How Deepnight Games Connects to Dead Cells and Motion Twin
Updated
Deepnight Games is the personal site of a developer who worked at Motion Twin for 18 years and is credited as director of Dead Cells. The site presents his own games and game-jam prototypes, while a separate section lists the Motion Twin titles he worked on or created. Deepnight Games and Motion Twin are therefore different entities: one is an individual portfolio, the other is the studio where that work happened.
The Dead Cells connection
The site's opening pitch for its featured game reads "From the director of Dead Cells," which is the clearest statement of the link. It tells you two things at once:
- The person behind Deepnight Games directed Dead Cells.
- The new game being promoted is presented as his next project after that role.
If you arrived at the site because of Dead Cells, that line is the reason the connection exists. The site does not otherwise describe the director's day-to-day responsibilities on Dead Cells, so treat "director" as the credit the site itself claims rather than a detailed role breakdown.
The Motion Twin connection
A dedicated section on the site covers "Motion Twin Games I've worked on or created during my 18 years at Motion Twin." This is the explicit evidence that the author spent 18 years at the studio and contributed to multiple titles there.
The practical takeaway: Motion Twin is the employer/studio, and Deepnight Games is where the author collects his own output. The two catalogues on the site are kept separate:
| Section | What it contains | Who it belongs to |
|---|---|---|
| Featured game | The new title "from the director of Dead Cells" | Deepnight Games (personal project) |
| Game jams and prototypes | Ludum Dare entries and small experiments, many with jam rankings | Deepnight Games (personal work) |
| Motion Twin games | Titles worked on or created over 18 years | Motion Twin |
What the jam and prototype list shows
Most of the prototypes on the site were made during Ludum Dare, and many carry placement results such as graphics, overall, fun, mood, or humor rankings. Examples include Tenjutsu (a 2023 prototype described as "right before turning into a rogue," plus a 2022 48-hour jam version), a game-feel demo, Nuclear Blaze (48-hour version), and Badass Inc.
This matters for understanding the relationship: the jam work is personal and experimental, not Motion Twin output. It shows how the author tests ideas and mechanics on his own before or alongside studio work.
How to use this if you're deciding whether to follow
- You liked Dead Cells and want the director's next game: start with the featured game and its trailer/wishlist prompt on the homepage.
- You want to see the developer's range: browse the jam and prototype list, where rankings give a quick signal of what each experiment was judged on.
- You want the studio's catalogue: use the Motion Twin section, not the jam list, since those are the 18 years of studio work.
One limit to keep in mind: the site identifies the Dead Cells role and the Motion Twin tenure, but it does not spell out which specific Motion Twin titles correspond to which credits beyond listing them as work he "worked on or created."