
#3D #UI Skill Tree #experimental design. The goal was making the navigation more fun & exciting meanwhile visually explaining the upgrade. UI was designed in Adobe Illustrator, modeled in #Blender, developed & rendered in #Unity
Next up
Inspired by The Last of Us, Lobo uses gates as progression. Some open only when all lanterns along a path are lit, others are tied to undead guardians. A small valley, packed with lore and history.
In Lobo, I use foreshadowing to keep the gameplay rhythm going. A quiet moment, a fallen hunter, and a new weapon you can equip but not use yet, just enough to tease what’s coming next.
In Lobo, finishers use a dynamic Spectator Camera that finds the best shot in real time. It tests nearby angles, avoids occlusion, and adapts even in tight spaces to keep executions cinematic.
Some renders I made a while ago.
Goodnight!
No mocap, no actors. Just a solo-dev workflow using facial animations and lipsync to bring dialogue and characters to life in Lobo. AI voices for now, real actors later.
BIG NEWS: Your Bandit can wear a Game Jolt hat and shirt in Bandit Trap!
Defend your home or steal treasure in the open beta: https://bit.ly/BanditTrapBeta
It ends on March 23rd at 6 am CET!
Happy Devruary! I'm developing my game, Lobo: The Wolf in Me, with Unreal Engine :-) If you love the lore of The Witcher, the gameplay of The Last of Us, and the humor of Monkey Island, this one is for you.
Tutorials in Lobo are optional, easy to skip, and only cover key mechanics that aren’t obvious. They’re brief and direct, and yes! They break immersion, but that’s intentional: quick info bites help you immediately apply what you learn.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Do you like to spam attacks? Enemies in Lobo won’t let you. They dodge, dash, or counter with unblockable moves to break button mashing and keep combat dynamic.


















14 comments