
Working on Level Design and Environment Art Direction for the demo—without Lumen or Nanite. Welcome to your house in the forest! 🏡
Next up
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!
Designing an intuitive Quest & In-Game Notification system for Lobo! 📜✨ Built for clarity and immersion, designed in Illustrator and fully implemented in Unreal Engine. 🎮🔥
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!
Throwable items in Lobo can stun enemies, giving you a tactical edge. But beware—they’re noisy and might attract unwanted attention from nearby foes. Use them wisely! 🎯🧨
Thanks to @TeamHalfBeard , it is Time to Morp.
Begin to Morp in your quest log and then Morp more here: https://bit.ly/time2morp
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! 🗡️💥
Work in progress: Inventory and equipment system updated with new slots for my game, Lobo! 🛡️🎒 #GameDev #IndieGame #uidesign
Testing enemy reactions and fine-tuning the timing window for perfect blocks and counterattacks in Lobo. Each enemy brings a unique challenge! 🛡️⚔️ #GameDev #IndieGame #ue5
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