4 years ago

Working on some new Epic Outfits.
Made in Blender and textured in Substance Painter.




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Tutorials in Lobo are optional, easy to skip, and only cover key mechanics that aren’t obvious. They’re brief and direct, and yes! They break immersion, but that’s intentional: quick info bites help you immediately apply what you learn.

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.

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.

Instead of doing #FanArtFriday, enter to win Opera GX’s #FirstStandArtContest!

This is your chance to win $5,000 USD! 💸

Art is your weapon. Garen is your champion.

Enter here: https://bit.ly/FirstStand

(We've included Garen variants for inspo!)

In Lobo, finishers use a dynamic Spectator Camera that finds the best shot in real time. It tests nearby angles, avoids occlusion, and adapts even in tight spaces to keep executions cinematic.

A proud and noble warrior, Garen fights as one of the Dauntless Vanguard.

He's also your chance to win up to $5,000 USD 💵 as part of Opera GX’s #FirstStandArtContest!

Enter here: https://bit.ly/FirstStand

See more variants of Garen for inspo 🔽

Do you like to spam attacks? Enemies in Lobo won’t let you. They dodge, dash, or counter with unblockable moves to break button mashing and keep combat dynamic.

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.

Fred Facts #4: Endoskeleton

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.

#Devruary