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2 months ago

Work in progress: Inventory and equipment system updated with new slots for my game, Lobo! 🛡️🎒 #GameDev #IndieGame #uidesign




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Working on Level Design and Environment Art Direction for the demo—without Lumen or Nanite. Welcome to your house in the forest! 🏡

Testing enemy reactions and fine-tuning the timing window for perfect blocks and counterattacks in Lobo. Each enemy brings a unique challenge! 🛡️⚔️ #GameDev #IndieGame #ue5

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! 🎯

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

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!

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. 🔥

This week's #FanArtFriday celebrates Pizza Tower! The game's 2nd anniversary is on January 26!

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