
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
In Lobo: The Howl Within, death isn’t the end, it’s part of the story. Fall damage keeps you grounded, and when you die, your gear drops where you fell. Return if you dare — your enemies will still be waiting.
In Lobo The Howl Within the end is always clear, but the path is an adventure full of combat, choices, and mystery.
One of the hardest parts of game design is teaching players. In Lobo, I chose to break immersion a bit for clear, fast tutorials, no long hand-holding, just quick lessons that get you into action fast. Which do you prefer: immersion or quick guidance?
@Distant-Dimensions ![]()
is a Jolter to Watch, self-taught 3D & 2D Artist, Animator, and Game Developer! Follow @Distant-Dimensions
![]()
before the quest ends on December 9 and you'll get Coins!
We Are Not Alone in the Fog | Lobo WIP
Quick peek showcasing one of the environments in Lobo.
We are not alone in the fog, and they definitely don’t come alone.
Combat design, environment design, and sound design are still in progress.
Don't miss out on your chance to design a Game Jolt sticker!
Post YOUR design for a sticker inspired by Arcane, League of Legends, and Nail Art!
After "Design a #GXNailArt Sticker!" ends, we'll pick 3 winners (AND give them one of a kind trophies!)
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. 🎩✨
For Lobo, I wanted simple settings. No ray tracing or upscalers so it runs on any PC. Inspired by The Last of Us Part II, I added my own touch.
Essentials: resolution, volume, rebind keys, camera, and language.
What settings matter most to you?
@Miles_Games ![]()
is a Jolter to Watch, 3D modeler, 2D artist, Music composer, and Game developer!! Follow @Miles_Games
![]()
before the quest ends on December 23 and you'll get Coins!
I made an Ogre as a custom MetaHuman, but in the Zelda: Breath of the Wild style. Made with Polyhammer, Blender, Substance Painter, and Unreal Engine 5.




























2 comments