Becoming the Strongest as a Game Dev

Chapter 14: Chapter 14



Sam takes the D-rank gem and infuses it with his mana to enter. As his consciousness flows into the gem, he finds himself in a vast space with white ground, a clear sky, and the sun shining brightly overhead. This space feels much larger than that of the E-rank gem.

Closing his eyes, Sam visualizes the iconic protagonist of the Devil May Cry series – Dante. With a few focused thoughts, a blank mannequin takes shape before him. Sam begins to meticulously sculpt the figure, bringing Dante's distinctive features to life.

He starts with the chiseled jawline and sharp, piercing eyes, imbuing them with a fierce intensity. Sam then shapes the lean, muscular frame, paying close attention to the proportions and the way the body moves. As he works, he can almost feel the weight of Dante's Rebellion, in his hand.

Reaching into his memories, Sam recreates Dante's signature red leather coat, the fabric flowing dramatically around the figure. He adds the final touches – the white hair, the gloves, the combat boots – until the mannequin before him is unmistakably the Son of Sparda himself.

Sam steps back, a satisfied smile spreading across his face as he admires his work.

Sam then began working on Dante's iconic sword, the Rebellion. His fingers moved with practiced precision, shaping the thick, double-edged blade and the intricate demonic motifs along the hilt. He could almost feel the weight of the weapon in his hands as he brought it to life.

After finishing the Rebellion, Sam started to create Dante's movements, aiming to capture his likeness and style. He visualized the protagonist leaping and twirling, his red coat billowing dramatically as he effortlessly dispatched foes. Each animation frame was carefully crafted, imbuing the figure with Dante's signature flair and power.

Sam focuses intently as he recreates Dante's four signature combat styles within the simulation. He visualizes the Trickster style first, imbuing the figure with lightning-fast reflexes and agility. Next, he sculpts the Swordmaster style, accentuating Dante's mastery of the Rebellion blade with powerful, sweeping attacks.

Shifting his attention, Sam crafts the Gunslinger style, adding dual pistols to Dante's arsenal and animating a series of rapid, stylish gunfire. Finally, he implements the Royalguard style, allowing the virtual Dante to expertly parry and counter enemy strikes with impeccable timing.

Stepping back, Sam admires the versatility of the character he has created, no longer bound by the limitations of the original game. He nods, satisfied that Dante will have the full breadth of his abilities at his disposal.

Sam felt satisfied with the progress he had made on Dante. The iconic protagonist of the Devil May Cry series was coming to life before his eyes, imbued with the full range of his abilities and combat styles.

Eager to continue building out the world, Sam turned his attention to Dante's twin brother, Vergil. He envisioned the stoic swordsman, his piercing gaze and disciplined movements a stark contrast to Dante's rebellious nature.

Sam concentrated as he meticulously crafted Vergil's form. He started with the sleek, blue-accented coat, the intricate patterns and high collar giving the character an air of regal elegance. Sam then shaped Vergil's chiseled features, the intensity in his eyes reflecting his unwavering focus and thirst for power.

Reaching for the Yamato, Sam poured his energy into bringing the legendary katana to life. He imbued the blade with a supernatural sharpness, its edge gleaming with an otherworldly light. As he animated Vergil's movements, Sam could almost feel the precision and deadly efficiency of the Yamato's strikes.

Shifting his attention, Sam next turned his focus to the human demon hunter, Lady. He recalled her fierce determination and resourcefulness, qualities he was eager to capture in her virtual counterpart.

Sam began crafting Lady's form, starting with her athletic and lean physique. He meticulously sculpted her short, spiky black hair and piercing red and bluish-green eyes, imbuing them with a resolute gaze. As he worked, Sam envisioned the arsenal of weapons that defined Lady's combat style.

Reaching out, Sam summoned the Kalina Ann, a massive rocket launcher with a sleek, gunmetal finish. He paid close attention to the intricate designs etched into the barrel, giving the weapon an almost ceremonial appearance. Beside the Kalina Ann, Sam materialized a pair of standard-issue pistols, modifying them with increased stopping power and faster reloads.

Seeing the three iconic characters in front of him filled Sam's heart with pride. He had brought to life the legendary figures from the Devil May Cry series, each one meticulously crafted and imbued with their signature abilities. Sam couldn't help but feel a sense of accomplishment at his work.

Sam began to create the stage for the three characters. He visualized a grand, neoclassical city as the backdrop for the Hunter's adventures. The streets were lined with ornate buildings, their intricate facades reflecting the demon hunter's flamboyant nature.

Shifting his focus, Sam turned his attention to the iconic Temen-ni-gru, the towering demonic structure that had served as the central setting in Devil May Cry 3. He poured his energy into sculpting the jagged spires and grotesque statues, imbuing the tower with an ominous presence that would challenge Dante and his allies.

Sam then started to create all the rooms and puzzles in Temen-ni-gru. He visualized the intricate layout of the tower, drawing inspiration from its ominous Gothic architecture and demonic influences. With focused thoughts, Sam crafted each chamber, imbuing them with a sense of mystery and challenge.

The first room featured a towering statue of a three-headed beast, Cerberus, guarding the entrance. Sam knew the Hunters would need to employ his agility and versatile combat styles to overcome this formidable foe. Further in, he envisioned a grand hall where twin swordsmen, Agni and Rudra, would clash against the demon hunter's blade.

For Nevan, he pictured a grand chamber with intricate stained-glass windows, where the vampiric demoness would use her electrifying guitar to unleash swarms of bats upon the player. Sam could almost hear the pulsing rhythms and feel the static charge in the air as he visualized the Hunters dodging and weaving through the chaos.

Next, he turned his focus to the Beowulf boss fight. He envisions a spacious, torture chamber-like arena, with rays of light streaming through towering arched windows. There, the proud demon warrior will clash against the Hunters, his lightning-fast gauntlets and greaves a formidable match for the demon hunter's swordsmanship.

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