
This clip shows a shield throw ability where the boss attacks at range and recalls the weapon, forcing the player to dodge instead of block. On hit, the player is knocked down, creating a moment of vulnerability and pressure.
Next up
New inventory UI redesign for my game.
Inventory and equipment now share one screen, built to make decisions faster and easier.
Compare gear, check stats, view level and attributes, and instantly see how items affect damage and armor.
I’ve been turning friends into NPCs for my game.
This is Rob.
He wanders the wilderness, lighting campfires in the darkest places. He doesn’t judge. He just sits with you… and helps you find your way.
“Not all light comes from lanterns.”
Lobo is now The Wolf in Me. A narrative-driven action game about losing control. The Steam page has been fully updated. Wishlist now https://store.steampowered.com/app/2486160/The_Wolf_in_Me/
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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!
Adding keyboard + mouse support to The Wolf in Me playtest.
Controller-first design, so seamless switching between mouse, keyboard, and controller has been a fun challenge.
All prompts update instantly.
New trailer for The Wolf in Me.
A narrative-driven action game about losing control.
The more you fight, the harder it is to stay human. 👉 Wishlist on Steam https://store.steampowered.com/app/2486160/The_Wolf_in_Me/
More jigglier than ever, can you tell which one is the new one?
In Lobo, I use foreshadowing to keep the gameplay rhythm going. A quiet moment, a fallen hunter, and a new weapon you can equip but not use yet, just enough to tease what’s coming next.
















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