Grilled Cheese

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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-19 04:14:37 EDT

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A narrated Vexalia devlog showing experiments with modular legs on voxel creatures. In a grassy landscape, a big-eyed creature switches between different leg shapes and sizes. A snake-like creature moves its tiny limbs, while an older four-legged Vex struggles to walk and tips onto its side. Another blocky quadruped demonstrates improved walking animations. The video ends with a before-and-after comparison of a small voxel house, changing from a simple stone building to a taller structure with a wooden upper floor and pitched roof.
A voxel creature in a grassy game environment rapidly changes its body parts and proportions. It starts as a long, almost legless reptile, transforms into a round four-legged creature, then a taller long-legged animal, and finally a stocky upright biped. Heads, ears, legs, body shapes, and textures change throughout the animation, demonstrating the modular creature system being developed for Vexalia.
A narrated Vexalia devlog showing the development of modular heads for voxel creatures using VexBench. The video demonstrates different facial features, including eyes, ears, snouts, and animated mouths. Several experiments go wrong, from an elephant with wheel-like ears to floppy ears clipping into skulls and exaggerated mouth animations. The final scenes show the improved creature in a grassy voxel environment, with a preview of the next challenge: legs.
Short animation from Vexalia showing a small, round, brown voxel creature with layered fur, four short legs, a broad face and large glowing cyan eyes.

The creature walks across a grassy testing area, blinking its oversized eyes as it moves. Its body is made of hundreds of small voxel blocks, giving the fur a textured, fluffy appearance.

The background shows a simple grassy environment with scattered flowers and objects, while the Vexalia logo appears in the upper-left corner.

This is the base Vex model used during development to test new creature parts, body combinations and animations before applying them to more complex designs.
Video from Vexalia showing the internal tool I use to test different Vex part combinations.

The interface lets me change creature components such as body type, legs, coverings, wings and other traits, then generate a Vex to check how the parts fit together.

During the video I rapidly switch between different options and generate several random combinations. Three different voxel creatures appear one after another on a grey test stage, making it easy to spot parts that overlap, clip through each other or create unexpected results.
Landscape video from Vexalia comparing the old and redesigned versions of Colette side by side.

The screen is split vertically, with “Old” on the left and “New” on the right. Both versions of Colette perform the same movements through a dimly lit interior and alley-like environment, allowing the designs to be compared directly.

The old Colette has a much simpler model, with dark hair, a red outfit and relatively little visual detail. The redesigned version has a much more distinctive silhouette, long detailed reddish hair, layered clothing, boots, additional accessories and more detail throughout the model.

The video follows both versions through the same stealthy actions and poses, including moving around the environment, interacting with furniture and turning toward the camera, highlighting the differences in proportions, clothing, hair and overall character design.
Landscape video from Vexalia comparing the old and redesigned versions of Alden side by side.

The screen is split vertically, with “Old” on the left and “New” on the right. Both versions of Alden perform the same movements and animations inside his study and workshop, surrounded by wooden workbenches and tall shelves filled with books.

The old model has a simpler blue outfit, dark trousers, basic hair and fewer character details. The redesigned Alden has more detailed proportions and hair, glasses, blue-lensed goggles, a dark blue outfit with light sleeves, brown boots and a red scarf or cape.

The comparison shows Alden standing, working at his bench and moving through several matching poses so the differences in his silhouette, clothing and overall character design can be seen clearly.
Landscape video from Vexalia showing an old vs new comparison of Nara, one of the characters in the game’s main group.

The screen is split vertically, with the old version on the left and the redesigned version on the right, both standing in the same rocky voxel environment.

The old Nara has a much simpler dark outfit, shorter silhouette and less visual detail. The new version has blonde hair tied up high, a red scarf, darker armour-like clothing with red accents, brown boots and a more detailed overall silhouette.

Both versions move through the same animations during the comparison, making the differences in proportions, clothing, hair and character design easier to see.
Landscape video from Vexalia comparing the old and redesigned versions of Anoris, one of the game’s voxel creatures.

The video shows the original model first and then transitions to the new version, allowing the changes in proportions, shape, voxel density and overall silhouette to be compared directly.

The redesigned Anoris keeps the same general creature identity but uses a more refined voxel model intended to match the visual scale and quality of the rest of Vexalia more consistently.

On-screen labels identify the old and new versions during the comparison.