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3 months ago

This isn’t The Matrix, but in Lobo, The Fallen can dodge bullets if they’re quick enough! ⚡ To keep things fair, shots under certain conditions can still hit their mark—even out of range—thanks to gravity’s pull. Balancing skill and challenge! 🎯




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Back to level design! Working on the lighting and atmosphere in Lobo to perfectly capture the story and lore of the world. 🌑💡

In Lobo, enemies have a random chance to perform synced attack animations. To enhance the cinematic experience, I’ve added a spectator camera that spawns dynamically to capture the action—cleverly avoiding collisions and obstacles for the perfect shot!

Optimizing UI performance in UE5 by consolidating all UMG elements into a single material for better efficiency. 🚀 #GameDev #UnrealEngine #uidesign

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

When an enemy's health drops below a certain threshold, you can unleash brutal finishers! The threshold and animations scale with the player's level. Here's an example of a finisher using a firearm. 🔥

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Work in progress: Inventory and equipment system updated with new slots for my game, Lobo! 🛡️🎒 #GameDev #IndieGame #uidesign

🎮 Testing out the new distraction mechanic and fine-tuning the enemy AI's hearing in Lobo! Now you can throw objects to mislead enemies and sneak through more strategically.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Unleash devastating finishers when an enemy's health hits a critical point! The animations and thresholds adapt to your level. Check out this melee weapon finisher in action! 🗡️💥