Game
Crumbling World
5 years ago

https://www.youtube.com/watch?v=atbiEe7zC7M

There are some nasty enemies hiding in The Caves #CrumblingWorld 💀


YouTube
https://www.youtube.com/watch?v=atbiEe7zC7M
youtube.com


0 comments

Loading...

Next up

Hi everyone! This is a small patch that fixes a bug in the Unique Enemies spawner. Thanks so much for keep reporting bugs and issues. I appreciate it very much!

Quests And Missions Recently, I have been working on incorporating Quests and Missions into Crumbling World, which is likely to be the most exciting and fun update to the game so far.

Crafting intuitive and immersive UI/UX for Lobo! 🎮✨ Here’s a look at the Inventory & Equipment system I designed and implemented in Unreal Engine. If you're looking for a UI/UX designer for your game, let’s connect!

Optimizing Crumbling World Hello everyone! I was working on a promising improvement that has the potential to optimize the performance of Crumbling World, especially when it comes to running the game on low-end computers and mobile devices.

Designing systems is challenging, but making them work together is even harder! Here’s the new UI design for the Dialogue System interacting with the Quest System—assigning new quests, completing old ones—and the Save & Load system recording every step.

UI, Communication And Usability This week, I have been working on the main user interface (UI) for Crumbling World. UI is an essential part of any game, as it is one of the main tools that we as game designers use to communicate with our players directly.

Jump And Grab Edge System Since the last update, I have been working on the Jump and Grab Edge System for Crumbling World. I decided to rework these movement mechanics, as I thought it would be great to add a bit more complexity to each of the levels.

Working on Level Design and Environment Art Direction for the demo—without Lumen or Nanite. Welcome to your house in the forest! 🏡

Designing an intuitive Quest & In-Game Notification system for Lobo! 📜✨ Built for clarity and immersion, designed in Illustrator and fully implemented in Unreal Engine. 🎮🔥

It’s always fun turning loved ones into game characters! This time, I used my brother as the reference for Cristian the Taverner—one of the warm (and slightly grumpy) faces you’ll meet at the local inn. More characters coming soon!!