His mission: -To build narratives that will tie together creative characters and worlds players will never want to leave.- Passionate about games, their creation, and their art; he possess 4 years experience creating 3D assets, supplemented with a background in the visual arts. Throughout his life he has created countless stories and characters, now with Dead Cell Games he seeks to leave his mark on the gaming industry.
Over the last few weeks we have created the home systems for the players and restructured Havenlock City.
project grand vault - home system + new havenlock city
Over the last few weeks we have been fine tuning our menu systems in Project Grand Vault and we are happy to share these updates with you!
project grand vault - menu systems breakdown
In this video we will go over in greater details the differentiating form factors of the protagonists of Project Grand Vault.
project grand vault: hero spotlight
Introduction on the primary enemy type of Project Grand Vault: The Ragna.
dev diary: monsters of grand vault - the ragna
A look into our Shop system, shows features and GUI elements.
dev diary: shop system
An over view of the retooling of our interaction mechanics. :)
dev diary: talking to stuff!
An overview and showcase of our combat mechanics. This time dealing damage. :)
dev diary: combat system showcase
A dive into our combat mechanics + showcase of blocking and flinching systems.
dev diary: blocking/flinch systems
After a long process, we've joined the Playstation developer community.
we're ranking up!
A breakdown of how we set up our modular assets in Unreal Engine 4 for Project Grand Vault.
modular actor set-up for pgv using ue4
A development update which detailing, logs on various aspects of development, including: scripting, a.i. particle effects, sfx, GUI, and more.
development update -video-
Details on recent developments to our ruins level.
ruins ‘room f’ development
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