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653
3 years ago

I realized I could sculpt the facial expressions in Blender and save them as shape keys to use later in-game in UE5.




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In Lobo, fights aren’t one-note. Go full berserker or stay hidden and use the environment to your advantage. Stealth kills, quiet footsteps, and smart positioning let you choose how to survive.

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.

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.

Moonlight Peaks is a life-sim where you can live your magical farm life! ✨

Don't miss out on completing our quests celebrating the game to get sticker packs, coins, and more!

Play the FREE demo: https://bit.ly/MoonlightPeaks

Inspired by The Last of Us, Lobo uses gates as progression. Some open only when all lanterns along a path are lit, others are tied to undead guardians. A small valley, packed with lore and history.

Peaches!

(⁠☆⁠▽⁠☆⁠)

Happy Devruary! I'm developing my game, Lobo: The Wolf in Me, with Unreal Engine :-) If you love the lore of The Witcher, the gameplay of The Last of Us, and the humor of Monkey Island, this one is for you.

#Devruary

In Lobo, I optimize enemy AI with distance-based activation. Only nearby enemies are fully active, keeping performance smooth while encounters stay smart and meaningful.

Yippee, wahoo, yaheeeee!

Little something I put together in Blender and Krita for #Mar10 Day, 2026.

In Lobo, I use foreshadowing to keep the gameplay rhythm going. A quiet moment, a fallen hunter, and a new weapon you can equip but not use yet, just enough to tease what’s coming next.