top of page
Orkun Ozkan

Orkun Ozkan

Echoes of Nox

Genre: Metroidvania
 

Engine: Unity


My Role: Systems/Level Designer

Duration: Ongoing
 

Platform: PC (Steam)

Team: Orange Party Games

Game Summary

The moon of Nox sat lifeless for decades. Amidst a failing space station, three rogue AIs are locked into an eternal stalemate battling for ever-waning resources. You wake up with no recollection of your past life, only questions. Take back territory from the robots as you explore the station. Find new tools and equipment that unlocks new paths and methods of traversal. Uncover lore and find out what happened to Nox, the true purpose of the station, and your place in the chaos.

My Contributions

Faction System

I designed and prototyped a dynamic faction territory system that allows the game world to evolve based on player actions and inter-faction conflict.

  • At the start of the game, the map has four zones divided among the factions and a neutral zone.​

  • The player can choose to invade any faction in any order. 

  • When a player defeats a faction room:

    • That room becomes neutral.

  • Factions may attempt to invade neutral or rival rooms.

  • Each faction has one main boss, and the boss’s strength scales depending on how many rooms their faction controls.

Level Design

I was responsible for designing and implementing the complete level layout for Echoes of Nox.

Design Philosophy:

The primary goal of the level design was to make the world feel interconnected and reactive. Each region was carefully arranged to support the dynamic faction system.

Enemy Design

I was responsible for designing the enemies and bosses in Echoes of Nox, including their combat roles, attack patterns, behaviors, and overall gameplay identity.

bottom of page