3 years ago

Hi everyone! I would like to share a different integration for Metahumans into ALSv4 without having to retarget animations.

https://youtu.be/R1ZGoImi3TM


UE5 Tutorial - Quick and Easy Metahuman Integration into ALS without retargeting animations
Hi everyone!In this tutorial, I would like to show a different process to integrate Metahumans into the Advanced Locomotion System V4 in UE5 without having t...
https://www.youtube.com/watch?v=R1ZGoImi3TM


0 comments

Loading...

Next up

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

Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.

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.

Lockdown is free for a while

Sale ends on Dec 16th

You can claim it here https://jangomango2001.itch.io/lockdown

In Lobo: The Howl Within, death isn’t the end, it’s part of the story. Fall damage keeps you grounded, and when you die, your gear drops where you fell. Return if you dare — your enemies will still be waiting.

This is a video from 3 months ago, when we tried to change our art direction, make our protagonist taller. The game feel is better! The UI elements are still placeholder.

#gaming #pc #pcgaming #actiongames #actionadventure #unreal #unrealengine5

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?

We Are Not Alone in the Fog | Lobo WIP

Quick peek showcasing one of the environments in Lobo.

We are not alone in the fog, and they definitely don’t come alone.

Combat design, environment design, and sound design are still in progress.

Here is one of the very first cutscenes you'll see in DARK THREADS!

#indie #horror #animation #UE5

Polishing combat with directional hit reactions for more weight and variety. Finishers tuned for smooth, synced choreography.

And yes, enemies always drop loot. The Fallen even loses his helmet 😄