
Sneak peek! Here's a first look at the Skill Tree system in Lobo! Unlock abilities, shape your playstyle, and grow stronger. Stay tuned for more!
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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 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.
Do you like to spam attacks? Enemies in Lobo won’t let you. They dodge, dash, or counter with unblockable moves to break button mashing and keep combat dynamic.
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.
He is watching...
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.
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.
Готово на 50%.
50% complete.
In Lobo, I optimize enemy AI with distance-based activation. Only nearby enemies are fully active, keeping performance smooth while encounters stay smart and meaningful.

















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