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239
2 years ago

Creating hair for video games is no easy task! Check out this quick timelapse of my process from #Blender3D to #UnrealEngine5 for my game Lobo.




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Lobo is now The Wolf in Me. A narrative-driven action game about losing control. The Steam page has been fully updated. Wishlist now https://store.steampowered.com/app/2486160/The_Wolf_in_Me/

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/

I’ve been turning friends into NPCs for my game.

This is Rob.

He wanders the wilderness, lighting campfires in the darkest places. He doesn’t judge. He just sits with you… and helps you find your way.

“Not all light comes from lanterns.”

👀

This clip shows a shield throw ability where the boss attacks at range and recalls the weapon, forcing the player to dodge instead of block. On hit, the player is knocked down, creating a moment of vulnerability and pressure.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

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.

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.

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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.