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638
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: The Howl Within, death isn’t the end, it’s part of the story. Fall damage keeps you grounded, and when you die, your gear drops where you fell. Return if you dare — your enemies will still be waiting.

Built a cool system for Lobo that smoothly transitions gameplay → cinematic moments → back to gameplay! Perfect for dramatic actions like bridge jumps or sliding through gorges. Pick actors, animations & camera angles easily! 🎮

Disclaimer: Don’t watch if you have motion sickness 😅

Unreal’s first-time shader stutter? I made a tacky fix in Lobo: a hidden camera rides a spline through tricky spots, preloading all shaders. Player sees nothing. Game runs smooth. 🎩✨

Your fellow Jolters are still hard at work making GREAT #GameJoltColors25 art!

There's still time for YOU to be part of it. Check your quest log to get started.

All artists are tagged below! 🔽

Every good adventure hides something behind a waterfall. In Lobo, when you reach the bridge, you’ll spot a small hint, easy to miss, but hard to forget.

Follow it, and you might just uncover something special. Exploration will be rewarded.

Another friend?

Heavy attacks come at a cost.

In Lobo, using brute force puts enemies into aggro mode — drawing their full attention and making the fight harder. Sometimes charging in isn't the best move… or is it?

Should you kill every enemy you see? In Lobo: The Howl Within, leaving dead bodies behind can trigger enemy investigations. They’ll warn others and form mini hordes to track you down. Sometimes stealth > strength. What’s your playstyle?

my most accurate model i have ever made :p

finally getting a look at it without it being in low resolution lol

Lighting, scale, and mood guide players into a world of mystery.

No Lumen. No Nanite. Just global illumination, LODs, and optimized geometry—crafted for performance and atmosphere.

Are you ready for your next adventure?