3 years ago

Final render of my game-ready character, the Cyberpunk Fox. Rendered in Unreal Engine 5.




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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.

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?

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

Your fellow Jolters are still hard at work making GREAT #GameJoltColors25 art!

There's still time for YOU to be part of it. Check your quest log to get started.

All artists are tagged below! 🔽

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

Game Jolt Colors is back!

Draw your OC (or favorite character) in the Game Jolt color palette and post them in the Art realm with the tag #GameJoltColors25.

At the end of the event, we'll pick a winner & add their design to the GJ Colors sticker pack!

In Lobo, gear can break, but it’s not a punishment. It’s part of the world’s economy — repairing costs coin and pushes you to explore for resources and treasures. You’ll also meet the twin blacksmith brothers… from different fathers. Don’t ask.

Disclaimer: Don’t watch if you have motion sickness 😅

Unreal’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. 🎩✨

animating wip

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. 🎨