3 years ago

Hi! I just published my first character in the Unreal Market place. Check it out here:

https://www.unrealengine.com/marketplace/en-US/product/female-knight-01




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In Lobo The Howl Within the end is always clear, but the path is an adventure full of combat, choices, and mystery.

Built a cool system for Lobo that smoothly transitions gameplay → cinematic moments → back to gameplay! Perfect for dramatic actions like bridge jumps or sliding through gorges. Pick actors, animations & camera angles easily! 🎮

I made an Ogre as a custom MetaHuman, but in the Zelda: Breath of the Wild style. Made with Polyhammer, Blender, Substance Painter, and Unreal Engine 5.

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

In Lobo: The Howl Within, death isn’t the end, it’s part of the story. Fall damage keeps you grounded, and when you die, your gear drops where you fell. Return if you dare — your enemies will still be waiting.

animating wip

One of the hardest parts of game design is teaching players. In Lobo, I chose to break immersion a bit for clear, fast tutorials, no long hand-holding, just quick lessons that get you into action fast. Which do you prefer: immersion or quick guidance?

Tried turning MetaHumans into anime inspired characters while keeping Control Rig, Live Link, and GASP fully working. Inspired by Breath of the Wild, Guilty Gear, and Studio Ghibli. A fun mix of tech, design and art. 🎨

Which of these is your favorite animation?

Every good adventure hides something behind a waterfall. In Lobo, when you reach the bridge, you’ll spot a small hint, easy to miss, but hard to forget.

Follow it, and you might just uncover something special. Exploration will be rewarded.