
Trying a new workflow for realistic game-ready characters… modeled in Blender, textured in Substance Painter, and rendered in Marmoset.
Next up
In Lobo, I optimize enemy AI with distance-based activation. Only nearby enemies are fully active, keeping performance smooth while encounters stay smart and meaningful.
Inspired by The Last of Us, Lobo uses gates as progression. Some open only when all lanterns along a path are lit, others are tied to undead guardians. A small valley, packed with lore and history.
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.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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.
Speedrun of modelling is almost done
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.
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.
RELEASE ME!!! Thanks to @skvllycat
for the Audio Design.
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.














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