4 years ago

The beauty of maps... going from 18M polygons to 29K and retaining all the details thanks to the normal, curvature and AO maps. Baked and rendered in Marmoset, modeled and sculpted in Blender, textured in Substance Painter.




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Some lore moments get a brief frame. Used sparingly, only when it matters. After all, this is an adventure game.

Also added small physics reactions when pulling weapons from bodies. Subtle, but satisfying.

In Lobo, cozy spots actually heal you. Bed heals 3x faster, chair 2x, campfire 1x. Sometimes survival isn’t about fighting; it’s about resting.

In this peek, enemies dodge attacks while player moves close-gap with new attacks. Combat feels fair and fun.

This week's Fan Art Friday celebrates The Amazing Digital Circus! Accept the quest in your quest log to get started.

In Lobo, camps are more than a save point. Stay close to the campfire long enough, and you can heal, recover your health, and take in the views. A quiet pause in a harsh world.

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

I’m a solo dev making a handcrafted dark fantasy world full of secrets and rich lore. No Lumen, no Nanite—just classic lighting so it runs on your toaster. Love The Witcher, The Last of Us, or Monkey Island? This is for you.

Polishing combat with directional hit reactions for more weight and variety. Finishers tuned for smooth, synced choreography.

And yes, enemies always drop loot. The Fallen even loses his helmet 😄

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

We Are Not Alone in the Fog | Lobo WIP

Quick peek showcasing one of the environments in Lobo.

We are not alone in the fog, and they definitely don’t come alone.

Combat design, environment design, and sound design are still in progress.