Personal / student project, 2D game

NOX

The Last Moonlight

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.

My role
Character design 2D game art Pixel art Environment design UI design Character animation Unity implementation
Tools
Unity Aseprite Adobe Illustrator Adobe Photoshop After Effects
Captured directly from the playable Unity build
Skills this project demonstrates: Character design 2D / pixel art Environment art UI / UX design Character animation Game development
01

Concept & character

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 character illustration on a night sky background
Character concept illustration of Nox, rendered against the game's night sky setting.

Character brief

Name
Nox
Archetype
Explorer + Mystery
Role
Playable character
Goal
Collect the scattered moon fragments to bring back the light
Strength
Silent and agile, moves easily through narrow platforms
Weakness
Not physically strong

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.

Early silhouette sketches for Nox
Early silhouette sketches
Mood reference images used for art direction
Mood references used for art direction
Environment thumbnail sketches
Environment thumbnail sketches
02

Character design & animation

Idle, run, and jump cycles, built frame by frame in Aseprite and refined into final in game motion in After Effects.

Nox idle, jump, and run animation turnaround sheet
Full turnaround sheet: Jump, Idle, and Run cycles.
Nox idle animation loop
Idle
Nox walk animation loop
Walk
Nox run animation loop
Run
Nox jump animation loop
Jump
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Nox's defined color palette, used consistently across the character, UI, and environment.
03

Environment & world

A tile set and a library of background props built to dress the floating island caves Nox explores.

Nox platform and ground tile set
Tile set: platform and ground pieces.
Background props: glowing flora, rocks, and set dressing elements
Background elements: glowing flora, rock formations, and set dressing props.
04

Gameplay & interface

The interface system, including the menu, HUD, controls, and pause flow, designed first as boards, then implemented and confirmed working in the Unity build.

Full gameplay capture from the playable build, showing movement, the light and glow mechanic, HUD, and the pause flow, all in context.
Main menu
Main menu UI design board
Design
Main menu as it appears in the Unity build
In the build
Loading screen
Loading logotype states designed for Nox
Design
Loading screen as it appears in the Unity build
In the build
Dialogue / pause panel
Decorative dialogue panel frame design
Design
Pause menu built from the panel design
In the build
Touch controls
On screen touch control design
Design
Touch controls visible in the running build
In the build
Collectible moon fragment icon designs
Collectible icon set, tracked live in the HUD during play.
Settings screen design
Settings screen design.
Game Over screen design
Game Over screen design.