3 years ago

Hi! I just published my first character in the Unreal Market place. Check it out here:

https://www.unrealengine.com/marketplace/en-US/product/female-knight-01




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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.

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.

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.

Go tell your favorite creators to join Game Jolt and get REKT with love and support! 💓

For inspiration, here's an animation by one of our very own creators, @ElPichon !

Heavy attacks come at a cost.

In Lobo, using brute force puts enemies into aggro mode — drawing their full attention and making the fight harder. Sometimes charging in isn't the best move… or is it?

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

I refined the combat in Lobo: The Howl Within—smoother transitions, better animation blends, and improved camera work!

As a solo dev, I stitched together 4 animation packs from 3 creators to make it feel like one cohesive system.

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.

Boris is DONE!

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.