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2 years ago

Hi, #screenshotsaturday! I worked on lighting for interiors in #UE5. This scene only has one directional light and emissive materials. There are so many hidden settings that can help without using many lights.




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Overview of the aiming & shooting system in Lobo:

1️⃣ No target: Stronger blur effect

2️⃣ Target out of range: Red distance indicator + focus

3️⃣ Target in range: Crosshair UI animates & distance indicator turns white

Back to level design! Working on the lighting and atmosphere in Lobo to perfectly capture the story and lore of the world. 🌑💡

This isn’t The Matrix, but in Lobo, The Fallen can dodge bullets if they’re quick enough! ⚡ To keep things fair, shots under certain conditions can still hit their mark—even out of range—thanks to gravity’s pull. Balancing skill and challenge! 🎯

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

In Lobo, you can now pick up and throw objects to distract enemies, creating the perfect opportunity for stealth kills. ⚔️🤫

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Designed a custom crosshair UI for Lobo from scratch! Created in Illustrator and fully implemented into Unreal Engine. 🎯 Watch as it goes from concept to in-game functionality! #GameDev #UIDesign #IndieDev

Throwable items in Lobo can stun enemies, giving you a tactical edge. But beware—they’re noisy and might attract unwanted attention from nearby foes. Use them wisely! 🎯🧨

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Prototyping and testing stealth mode in tall grass for Lobo! 🌿 Watch how enemies react when one of them stumbles upon a fallen comrade. 🎮 #GameDev #Stealth #IndieDev #LoboGame