Play asset pack
Nostalgic Afternoon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creative Development | #19 | 3.000 | 3.000 |
Project Documentation | #21 | 3.500 | 3.500 |
Overall | #27 | 2.800 | 2.800 |
Technical / Workflow | #27 | 2.500 | 2.500 |
Final Presentation | #31 | 2.500 | 2.500 |
Research + Development | #35 | 2.500 | 2.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Hi Daniel, Good effort with this project. As you've now realized, it can be tough to work on an environment when you have a limited amount of time. My recommendation is to spend a bit more time in the planning phases - as this will help elevate stress furter down the road. In this case, I would have recommended spending some more time during the blockout phase and choosing a good camera angle to work around. That way you can focus on the details that matter to the camera, versus trying to keep everything super high-res. Often times in production, you need to focus on the pieces that matter to the player. Some notes: 1. I like the tiled trim sheet you did - the results were really well done. I would have loved to see you do this for the walls as well, and maybe tried to use the trim sheet in a manner so you could build out some of the sides of the building - that way you could flesh out the scene with a bit more ease 2. Good job with scaling, I see you have a human character for scale - good idea. 3. You should split out the balcony asset to more pieces - that way you can build out and re-use these pieces in other parts of the building 4. Do your ivy textures need to be 2048x2048? I'd spend a bit of time evaluating if these textures are too large. Now that you've met your deadline, I'd recommend polishing these assets - you don't need a high res bake to work in Substance, there are a number of filters available that can work on the base mesh. Once you've built out the scene around a camera angle you like, I'd recommend pushing this further and spending some time re-texturing and lighting. You'd be surprised at how much you can do with just a little bit of touch up!
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