
I realized I could sculpt the facial expressions in Blender and save them as shape keys to use later in-game in UE5.
Next up
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.
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.
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.
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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.
FUNDRAISER LIVESTREAM #SaveJim
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.
In Lobo, finishers use a dynamic Spectator Camera that finds the best shot in real time. It tests nearby angles, avoids occlusion, and adapts even in tight spaces to keep executions cinematic.
Drawing of a dragon character I made recently :]
her name is Mishka, she is themes off of strawberries :D
No mocap, no actors. Just a solo-dev workflow using facial animations and lipsync to bring dialogue and characters to life in Lobo. AI voices for now, real actors later.

















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