Work in Progress in Unreal Engine

Share your creations!


Cutscene triggers now sweeps camera from wherever youre lookinjg to target rotation. Before we forced snapped the camera to a given position, which looked janky! Some testers even thought this was a bug!
UPDATE 2 coming soon!
https://www.youtube.com/watch?v=F0wKTiuKVzo

OME - DEV BLOG: Cutscene Camera Sweep
Cutscene triggers now sweeps camera from wherever youre lookinjg to target rotation. Before we forced snapped the camera to a given position, which looked ja...
https://www.youtube.com/watch?v=F0wKTiuKVzo


This is what greets you in the lobby of my next #FortniteCreative experience. It will tell you what to do!
My first game was a capture the flag map with size tasks. You can see it here https://www.fortnite.com/creative/island-codes/8819-3321-2150
#UEFN #UnrealEngine #UE5 #EpicGames #Fortnite


Dead by daylight meets Fnaf
just showing the menu though
Been working on this for awhile in secret, It's in a limited playable state rn, but It's getting to a actual playable state quickly
2 posts in one day omagod

We've shifted our cinematics from pre-rendered to real-time in Unreal Engine, resulting in enhanced visuals, optimized game size, and a faster workflow for us on future cutscenes. I'd love to hear your thoughts! Article right here below.


Work in progress for @flagstonegetaelegacy upcoming next-gen rpg #videogame
Discord : https://discord.gg/xDEfRVmE27



Finally we've revealed some information about irradiated rat and one of their attacks.
Feel free to give your feedback, we really appreciate it!
#twilightwars #indiegames #gamedev #turnbased #rpg #enemies #animation
Hello everyone!
If you are interested in character creation, AI, or combat design, check out my latest game devlog!

Devlog 53 - Combat against Undead Enemies and their new AI in UE5
Hello everyone!Welcome to a new devlog!In this episode, I will introduce the new player character and the improved AI for the basic enemy, the Fallen.Chapter...
https://www.youtube.com/watch?v=huegzTfuCeo


In our RPG, enemies' behavior is determined by needs instead of schedules.