Work in Progress in Unreal Engine

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Crowd control and combat in Lobo: The player has a set number of tokens. Enemies check for available tokens to see if they can engage. If a token is available, they attack. If not, they circle the player and wait their turn.

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Why are headshots so satisfying?

It’s the perfect balance between risk and reward.

But be carefulβ€”in Lobo, a missed shot means trouble. The noise and enemy reactions will alert nearby foes! πŸŽ―πŸ”«

Hey! I'm coding a new project, a special effects visualization software to display 3D effects and export the video for easy editing!

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Since I don't want to leave this game page completely empty, have a look at the some of the player's updated mechanics! ( I fully know this is still gameplay, but it's not one of the game's actual maps)

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Quickly testing my comic shader in real time for Lobo! Using custom depth passes, I can selectively colorize specific meshes.

getting further into recreating orb walker, im starting to recreate some of my older npc designs in 3d.
what dya thing? better, worse or just different?

What's New in the Update:

- Allies now defend themselves automatically

- The captain can heal the soldiers

- More detailed and comprehensive tutorial

- Smoother difficulty curve

- Checkpoint system

⚑ I still here developing and working hard to bring a complete build soon! here is some pictures of new scenes maked for the game. ⚑

I hope You like it, more updates post soon!

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Thank You All!

Sometimes there is only one way to deal with robots that stand in your way