Loading...
2,271
3 years ago

I created this character for a video game in UE5.
It has been sculpted and modeled in Blender and textured in Substance Painter.




3 comments

Loading...

Next up

Happy Devruary! I'm developing my game, Lobo: The Wolf in Me, with Unreal Engine :-) If you love the lore of The Witcher, the gameplay of The Last of Us, and the humor of Monkey Island, this one is for you.

#Devruary

Do you like to spam attacks? Enemies in Lobo won’t let you. They dodge, dash, or counter with unblockable moves to break button mashing and keep combat dynamic.

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.

Moonlight Peaks is a life-sim where you can live your magical farm life! ✨

Don't miss out on completing our quests celebrating the game to get sticker packs, coins, and more!

Play the FREE demo: https://bit.ly/MoonlightPeaks

In Lobo, I use foreshadowing to keep the gameplay rhythm going. A quiet moment, a fallen hunter, and a new weapon you can equip but not use yet, just enough to tease what’s coming next.

Yippee, wahoo, yaheeeee!

Little something I put together in Blender and Krita for #Mar10 Day, 2026.

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.

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.

Some renders I made a while ago.

Goodnight!

Tutorials in Lobo are optional, easy to skip, and only cover key mechanics that aren’t obvious. They’re brief and direct, and yes! They break immersion, but that’s intentional: quick info bites help you immediately apply what you learn.