After Light

Pixel Art • Programming • Processing Development • Early Game Prototyping

Summary

After Light is one of the earliest games I created in Processing, and it was my first time integrating my own hand-drawn pixel art into a playable prototype. The player controls a small elf who runs toward the player’s mouse cursor on the X-axis, creating the playful illusion that she is chasing a glowing firefly.

Meanwhile, shooting stars crash down around her, and the “firefly” (the player) must guide her away from danger and keep her safe until sunrise.

This project helped me explore the relationship between player intent, character responsiveness, environmental danger, and visual atmosphere, all while learning the foundations of building games from scratch.

itch.io

Project Overview

After Light was created as part of an early graduate school assignment focused on understanding:

  • How to implement simple cursor-based movement logic

  • How to create escalating tension using ** environmental hazards**

  • How atmosphere and visual style affect game feel

  • How to build a complete game loop with start screen → gameplay → survival → outcome

I built all systems manually in Processing, including movement, collision detection, rendering, and UI elements.

Tools Used

  1. Processing (Java) – game logic, animation, rendering

  2. Photoshop – sprite art and background painting

What I Worked On

Programming & Gameplay Systems

  • Implemented cursor-follow movement (elf moves toward mouse X-position)

  • Coded falling-star hazards: spawn timing, random variation, collision detection

  • Built health, scoring, and “time until sunrise” survival systems

  • Implemented win/lose conditions tied to sunrise and player health

  • Created start screen, transitions, and restart flow

Design

  • Designed the core loop: survive the night by avoiding falling stars

  • Balanced star frequency and speed for tension

  • Focused on creating a calming but dangerous atmosphere through color and movement

Art & Animation

  • Created all pixel-art assets, including:

    • Elf character

    • Firefly glow effects

    • Moon, trees, and background environment

    • UI bars, title screen, and decorative elements

  • Learned how to integrate sprites into Processing without animation tools

What I Learned

This project taught me:

  • How to combine my own art with game systems for the first time

  • How to implement cursor-based movement and basic collision detection

  • How atmosphere and visuals can transform a simple prototype

  • How tension can be created with a single interaction: avoid

  • How satisfying it is to see self-drawn pixel art come alive on screen

  • Early lessons in pacing, responsiveness, and readable hazard design

After Light became a meaningful milestone — the moment I learned not just how to make a game, but how to make a game that feels alive.

Personal Reflection

After Light is a project I look back on with a lot of affection. It was the first time I truly saw my own drawings become a moving, playable world. I’ll never forget the joy of watching the elf’s tiny pixels slide across the moonlit forest, or the soft glow of the firefly guiding her through danger.

It also taught me the magic of indirect control: letting the player influence a character without piloting them directly. Even in this tiny prototype, that idea planted the seed for many of the empathetic and character-driven systems I would explore later in my career.

Most importantly, After Light helped me realize something important:
I didn’t just enjoy making games — I was capable of making them, completely from scratch.

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Fate (2014)

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Super Space Boy 2000 (2013)