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7 months ago

Turning limitations into features, part 2!

Check out the latest improvements to my Dynamic Comic Strip for storytelling in Lobo. I've enhanced the aesthetics with a new shader and added introductory animations and dynamic text for comic blurbs.




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This isn’t The Matrix, but in Lobo, The Fallen can dodge bullets if they’re quick enough! ⚡ To keep things fair, shots under certain conditions can still hit their mark—even out of range—thanks to gravity’s pull. Balancing skill and challenge! 🎯

When an enemy's health drops below a certain threshold, you can unleash brutal finishers! The threshold and animations scale with the player's level. Here's an example of a finisher using a firearm. 🔥

Crafting a sword for a video game! ⚔️

I’m available for commissions—whether it’s characters, accessories, or props for your game, don’t hesitate to reach out!

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

In Lobo, enemies have a random chance to perform synced attack animations. To enhance the cinematic experience, I’ve added a spectator camera that spawns dynamically to capture the action—cleverly avoiding collisions and obstacles for the perfect shot!

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Optimizing UI performance in UE5 by consolidating all UMG elements into a single material for better efficiency. 🚀 #GameDev #UnrealEngine #uidesign

Throwable items in Lobo can stun enemies, giving you a tactical edge. But beware—they’re noisy and might attract unwanted attention from nearby foes. Use them wisely! 🎯🧨

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

Back to level design! Working on the lighting and atmosphere in Lobo to perfectly capture the story and lore of the world. 🌑💡