4 years ago

Hi guys! Currently I am trying to create a quest system. I am already capable to create linear quest systems. But what approach would you choose to create non linear quest systems?




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A ship I was working on. Done in Blender and I used some AI for texturing. Hope you like it. Please give some feedback since the design is still a bit simple :)

I decided to replace the palace in my game by a big castle.

Here it is! I think it fits much better to the game.

There will be more such castles in the north of the games world.

I am still experimenting with Skyscrapers in Blender. More variation of form and size could improve it. I would love to have some tiny Spaceships flying across the city since it is a sci fi game ;)

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’»

Hi guys!

Here is a little update to the space game project I was working on some time ago. I love space stuff.

It's been almost exactly a year since I canceled the last hn rtx. I like my progress Also by the way, I'm going on vacation for about a week. I'm completely shutting myself off from any art work, I need a break.

#progress #blender #ue4

Here are some improvements one the spaceship I did in Blender. I could use kitbashing to make the next one better. What do you think? Any suggestions?

Here is an improved version of the sci fi game character I was working some time ago. I added wrinkles and folds to make his clothes more realistic.

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. 

Hi guys! It has been a long time since my last post. Just wanted to show you the scifi project I am currently working at.