



I fixed the distance between eyes because although monkeys have smaller eyes and they look closer to the nose, I'm trying to blend human and monkey features. My main monkey reference is the Macaque, not the chimpanzee which has similar features to humans.
Next up
No mocap, no actors. Just a solo-dev workflow using facial animations and lipsync to bring dialogue and characters to life in Lobo. AI voices for now, real actors later.
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.
After years of development, the first prototype of the transformation is finally working.
Still a lot to polish, but it’s exciting to see it in motion.
Lobo is a narrative driven action game about struggling with the beast inside you.
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.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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.
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.
Some renders I made a while ago.
Goodnight!
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.














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