
Designing systems is challenging, but making them work together is even harder! Here’s the new UI design for the Dialogue System interacting with the Quest System—assigning new quests, completing old ones—and the Save & Load system recording every step.
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Sneak peek! Here's a first look at the Skill Tree system in Lobo! Unlock abilities, shape your playstyle, and grow stronger. Stay tuned for more!
Here’s a quick look at the second animation—facial expressions and lipsync, created using iClone and Unreal Engine.
Each character’s expression is tied to the tone of the conversation, building on the body animation layer shown earlier.
A short sneak peek at new locations and environments for Lobo. Built in UE5 using PCG and Dash, fresh areas filled with quests, encounters, loot, and lore. Exploration is highly rewarding—stay tuned for more! Wishlist: https://store.steampowered.com/app/2486160/Lobo/
Last week at LVL UP EXPO, we celebrated great games made by Jolters including Baldi's Basics Plus by @BasicallyGames !
Buy it on Game Jolt: https://gamejolt.com/games/baldis-basics-plus/481026
Thanks to Razer for providing the laptops and peripherals!
Finally bringing the player character to life! In this quick video, I’m showcasing the first implementation of the actual character model, complete with clothes and gear using the inventory and equipment system. Exciting to see things coming together!
Last week at LVL UP EXPO, Game Jolt celebrated great games made by Jolters including The Bunny Graveyard by @ElPichon !
Learn about the game: https://gamejolt.com/games/thebunnygraveyard/651214
Thanks to Razer for providing the laptops and peripherals!
In this quick peek, I’m testing the first animation layer for Lobo’s dialogue system: body animations Next up: facial expressions and lipsync— I'm getting closer to fully immersive dialogue!
All implemented in Unreal Engine 5 🎮 Thanks for watching!
Clothing clipping through the body is one of the most annoying issues when designing modular characters. In this video, I show the system I created to solve it by dynamically masking the body based on equipped items—no more visual glitches!
Last week at LVL UP EXPO, Game Jolt celebrated great games made by Jolters including The Wild at Heart by @moonlightkids !
Check out the game: https://gamejolt.com/games/the-wild-at-heart/500465
Thanks to Razer for providing the laptops and peripherals!
I use dense forest foliage as a natural boundary to guide player exploration. I created a custom PCG tool that lets me toggle between blockout and final meshes—super useful for jumping between layout and visual testing in gameplay.
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