Solo University Project
Made with Unity
C# Programming
Pixel Art using Libresprite
Character Design
Level Design
Enemy AI
Physics Programming
Multi-layer Environments
Tile-mapping
Parallax Backgrounds
Economy & Shop Design
Story & World-Building
Night Owl was created as a university project, the brief of which was to create a demo of a 2D platformer using the Unity game engine. The expectations of the project were to include a controllable player character, a game world built with tilemapping, basic collision and physics, as well as a unique game mechanic and a win/loss condition. The timeframe for the project was approximately 12 weeks.
At the beginning of this course, I had no prior experience with C# programming or with the Unity game engine, so the game's production became my playground to experiment with the tools and their limitations. It also simultaneously became a Frankenstein's monster of my developing skills and evolving concepts. The core concept for the game was a tale as old as time:
"You are an owl who must stay up all night to impress your cool goth friends. Don't do anything uncool."
Night Owl must traverse the city streets as his energy slowly drains, collecting coffee to keep himself awake and dodging hazardous annoyances that would drain his energy. This was not a game about life and death - this was a game about how uncool it would be to fall asleep in the street while you're supposed to be at a cool goth afterparty.
The titular character, Night Owl, was designed to look like a romantic goth, complete with red cravat, black waist coast and loose, "floofy" sleeves - your stereotypical, eye-linered Anne Rice fan. His character sprite was designed and animated frame-by-frame entirely with pixel art using LibreSprite.
As an owl AND a goth, there was certain logistical limitations to his character design:
He couldn't be too emotive - apathy is cool.
He couldn't move too quickly - being in a hurry is uncool.
He couldn't bend his knees too much - his jeans are skinny.
He wouldn't "die" when he ran out of health - he'd simply fall asleep where he stood - so uncool.
Logically, Night Owl was never going to be exchanging blows with killer mice or bipedal beetles. At most, the biggest threat to Night Owl was running out of energy and falling asleep - so his enemies had to reflect that. What type of characters would risk draining the energy of a goth?
Firstly, "posers" - and thus, the Emo Crows came to be. These fringe-sweeping chaps loiter around in alleys and street-corners, exuding an aura of "uncoolness" that drains Night Owl's energy. This created "dead-zones" for the player to avoid while navigating levels. Later enemies would include a Parrot Karen that shot a draining sound-wave of annoyance and a jacked Eagle Gym Bro that would knock Night Owl back - costing precious time.
The game was designed entirely within the Unity game engine, coded with C# and using various components such as platform effectors to add depth to level design.
Night Owl's characterisation brought rules. He was an owl, but if he could fly, the game was completely different - but that could be hand-waved away as "Flying is too showy for a goth." Thus, he had a much sleeker and more chilled out glide, which he could use to float between rooftops and over enemies. Later abilities would include a reluctant sprint and a flutter ability to give some extra height at the end of the jump.
Each level needed handholds and guide posts for the player - hence a handy trail of coins for Night Owl to collect, and the occasional floating coffee cup to top up his energy and hint at alternate paths. Each level was then finish-lined with an interactive shop - a brief moment of respite for the player and a chance for Night Owl to buy those funky movement upgrades in the form of pretentious coffees.
In a later version of the game, I think I'd prefer to implement the coffee shops as optional checkpoints to provide breaks and upgrade while making the levels longer.
In this bird-world of emo crows and goth owls, the world had to feel appropriate to the "lore" I had accidentally made the entire game hinge upon. So where would goths hang out? Likely in the city, or in graveyards - so the levels became alleyways and storefronts, with balconies, cars, and rooftops to add verticality. After all, what was the point in being able to glide if you couldn't get up high?
And because of the rules of this world, all the posters, graffiti, shop names, and even the walk signs, had to be bird-related. Because of course they did.
Night Owl's retro pixel art look demanded a retro sound. After prowling the dark corners of the Unity Asset Store for long enough, I had found a selection of 16-bit sound effects and background music that I could alter to fit the vibe of the game. The original background audio was actually originally a jester's theme that had been slowed down and dipped in pitch to be reminiscent of classic gothic songs of the late 80s and early 90s, such as the Sisters of Mercy. Alongside the jangling of coins and other diagetic sounds within the scene, Night Owl's sound effects were formed mostly from a hundred different samples of "whooshing" - perhaps a later version might even include a hoot or two.
When I was born in the 90s, my mum was an Anne-Rice-fan goth with back-combed Robert Smith hair. When I was a teenager, I proudly swept my fringe to the right, donned the skinniest jeans I could and declared myself an emo. Night Owl became a celebration of these alternative music tropes, poking fun at myself and also learning a lot about game development along the way. It became a labour of love born through hours and hours staring at a screen, answering questions like "The sprint should definitely be locked behind the espresso, but what would does a long black do for a goth owl?" By the time the demo was ready, I had spent more hours than I can count with Night Owl and was quite chuffed of the final version that was submitted.
As of 2025, the Night Owl vision is being re-developed for a full release at a future date.