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2,159
4 years ago

I created a new character for a small video game I'm planning to make soon. I used Blender, Substance Painter and Marmoset.




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Optimizing UI performance in UE5 by consolidating all UMG elements into a single material for better efficiency. 🚀 #GameDev #UnrealEngine #uidesign

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

When an enemy's health drops below a certain threshold, you can unleash brutal finishers! The threshold and animations scale with the player's level. Here's an example of a finisher using a firearm. 🔥

@KniteBlargh is a Jolter to Watch! They post great fan art, original characters, and more! Follow them before the quest ends on January 7 and you'll get Coins!

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.

I made the graphic for the Emergency Charge Refill, a new item in the GJ shop.

Purchasing gives a quest that immediately fills charges, and it also comes with animated stickers.

@thoro had the idea of a bottle inspired by Zelda!

: Blender (Cycles)

Testing enemy reactions and fine-tuning the timing window for perfect blocks and counterattacks in Lobo. Each enemy brings a unique challenge! 🛡️⚔️ #GameDev #IndieGame #ue5

Work in progress: Inventory and equipment system updated with new slots for my game, Lobo! 🛡️🎒 #GameDev #IndieGame #uidesign

@Miles_Games is a Jolter to Watch! They post great game dev updates about the holiday-themed platformer TEAM SLAY-BELLS! Follow them before the quest ends on December 24 and you'll get Coins!

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