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LIVILLE: THE ELEVENTH HOUR

Harness chance and defend your home with random, magical firearms.

Livile: The Eleventh Hour (Title Screen)

Livile: The Eleventh Hour (Title Screen)

The title screen for Liville; It features the game's four player units and a custom-made title graphic and typeface.

Liville: The Eleventh Hour (Gameplay)

Liville: The Eleventh Hour (Gameplay)

A screenshot of the second level of three from the game. The player mus eradicate all enemies and save Liville's town center.

Liville: The Eleventh Hour (Forge Screen)

Liville: The Eleventh Hour (Forge Screen)

Liville: The Eleventh Hour uses a gacha-style system for obtaining its randomly generated guns. Players input resources and obtain guns based on their input. These guns will have randomly generated stats as well as mods that affect how they behave.

Liville: The Eleventh Hour is a turn-based strategy game where players must devise their tactics using variable, randomly-generated weapons. Control up to four playable units to clear maps of the invading monsters and save the town, earning yourself resources along the way to spend on new weapons sporting randomly-assigned stats and modifiers.

I worked as the game's main artist, creating virtually every visual asset it uses, from character design and animation to user interface. On the two-man team, I also served as the game's designer, level designer, quality assurance manager and tester, and public relations head. I also created the game's trailer, which is viewable in the itch.io page below.The game's code was created by my co-director Oscar Ngan, and the game's music and sound design was created by Andy Tsai.

In the wake of fighting a losing war, Ira escaped inland to the small town of Liville in search of asylum. With his country now annexed and its magical resources, the mana wells, now in the hands of a greater empire, all that could be done was try to live quietly and avoid persecution for fighting back. But, only weeks after the war’s end, the empire’s tampering with the mana wells have had catastrophic consequences, and now monsters from somewhere beyond Ira’s world are leaking in. If he and his new neighbors hope to live safely, Ira will have to train them into a militia to defend their isolated little town.

This is Liville’s eleventh hour.

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ESCAPE VELOCITY

A game about the sacrifices that come with chasing your dreams.

Escape Velocity Steam Advert

Escape Velocity Steam Advert

This is the Steam page advertisement for Escape Velocity.

Level 1

Level 1

A screenshot of the game's first level, depicting the main character as a child. Thinking the world simple and himself invincible, he can crush through (imaginary) brick walls and platform with ease.

Level 2

Level 2

A screenshot from the game's second level, depicting the protagonist's first day at college. As he is studying to be an astronaut, the level's main mechanic is a VVVVVV-esque gravity switching ability.

Level 3

Level 3

A screenshot from the game's third level, depicting the protagonist's stressful married life. The level revolves around managing your level of stress as you come to terms with being unable to achieve your dream, ultimately resulting in a meltdown.

Level 4

Level 4

A screenshot of the game's final level, during which the game's now-elderly protagonist must rekindle his relationship with his son after year of being absent.

Escape Velocity is a singleplayer game that tells the rather extraordinary life story of an ordinary man who struggles to obtain the things he desires. The game seamlessly interweaves robust runner-like gameplay mechanics with an engaging story, which has been previously unexplored or a weakly employed combination in endless runner games so far. Our goal is to provide a compelling narrative experience without the expense of fun gameplay, and player learn new mechanics that ties in with the themes of the game as the story unfolds. Be prepared for an emotional rollercoaster.

I worked on the game as a story designer, artist, and sound designer, as well as a team leader in a group of three other people, in which I delegated tasks and managed deadlines. I also made the game's trailer, seen in the Steam page listed below.

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PICO-8 GAMES

A handful of my favorite Pico-8 games I made during Bennett Foddy's "Pixel Prototype" class at NYU.

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THE AMAZING IDENTICAL BROTHERS

One of the earliest games I made at NYU. It is a simple guessing game in which you try to tell my brother and I, identical twins, apart as if we were a circus freakshow.

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PROJECT INNSMOUTH

Escape the town of Innsmouth, or go insane trying.

Project Innsmouth is a game that I helped create in the summer of 2014 in conjunction with four other people. Most of my work includes the 3-D models used in the game, including the toilet seen in the art gallery section.

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OTHER WORKS - 3D MODELS

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OTHER WORKS - 2D ASSETS

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CONTACT ME

Have questions? Interested in my work? Just wish to spread some compliments my way? Feel free to contact me.

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9145896623

235 Grogans Lake Pt
Atlanta, GA 30350-100-
United States

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