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76
5 years ago

First real-time animations in URP from Unity.
I exported the textures from Substance using the URP template, and I was happily surprised with the fidelity of the graphics in Unity.




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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.

No mocap, no actors. Just a solo-dev workflow using facial animations and lipsync to bring dialogue and characters to life in Lobo. AI voices for now, real actors later.

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/

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

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.

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

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.

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/

Here's another Bandit Trap inspired model I made in #Blender... Don't sit on this chair!!

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.