Development

This page is intended as a history of the making of Dead Cells, as well as a page to see the contributions of the different developers. It is currently a stub, but feel free to help.

Art
Carduus was responsible for the [[Media:CarduusheroEnemies%C2%B2.png|design of the Beheaded and all enemies]] in the game, as well as certain NPCs such as [[Media:CarduusSpiderLady.png|Spider Lady]] He designed the animations, special effects and backgrounds of the game on his own for a year, until Gwen joined the art team.

Gwen was mainly responsible for [[Media:GwenBGNPCprops.png|backgrounds, level design and NPCs]] such as the [[Media:GwenmerchantForge.png|merchants and the blacksmiths]] and the unnamed [[Media:Ghostguy.png|Ghost]] of the challenge rifts. He also designed [[Media:GwenCheststutorialKnight.PNG|the chests and the Tutorial Knight]]. The idea behind the design of some of the NPCs, notably the merchants, was to mix [[Media:GoblinsChameleons.png|goblins and chameleons]].

Both Gwen and Carduus were involved in [[Media:GwenCarduusMarketing.png|drawing marketing and promotional material]].

Interviews and articles on the making of Dead Cells

 * Article by Gwen explaining the approach to art in Dead Cells.
 * Article by Carduus explaining how animations were done in a pixel art game with a very small team.
 * Pinterest page by Carduus showing images used as references for art in Dead Cells.
 * Interview with Steve to explain how weapons and skills were designed.
 * Interview with deepnight explaining how early access made the game better.
 * Interview with deepnight explaining how builds were balanced in early access.