
My process to create game-ready assets, from the high poly to the final model in-game.
Made with Blender and Substance Painter.
Next up
New combat update in Lobo ⚔️ Enemies can now perform finishers when your health is low, and a new dynamic camera system frames everything in real time for more cinematic, reactive shots.
In Lobo, fights aren’t one-note. Go full berserker or stay hidden and use the environment to your advantage. Stealth kills, quiet footsteps, and smart positioning let you choose how to survive.
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.
Valentine’s Day is coming soon! @OperaGX
is celebrating by dropping the Valentine’s-inspired game Maximum Load. Step into the wardrobe and guide PC Man through a satisfying install. 🥵 Play #MaximumLoad here: https://bit.ly/MaximumLoad
In Lobo, cozy spots actually heal you. Bed heals 3x faster, chair 2x, campfire 1x. Sometimes survival isn’t about fighting; it’s about resting.
The Yellow One
Quick combat update for Lobo ⚔️ Undead enemies now have subtle zombie-like animations, optional non-gore FX, and arenas that blend naturally into the world using PCG tools. Combat should feel smoother and more readable.
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.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Meet the Fallen Sentinel, an undead warrior who still fights like a master. Light attacks, stamina dashes, Fear-based blocks, perfect parries, and brutal guard breaks make combat in Lobo tense but approachable.




























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