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3 years ago

Hi everyone! I made the Player character for my video game. Here is how it looks in Blender and UE5.




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Quick combat update for Lobo ⚔️ 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.

In Lobo, fights aren’t one-note. Go full berserker or stay hidden and use the environment to your advantage. Stealth kills, quiet footsteps, and smart positioning let you choose how to survive.

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.

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

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.

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 ⚔️ 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.

Don't miss out on the #WitchspireArt competition!

To celebrate Witchspire's demo launch, Envar Games want to see your Witchspire fan art. Enter to win an Amazon gift card!

Complete our quest to enter.

Learn more: https://bit.ly/WitchspireArtCompetition

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.