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I started sculpting my models following the UE4 mannequin as part of my workflow, that has so many advantages, especially for rigging, but there is always a phase where the characters look very weird...
Next up
Work in progress: Inventory and equipment system updated with new slots for my game, Lobo! 🛡️🎒 #GameDev #IndieGame #uidesign
Crafting a sword for a video game! ⚔️
I’m available for commissions—whether it’s characters, accessories, or props for your game, don’t hesitate to reach out!
Unleash devastating finishers when an enemy's health hits a critical point! The animations and thresholds adapt to your level. Check out this melee weapon finisher in action! 🗡️💥
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Optimizing UI performance in UE5 by consolidating all UMG elements into a single material for better efficiency. 🚀 #GameDev #UnrealEngine #uidesign
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Back to level design! Working on the lighting and atmosphere in Lobo to perfectly capture the story and lore of the world. 🌑💡
When an enemy's health drops below a certain threshold, you can unleash brutal finishers! The threshold and animations scale with the player's level. Here's an example of a finisher using a firearm. 🔥
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
In Lobo, enemies have a random chance to perform synced attack animations. To enhance the cinematic experience, I’ve added a spectator camera that spawns dynamically to capture the action—cleverly avoiding collisions and obstacles for the perfect shot!
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