








Hi everyone! Here are some renders after texturing.
Hair, feathers and chains/jewelry are done with "hair cards".
Next up
Should you kill every enemy you see? In Lobo: The Howl Within, leaving dead bodies behind can trigger enemy investigations. They’ll warn others and form mini hordes to track you down. Sometimes stealth > strength. What’s your playstyle?
🎮 Sneak, strike, survive. Just added synced animations for stealth kills, finishers, and perfect counters in Lobo: The Howl Within ⚔️
Each move adapts to your timing and positioning—making every encounter feel brutal and satisfying.
Maybe you can block enemy attacks... But if you run out of stamina? You’re stunned. Time it perfectly though, and you trigger a counter that knocks enemies back—giving you space to reposition or fight others.
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! 🔽
Lighting, scale, and mood guide players into a world of mystery.
No Lumen. No Nanite. Just global illumination, LODs, and optimized geometry—crafted for performance and atmosphere.
Are you ready for your next adventure?
Yooka-Replaylee is Coming Soon!
Its packed with new moves, more story, exciting challenges, hidden secrets, and more than double the collectibles to uncover.
Complete our quest to get HYPED and check out the game on Steam: https://bit.ly/YookaReplayleeSteam
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. 🎩✨
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! 🎮
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Designing Levels That Tell Stories I'm always looking for ways to add variety to my levels—making them fun to explore, full of surprises, and visually rich with storytelling. In Lobo, every path has a purpose, and every obstacle has a story behind it.
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