask, casting a brief glow that reveals hidden paths, and pushes the endless night back, one piece at a time.
Idle, run, and jump cycles, built frame by frame in Aseprite and refined into final in game motion in After Effects.
A tile set and a library of background props built to dress the floating island caves Nox explores.
The interface system, including the menu, HUD, controls, and pause flow, designed first as boards, then implemented and confirmed working in the Unity build.