Building Dialogue and Facial Animation in Lobo
[p]No mocap, no actors, just a solo-dev workflow to bring dialogue to life. I use simple facial animations and lipsync to help players connect with the characters, understand their personalities, backgrounds, and the struggles of living in a harsh world.[/p][p]The voices you hear right now are AI placeholders and will be replaced later with real voice actors. This setup lets me prototype, iterate, and shape the narrative while keeping development flexible.[/p][p][/p][previewyoutube][/previewyoutube]