Work in Progress in Unreal Engine

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Heavy attacks come at a cost.

In Lobo, using brute force puts enemies into aggro mode — drawing their full attention and making the fight harder. Sometimes charging in isn't the best move… or is it?

Spent some time to fix metal containers' UVs. Here are before and afters. Gives the scenes a bit more cleaner look!

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Maybe you can block enemy attacks... But if you run out of stamina? You’re stunned. Time it perfectly though, and you trigger a counter that knocks enemies back—giving you space to reposition or fight others.

I added a flare effect

Devlog 24: Working on a bunker that'll act as a hub world, with a hanger for the Angelos, a dorm, maybe even a npc or two.

I created this, don't hesitate to give your opinion on the lighting

Devlog | Five Nights at Freddy's : Witness

Improved Graphics | Five Nights at Freddy's : Witness

My new & probably my last project for a while

based on Superliminal fan game I created almost 2 years ago

Gotta finish this artistic shader nightmare

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I refined the combat in Lobo: The Howl Within—smoother transitions, better animation blends, and improved camera work!

As a solo dev, I stitched together 4 animation packs from 3 creators to make it feel like one cohesive system.