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Level design is tough, especially in open environments. To manage player movement and define distinct areas, I used PCG to create a forest wall in my game Lobo. 🌲 #GameDev #LevelDesign #UE5 #IndieDev
Next up
Optimizing UI performance in UE5 by consolidating all UMG elements into a single material for better efficiency. 🚀 #GameDev #UnrealEngine #uidesign
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. 🔥
Work in progress: Inventory and equipment system updated with new slots for my game, Lobo! 🛡️🎒 #GameDev #IndieGame #uidesign
@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!
Throwable items in Lobo can stun enemies, giving you a tactical edge. But beware—they’re noisy and might attract unwanted attention from nearby foes. Use them wisely! 🎯🧨
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!
Crafting a sword for a video game! ⚔️
I’m available for commissions—whether it’s characters, accessories, or props for your game, don’t hesitate to reach out!
In Lobo, enemies have a random chance to perform synced attack animations. To enhance the cinematic experience, I’ve added a spectator camera that spawns dynamically to capture the action—cleverly avoiding collisions and obstacles for the perfect shot!
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Working on Level Design and Environment Art Direction for the demo—without Lumen or Nanite. Welcome to your house in the forest! 🏡
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