
đź‘‹ Hello, everyone!
Death animations now seamlessly transition to ragdoll, adding more variety and randomness. Get ready for jaw-dropping monster encounters!
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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.
Sneak peek at a new area in Lobo: The Beast Inside! This abandoned guard outpost sits just outside the towering wall—once a line of defense, now a haunting reminder of what was lost. Exploration is risky… but rewarding.
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.Â
Kikkerstein had a great day 1 at LVL UP EXPO!
If you’re in Vegas, come see us on day 2!
It’s always fun turning loved ones into game characters! This time, I used my brother as the reference for Cristian the Taverner—one of the warm (and slightly grumpy) faces you’ll meet at the local inn. More characters coming soon!!
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Sneak peek at the new UI in Lobo: The Howl Within! Now featuring stylish location introductions when entering new areas + a work-in-progress minimap system to help you navigate the wilds. Built in Unreal Engine đź’»
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/
This week's Fan Art Friday celebrates #CronosNewDawn
Accept the quest in your quest log to get started.
GJ Pro-Tip: Not sure what to make? Check out the game's Steam page for inspo: https://bit.ly/cronos-steam
Here’s a quick look at the second animation—facial expressions and lipsync, created using iClone  and Unreal Engine.Â
Each character’s expression is tied to the tone of the conversation, building on the body animation layer shown earlier.Â
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