Loading...
182
8 months ago

Designing an intuitive Quest & In-Game Notification system for Lobo! ๐Ÿ“œโœจ Built for clarity and immersion, designed in Illustrator and fully implemented in Unreal Engine. ๐ŸŽฎ๐Ÿ”ฅ




2 comments

Loading...

Next up

Disclaimer: Donโ€™t watch if you have motion sickness ๐Ÿ˜…

Unrealโ€™s first-time shader stutter? I made a tacky fix in Lobo: a hidden camera rides a spline through tricky spots, preloading all shaders. Player sees nothing. Game runs smooth. ๐ŸŽฉโœจ

Every good adventure hides something behind a waterfall. In Lobo, when you reach the bridge, youโ€™ll spot a small hint, easy to miss, but hard to forget.

Follow it, and you might just uncover something special. Exploration will be rewarded.

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?

Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt!ย 

Head over to the shop to collect yours ๐Ÿ‘‰ https://gamejolt.com/#shop

In Lobo The Howl Within the end is always clear, but the path is an adventure full of combat, choices, and mystery.

Dive into the cozy post-apocalyptic open world of Critter Cove!

Gentleman Rat Studios (@GR-Rob ) describe it as โ€œa little bit Animal Crossing, a little bit Stardew Valley. Maybe even a little bit Windwaker, too."

Wishlist the game: https://bit.ly/CritterCove

Built a cool system for Lobo that smoothly transitions gameplay โ†’ cinematic moments โ†’ back to gameplay! Perfect for dramatic actions like bridge jumps or sliding through gorges. Pick actors, animations & camera angles easily! ๐ŸŽฎ

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. ๐ŸŽจ

Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.

I made an Ogre as a custom MetaHuman, but in the Zelda: Breath of the Wild style. Made with Polyhammer, Blender, Substance Painter, and Unreal Engine 5.