Game Development · 2020
A top-down JRPG that uses the device's ambient light sensor as a core mechanic — brighter surroundings widen visibility, and up to four nearby players pool their light.
Tools: Unity 2020 LTS, C#, Android SDK, Unity Input System
Role: Creative Direction, Design, Engineering
Artificial Nocturne is a traditional top-down role-playing game that leverages a device's ambient light sensor as a core mechanic. In brighter environments, player visibility expands; when up to four nearby players participate, their light data aggregates to unlock larger safe zones and social buffs. The narrative spans twelve chapters planned for distribution via an in-game store. The project draws on late-90s JRPG influences and a gallery-art background, blending cozy exploration with experimental, real-world-aware systems.
Ambient light sensors vary by device, producing noisy lux readings that required normalization and smoothing. Android permission flows and background power management affected sensor polling. Designing fair co-play without server sync demanded robust on-device rules to prevent spoofing, and chapterized content delivery required careful save/version migration.
Playable prototype with top-down movement, combat scaffolding, dynamic visibility tied to lux input, and 4-player local light pooling. In-game store and chapter delivery are stubbed with working data paths.
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