2 years ago

Hey everyone! I'm compiling all the characters from my video game, Lobo, in this album for you to explore. I'll be updating it regularly, so don't forget to check it out! ๐ŸŽฎ๐Ÿบ๐Ÿ“ธ

https://danimarti.artstation.com/albums/9926072




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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.

Meet the Fallen Sentinel, an undead warrior who still fights like a master. Light attacks, stamina dashes, Fear-based blocks, perfect parries, and brutal guard breaks make combat in Lobo tense but approachable.

One of my obsessions in Lobo is giving characters emotions during gameplay, not just in cinematics. Using a simple emotion blend space, I can trigger expressions like anger or fear in real time, even for enemies. Small details, big impact.

"This time, there's more than an illusion to fear,"

Quick combat update for Lobo โš”๏ธ Undead enemies now have subtle zombie-like animations, optional non-gore FX, and arenas that blend naturally into the world using PCG tools. Combat should feel smoother and more readable.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

In Lobo, I optimize enemy AI with distance-based activation. Only nearby enemies are fully active, keeping performance smooth while encounters stay smart and meaningful.

New combat update in Lobo โš”๏ธ Enemies can now perform finishers when your health is low, and a new dynamic camera system frames everything in real time for more cinematic, reactive shots.

sketch of roses

Do you like to spam attacks? Enemies in Lobo wonโ€™t let you. They dodge, dash, or counter with unblockable moves to break button mashing and keep combat dynamic.