Hi! I just posted a #tutorial showing my workflow to bring characters from Blender to Unreal.
Next up
Smart loading, zero immersion break. In Lobo: The Howl Within, I’m using narrow passage mechanics to stream levels seamlessly in and out—no loading screens, just smooth exploration.
Need a break from the madness? 🔥🪑 Now in Lobo: The Howl Within, you can rest at campfires, chairs, or cozy beds to recover your vitals faster. Resting places are in—and they’re essential for survival.
This new system lets you disarm enemies during combat and equip their gear for a strategic advantage. Every encounter is a new opportunity to adapt, upgrade, and survive.
Maybe you think you’re escaping a horde of undead soldiers. Actually, I’m tricking you—using the chase to load everything behind that ruined wall. Game dev isn’t just about what players see—it's how you hide the seams. Steal the idea, not the mechanic.
Not every door in Lobo: The Howl Within is meant to be opened… Some require keys, quests, or ancient light-fueled lore. Others? They’re not keeping you out—they’re keeping something in.
Here’s a look at the new door interaction system.
Random death animations + ragdoll chaos = satisfying variety ⚔️💀 In Lobo: The Howl Within, no two enemy deaths feel the same—thanks to randomized anim montages and ragdoll physics. It’s messy. It’s fun. It’s game dev.
Lynda's new glow up it's leaving me dizzy 😵💫 And yeah we're doing mayor improvements before FULLY working on the cutscenes 100% Old//NEW
Facial expressions that hit hard! Added attack & reaction animations to make combat in Lobo: The Howl Within feel intense and immersive. Every strike, every wince—animated in Unreal Engine 5 + iClone. Let’s make every fight hurt 👊🔥
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