
Mixing Anime and Realism
Made in Blender and textured in Substance Painter
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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.
A knight who refused to die… now fights with what’s left.
The first boss of The Wolf in Me.
Decay took his body, not his skill. Precision. Discipline. Relentless technique.
This is not a monster. It is a warrior.
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.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Lobo is now The Wolf in Me. A narrative-driven action game about losing control. The Steam page has been fully updated. Wishlist now https://store.steampowered.com/app/2486160/The_Wolf_in_Me/
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
I’ve been turning friends into NPCs for my game.
This is Rob.
He wanders the wilderness, lighting campfires in the darkest places. He doesn’t judge. He just sits with you… and helps you find your way.
“Not all light comes from lanterns.”
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.
Mouser for the 2.5th and final time but in his Movie design
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.


















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