Combat Design Showreel – Lobo

This showcase highlights a collection of combat systems and mechanics from Lobo, my second commercial game currently in the prototype phase. Every feature was built using Unreal Engine 5 with Blueprints—including combat logic, animation systems, AI Behavior Trees, EQS, and dynamic camera setups. From melee combos to enemy AI and stealth systems, this work reflects my hands-on experience designing responsive, readable, and immersive combat—all developed solo, with a focus on iteration, clarity, and player feedback.
Player Combat Mechanics
Combat Readability Pass
Showcasing raw combo chains using light and heavy attacks with dynamic hit reactions, camera shakes, and pushback—designed to test readability and impact before adding VFX.
Gun Finishers
When enemies drop below a health threshold, players can trigger stylish gun finishers—adding cinematic flair and reward for aggressive, tactical play.
Sword Finishers
Execute brutal sword finishers when enemies are low on health—rewarding close combat mastery with impactful, cinematic takedowns.
Weapon Combo Showcase
Fast-paced combo sequence testing light and heavy attacks with different melee weapons. Focused on feel, timing, and responsiveness for satisfying player feedback.
Weapon Variety & Stealth Kills
Showcasing diverse attack animations across multiple weapons, including stealth approaches and execution kills. Designed for fluid transitions and tactical combat options.
Heavy Attacks & Stamina-Based Combat
Heavy attacks consume stamina and offer powerful crowd control, allowing the player to knock back or stagger multiple enemies—perfect for high-pressure encounters.
Perfect Block & Counterattack System
Well-timed blocks trigger a perfect parry, opening enemies for a swift counterattack. It rewards precision and risk-taking while raising the skill ceiling in combat.
Enemy AI Behavior
Enemy AI: Investigation Behavior
When discovering a fallen ally, enemies dynamically enter an alert state and begin investigating the area using EQS logic—adding depth and reactivity to the combat loop.​​​​​​​
Enemy AI: Token-Based Combat System
Enemies use a token system to limit how many can engage the player at once, creating coordinated and readable combat encounters that balance challenge and clarity.
Stealth & Tactics
Stealth Kill Variations by Weapon
The player can perform different stealth takedowns based on the equipped weapon—silent chokes with bare hands or swift executions with a sword—adding tactical variety and immersion.
Stealth System & Tall Grass
The player uses tall grass to stay hidden from enemies and set up surprise attacks. This supports tactical gameplay by blending level design with stealth mechanics.
Distraction with Props
Players can use throwable props to create noise and lure enemies away from patrol paths. This adds depth to the stealth system by encouraging strategic distraction and ambush setups.
Combat Camera & Feedback
Cinematic Combat Camera
A dynamic camera system that follows the action while avoiding obstacles—framing each moment for maximum impact. Designed to enhance clarity and immersion without disrupting gameplay.
Adaptive Combat Camera
In tight spaces, the camera dynamically adjusts its field of view to keep the action clear and centered—ensuring smooth, cinematic gameplay even in narrow environments.
Facial Feedback in Combat
Subtle facial animations enhance combat by adding an extra layer of emotional feedback—reinforcing hits, reactions, and player immersion.
About the Game
Lobo: The Howl Within is a dark, story-driven action-adventure set in a cursed fantasy world. Inspired by games like The Last of Us, God of War, Dragon’s Dogma 2, The Witcher, and Diablo, it blends emotional storytelling with gritty melee and ranged combat. The game is designed with a strong focus on player immersion, world-building, and weighty, satisfying combat.
As a solo developer, I’m building the entire game using Unreal Engine, with all gameplay systems, AI, and combat prototypes developed using Blueprints, Behavior Trees, and EQS. It's still in the prototype phase, but you can already wishlist and follow the project on Steam:

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