https://www.youtube.com/watch?v=t83QW-Y_JaA
Meet the Corrupted King and his Entourage in #CrumblingWorld đź‘‘
Next up
Sneak peek at a new area in Lobo: The Beast Inside! This abandoned guard outpost sits just outside the towering wall—once a line of defense, now a haunting reminder of what was lost. Exploration is risky… but rewarding.
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.
A short sneak peek at new locations and environments for Lobo. Built in UE5 using PCG and Dash, fresh areas filled with quests, encounters, loot, and lore. Exploration is highly rewarding—stay tuned for more! Wishlist: https://store.steampowered.com/app/2486160/Lobo/
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/
In this quick peek, I’m testing the first animation layer for Lobo’s dialogue system: body animations Next up: facial expressions and lipsync— I'm getting closer to fully immersive dialogue!
All implemented in Unreal Engine 5 🎮 Thanks for watching!
Here’s a quick look at the second animation—facial expressions and lipsync, created using iClone  and Unreal Engine.Â
Each character’s expression is tied to the tone of the conversation, building on the body animation layer shown earlier.Â
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!
Sneak peek at the new UI in Lobo: The Howl Within! Now featuring stylish location introductions when entering new areas + a work-in-progress minimap system to help you navigate the wilds. Built in Unreal Engine đź’»
Save And Load System Hello everyone! Over the last week, I have been creating the save and load system, which will allow users to save their progress and continue the game where they left off after stepping away.
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!!
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