
Making in Blender The Fallen, one type of enemy for my game, developed in UE5.
Next up
Working on Level Design and Environment Art Direction for the demoโwithout Lumen or Nanite. Welcome to your house in the forest! ๐ก
Designing an intuitive Quest & In-Game Notification system for Lobo! ๐โจ Built for clarity and immersion, designed in Illustrator and fully implemented in Unreal Engine. ๐ฎ๐ฅ
Testing enemy reactions and fine-tuning the timing window for perfect blocks and counterattacks in Lobo. Each enemy brings a unique challenge! ๐ก๏ธโ๏ธ #GameDev #IndieGame #ue5
HI HI HI back from the dead!! And good news? A BRAND NEW RENDER FOR YOU ALL TO ENJOY!
Optimizing UI performance in UE5 by consolidating all UMG elements into a single material for better efficiency. ๐ #GameDev #UnrealEngine #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!
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. ๐ฅ
Work in progress: Inventory and equipment system updated with new slots for my game, Lobo! ๐ก๏ธ๐ #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!
Unleash devastating finishers when an enemy's health hits a critical point! The animations and thresholds adapt to your level. Check out this melee weapon finisher in action! ๐ก๏ธ๐ฅ
6 comments