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Sebastien Benard breaks down the fine details of Dead Cells' design

Motion Twin game designer Sebastien Benard took some time to break down the fine design details of Dead Cells over on the Gamasutra Twitch channel.

Bryant Francis, Senior Editor

August 17, 2018

1 Min Read
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This month, Motion Twin's Dead Cells finally left Steam Early Access and launched on Xbox One, PlayStation 4, and the Nintendo Switch platforms, showing off a smartly-designed procedural level system and incessantly polished gameplay interactions that had it clambering up the Steam charts and beyond.

We've been getting addicted to it outselves here at Gamasutra, and we were excited to talk with Motion Twin's Sebastien Benard about the game's design and development today on the Gamasutra Twitch channel. During our chat, we were able to dive into everything from how Early Access feedback significantly impacted development, to the nitty-gritty details about animating platforming and implementing custom physics into a side-scrolling game.

If you're curious how Benard and his cohorts did it, you should definitely watch our full conversation with him, which you can now view in the video up above. 

And while you're at it, be sure to follow the Gamasutra Twitch channel for more developer interviews, editor roundtables and gameplay commentary.

About the Author

Bryant Francis

Senior Editor, GameDeveloper.com

Bryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.

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