11 days ago

Built a classic carousel indicator entirely in Unreal Engine.
- Single UI Material
- SDFs + Boolean operations
- No textures
- Fully procedural & easy to animate

Small UI detail, but a fun exercise in procedural UI.




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After years of development, the first prototype of the transformation is finally working.

Still a lot to polish, but it’s exciting to see it in motion.

Lobo is a narrative driven action game about struggling with the beast inside you.

A knight who refused to die… now fights with what’s left.

The first boss of The Wolf in Me.

Decay took his body, not his skill. Precision. Discipline. Relentless technique.

This is not a monster. It is a warrior.

In Lobo, I use foreshadowing to keep the gameplay rhythm going. A quiet moment, a fallen hunter, and a new weapon you can equip but not use yet, just enough to tease what’s coming next.

New trailer for The Wolf in Me.

A narrative-driven action game about losing control.

The more you fight, the harder it is to stay human. 👉 Wishlist on Steam https://store.steampowered.com/app/2486160/The_Wolf_in_Me/

Adding keyboard + mouse support to The Wolf in Me playtest.

Controller-first design, so seamless switching between mouse, keyboard, and controller has been a fun challenge.

All prompts update instantly.

New inventory UI redesign for my game.

Inventory and equipment now share one screen, built to make decisions faster and easier.

Compare gear, check stats, view level and attributes, and instantly see how items affect damage and armor.

I've been stubborn about this logo for at least a year – but have finally caved to the overwhelming frequency of BUTT comments. Well played Reddit. You win! 😂

Tutorials in Lobo are optional, easy to skip, and only cover key mechanics that aren’t obvious. They’re brief and direct, and yes! They break immersion, but that’s intentional: quick info bites help you immediately apply what you learn.