
I am making variations for The Fallen in Blender, one of my game's enemy types.
Next up
🎮 Sneak, strike, survive. Just added synced animations for stealth kills, finishers, and perfect counters in Lobo: The Howl Within ⚔️
Each move adapts to your timing and positioning—making every encounter feel brutal and satisfying.
Not every door in Lobo: The Howl Within is meant to be opened… Some require keys, quests, or ancient light-fueled lore. Others? They’re not keeping you out—they’re keeping something in.
Here’s a look at the new door interaction system.
Lighting, scale, and mood guide players into a world of mystery.
No Lumen. No Nanite. Just global illumination, LODs, and optimized geometry—crafted for performance and atmosphere.
Are you ready for your next adventure?
Smart loading, zero immersion break. In Lobo: The Howl Within, I’m using narrow passage mechanics to stream levels seamlessly in and out—no loading screens, just smooth exploration.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Maybe you can block enemy attacks... But if you run out of stamina? You’re stunned. Time it perfectly though, and you trigger a counter that knocks enemies back—giving you space to reposition or fight others.
Should you kill every enemy you see? In Lobo: The Howl Within, leaving dead bodies behind can trigger enemy investigations. They’ll warn others and form mini hordes to track you down. Sometimes stealth > strength. What’s your playstyle?
I refined the combat in Lobo: The Howl Within—smoother transitions, better animation blends, and improved camera work!
As a solo dev, I stitched together 4 animation packs from 3 creators to make it feel like one cohesive system.
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