https://www.youtube.com/watch?v=NcO2w_bYscs
Hi everyone! I may have some bugs with my object and enemies spawners... bug or feature?
Next up
Lobo is now The Wolf in Me. A narrative-driven action game about losing control. The Steam page has been fully updated. Wishlist now https://store.steampowered.com/app/2486160/The_Wolf_in_Me/
Hello everyone! My game Crumbling World is 80% off for Halloween! Grab it on Steam for less than $3. https://store.steampowered.com/app/1003560/Crumbling_World/
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.
After years of development, the first prototype of the transformation is finally working.
Still a lot to polish, but it’s exciting to see it in motion.
Lobo is a narrative driven action game about struggling with the beast inside you.
New trailer for The Wolf in Me.
A narrative-driven action game about losing control.
The more you fight, the harder it is to stay human. 👉 Wishlist on Steam https://store.steampowered.com/app/2486160/The_Wolf_in_Me/
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.
Built a classic carousel indicator entirely in Unreal Engine. - Single UI Material - SDFs + Boolean operations - No textures - Fully procedural & easy to animate Small UI detail, but a fun exercise in procedural UI.
New inventory UI redesign for my game.
Inventory and equipment now share one screen, built to make decisions faster and easier.
Compare gear, check stats, view level and attributes, and instantly see how items affect damage and armor.
This clip shows a shield throw ability where the boss attacks at range and recalls the weapon, forcing the player to dodge instead of block. On hit, the player is knocked down, creating a moment of vulnerability and pressure.
Tutorials in Lobo are optional, easy to skip, and only cover key mechanics that aren’t obvious. They’re brief and direct, and yes! They break immersion, but that’s intentional: quick info bites help you immediately apply what you learn.










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