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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. 🎩✨
In Lobo, gear can break, but it’s not a punishment. It’s part of the world’s economy — repairing costs coin and pushes you to explore for resources and treasures. You’ll also meet the twin blacksmith brothers… from different fathers. Don’t ask.
Tried turning MetaHumans into anime inspired characters while keeping Control Rig, Live Link, and GASP fully working. Inspired by Breath of the Wild, Guilty Gear, and Studio Ghibli. A fun mix of tech, design and art. 🎨
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! 🔽
Designing Levels That Tell Stories I'm always looking for ways to add variety to my levels—making them fun to explore, full of surprises, and visually rich with storytelling. In Lobo, every path has a purpose, and every obstacle has a story behind it.
The Poopet
One of the hardest parts of game design is teaching players. In Lobo, I chose to break immersion a bit for clear, fast tutorials, no long hand-holding, just quick lessons that get you into action fast. Which do you prefer: immersion or quick guidance?
In Lobo The Howl Within the end is always clear, but the path is an adventure full of combat, choices, and mystery.
I think I finally managed to do this
This model will be available soon, along with all the other FNAF Plus models that I have created.
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.















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