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908
3 years ago

Making in Blender The Fallen, one type of enemy for my game, developed in UE5.




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In Lobo, gear can break, but it’s not a punishment. It’s part of the world’s economy — repairing costs coin and pushes you to explore for resources and treasures. You’ll also meet the twin blacksmith brothers… from different fathers. Don’t ask.

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! 🎮

Disclaimer: Don’t watch if you have motion sickness 😅

Unreal’s first-time shader stutter? I made a tacky fix in Lobo: a hidden camera rides a spline through tricky spots, preloading all shaders. Player sees nothing. Game runs smooth. 🎩✨

Your fellow Jolters are still hard at work making GREAT #GameJoltColors25 art!

There's still time for YOU to be part of it. Check your quest log to get started.

All artists are tagged below! 🔽

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

my most accurate model i have ever made :p

finally getting a look at it without it being in low resolution lol

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.

Heavy attacks come at a cost.

In Lobo, using brute force puts enemies into aggro mode — drawing their full attention and making the fight harder. Sometimes charging in isn't the best move… or is it?

Welcome back Joltober, and hello #fnactober25

Hopefully I can mix both prompts as we go haha

Day one is #rat x animatronic. Amazing combo

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?