4 years ago

New character for a video game




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Do you like to spam attacks? Enemies in Lobo won’t let you. They dodge, dash, or counter with unblockable moves to break button mashing and keep combat dynamic.

Quick combat update for Lobo ⚔️ Undead enemies now have subtle zombie-like animations, optional non-gore FX, and arenas that blend naturally into the world using PCG tools. Combat should feel smoother and more readable.

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.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

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

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

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.

One of my obsessions in Lobo is giving characters emotions during gameplay, not just in cinematics. Using a simple emotion blend space, I can trigger expressions like anger or fear in real time, even for enemies. Small details, big impact.

New combat update in Lobo ⚔️ Enemies can now perform finishers when your health is low, and a new dynamic camera system frames everything in real time for more cinematic, reactive shots.