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Designing Levels That Tell Stories
I'm always looking for ways to add variety to my levelsβ€”making them fun to explore, full of surprises, and visually rich with storytelling.
In Lobo, every path has a purpose, and every obstacle has a story behind it.

It's safer to keep it closed.

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Devlog 26: Fixed the bombardier enemy(The kamakazi one), the Imitation can now damage the player if the player hits it's spikes, changed how the health pickup and shield pickup look.

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Devlog 25: Added bulletholes, added a better effect for when the player's sliding across the ground, changed it so there's no more mode toggle, instead you're on the ground and can jump, also added camera shake to normal movement and fast boosting.

''Hope you can Survive the Waves''
#Horror #Teaser #STR #3D #Blender #UE #UnrealEngine

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Thanks to my friend for helping making a story for the game! You can check it out on the game page.

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Five Nights at Freddy's : Witness | Post Processing Effects | FINAL

From Low, to Medium, to High Graphics!

When Will... The Demo Release?