Robin LoBuglio's Web home!

Hi, I’m Robin!

I’ve been making games since 2008, and professionally in the industry since 2016. I currently work as a senior game developer at Tender Claws, as well as the project lead on Lentopet!

I am also an avid birdwatcher, proud union member, and beleagered cat owner.

Works

Lentopet (Instagram, Website, 2021-present) – a hardware-based virtual pet, similar in form factor to a Tamagotchi, but with an ePaper screen and a slower design philosophy.

Virtual pets have existed since the 90’s, but I feel that modern designs have been trending too far towards minigames, currency accumulation, and acquisition-pleasure. Lentopet respects your time, and prioritizes the joy of observing your pet's independent existence over the shallow pleasure of getting more Stuff.

Dandelion Void (Manzanita Interactive, 2023-present) - an interstellar survival game set aboard an abandoned generation ship. In addition to part time game design and production, I’ve been writing a lot of short stories set in the game’s world!

Face Jumping (Tender Claws, 2025) - an award-winning VR short where the player uses eye tracking to jump between the perspectives of different NPC bodies. I did a lot of general gameplay programming and game design for this one, and owned the “object possession” scene

Stranger Things VR (Tender Claws, 2024) - a physics-driven VR narrative action game set in the Stranger Things universe, where you play as Vecna, the main series villain. I owned game design and engineering for the enemy “democreatures,” did level design and narrative implementation for the final chapter, among many other roles!

Virtual Virtual Reality 2 (Tender Claws, 2022) - a narrative action game about driving a shared mech to escape a dying metaverse. In addition to a ton of game design and gameplay programming, my big contribution to this was the “larvae,” multifaceted creatures who can be traditional enemies, hide-and-seek parasites, Pikmin-style minions, and/or competitive showdogs.

The Under Presents (Tender Claws, 2019) - an award-winning Multiplayer immersive theater VR game. I did a lot of network engineering for this, and I also owned game design and engineering for the "crobs," networked desert crabs with lifelike behavior

ElemenTerra (Freeform Labs, 2018) - a VR arcade game where the player must use the powers of a nature spirit to restore a shattered ecosystem. My main job on this was bringing a group of adorable rabbits, lizards, snails, and other gentle creatures to life. I’m particularly proud of my way-too-robust petting system and unit test driven locomotion

Virtual Virtual Reality (Tender Claws, 2017) - an award winning and bestselling VR game. This was my first paid gig in the industry, which I worked on during school. I did a bunch of converting screenplay-style scripts into interactive sequences!

Independent & Hobby Development (2008-Present) - I've been making games since middle school! I started off using Multimedia Fusion 2, a drag-and-drop gamemaking tool from Clickteam, and through high school and college I continued making small projects for personal pleasure and classwork. A lot of it is pretty rough, but perhaps one day I will upload them!