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2,448
5 years ago

Friend or enemy?
I'm working on some face expressions to sync them to different animations such as attacks, etc. during gameplay.




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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.

Quick combat update for Lobo ⚔️ Undead enemies now have subtle zombie-like animations, optional non-gore FX, and arenas that blend naturally into the world using PCG tools. Combat should feel smoother and more readable.

One of my obsessions in Lobo is giving characters emotions during gameplay, not just in cinematics. Using a simple emotion blend space, I can trigger expressions like anger or fear in real time, even for enemies. Small details, big impact.

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

Happy Devruary! I'm developing my game, Lobo: The Wolf in Me, with Unreal Engine :-) If you love the lore of The Witcher, the gameplay of The Last of Us, and the humor of Monkey Island, this one is for you.

#Devruary

Speedrun of modelling is almost done

Do you like to spam attacks? Enemies in Lobo won’t let you. They dodge, dash, or counter with unblockable moves to break button mashing and keep combat dynamic.

New combat update in Lobo ⚔️ Enemies can now perform finishers when your health is low, and a new dynamic camera system frames everything in real time for more cinematic, reactive shots.

The celebrate poster is as “Placeholder” for now.

In Lobo, I optimize enemy AI with distance-based activation. Only nearby enemies are fully active, keeping performance smooth while encounters stay smart and meaningful.