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277
2 years ago

Testing facial expressions for the basic enemy with Character Creator.




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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.

Polishing combat with directional hit reactions for more weight and variety. Finishers tuned for smooth, synced choreography.

And yes, enemies always drop loot. The Fallen even loses his helmet ๐Ÿ˜„

Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.

Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt!ย 

Head over to the shop to collect yours ๐Ÿ‘‰ https://gamejolt.com/#shop

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?

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!)

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 donโ€™t come alone.

Combat design, environment design, and sound design are still in progress.

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?

Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.

In Lobo, camps are more than a save point. Stay close to the campfire long enough, and you can heal, recover your health, and take in the views. A quiet pause in a harsh world.