Work in Progress in Unreal Engine

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Devlog 21: Replaced walking with sliding, much faster, and better in my opinion, re-added the grenade, made it so the player holds one rifle instead of two(Might make dual wielding a thing later) and layered various VFX, working on making the map bigger.

Missed #ThrowbackThursday again but I'm still gonna upload a concept.

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Random death animations + ragdoll chaos = satisfying variety ⚔️💀
In Lobo: The Howl Within, no two enemy deaths feel the same—thanks to randomized anim montages and ragdoll physics.
It’s messy. It’s fun. It’s game dev.

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Devlog 20: Added a speedometer, working on a new map, also some changes to the mech's model. Some new weird errors that just happened somehow. Also an aircraft carrier thing. Still wanna slap turrets on those.

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Devlog 19: New Hud additions, a compass(That I just took from an older mecha project I made a while back), and the weird stripe things planes have, idk what they are, I ain't a pilot.

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Here‘s another update for my game! I hope you like it!

https://www.youtube.com/watch?v=QWpEUTYE5GA

Check out this short AI Showcase that we put together!

https://www.youtube.com/watch?v=QWpEUTYE5GA
https://www.youtube.com/watch?v=QWpEUTYE5GA
https://www.youtube.com/watch?v=QWpEUTYE5GA

final renders. btw rig is there, but it doesn't fit the games at all. so i don't know. i'll probably post it, and then if someone wants to make it cool...
By me (edit mesh/texture), enplay(base mesh), renz (Rig)

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Devlog 18: Added a walking state, alongside terrible animations I know, some placeholder thruster effects I got off Fab, and some new additions to the UI.

The first official trailer for our game "Beyond the Shutters" has just been released!

https://youtu.be/7F4Yva90-DM?si=u2pbQlldzuMjJSU9

https://youtu.be/7F4Yva90-DM?si=u2pbQlldzuMjJSU9
https://youtu.be/7F4Yva90-DM?si=u2pbQlldzuMjJSU9
https://youtu.be/7F4Yva90-DM?si=u2pbQlldzuMjJSU9