
Ingerdingus @DrBorger

Loading...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. π¨
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Loading...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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Loading...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.
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Loading...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 donβt come alone.
Combat design, environment design, and sound design are still in progress.

Loading...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 π
















