
Tried turning MetaHumans into anime inspired characters while keeping Control Rig, Live Link, and GASP fully working.
Inspired by Breath of the Wild, Guilty Gear, and Studio Ghibli.
A fun mix of tech, design and art. đ¨
Next up
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.
In Lobo The Howl Within the end is always clear, but the path is an adventure full of combat, choices, and mystery.
In Lobo, gear can break, but itâs not a punishment. Itâs part of the worldâs economy â repairing costs coin and pushes you to explore for resources and treasures. Youâll also meet the twin blacksmith brothers⌠from different fathers. Donât ask.
@Distant-Dimensions ![]()
is a Jolter to Watch, self-taught 3D & 2D Artist, Animator, and Game Developer! Follow @Distant-Dimensions
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before the quest ends on December 9 and you'll get Coins!
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?
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!)
Built a cool system for Lobo that smoothly transitions gameplay â cinematic moments â back to gameplay! Perfect for dramatic actions like bridge jumps or sliding through gorges. Pick actors, animations & camera angles easily! đŽ
In Lobo: The Howl Within, death isnât the end, itâs part of the story. Fall damage keeps you grounded, and when you die, your gear drops where you fell. Return if you dare â your enemies will still be waiting.
@Miles_Games ![]()
is a Jolter to Watch, 3D modeler, 2D artist, Music composer, and Game developer!! Follow @Miles_Games
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before the quest ends on December 23 and you'll get Coins!
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?



















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