


Next up
(#GamePlayVideo #NewVolumetricLights) I've posted a pictures of new volumetric lights I've been working on using Niagara on UE5, and in this video I showcase them at run-time, hope you like it. And most importantly I officially added map to my game! 
(#ChracterSwitch) Showcasing the capabilities of switching your characters at runtime without losing any progress, character keep maintaining their traits and everything else but be careful white they are disconnected that still ticking.
(#MapUpdate #WorldPartition) I've Update the visuals added weather effects and more to the game, and on top of that, I've created world-partition setup for foliage, so I can optimize the game as much as possible so everyone can play it.

After years of development, the first prototype of the transformation is finally working.
Still a lot to polish, but it’s exciting to see it in motion.
Lobo is a narrative driven action game about struggling with the beast inside you.
(#Update #CharacterClothing) I Just tried a bunch of different mix with clothing that I have develop until this point just to see how it will work at runtime. (#FullyReplicatedMultiplayer)


He is watching...
(#MapDesign #ScriptsDevelopment) I want to showcase everyone how i do my maps, can by any size any shape i wanted to, my PCG tool generate all the stuff i need rest is history
Hope you like this video, Thank you so much for 700+ Followers !! 













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