Play asset pack
Liminal Venice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Research + Development | #24 | 3.000 | 3.000 |
Project Documentation | #35 | 3.000 | 3.000 |
Final Presentation | #40 | 2.000 | 2.000 |
Overall | #49 | 2.100 | 2.100 |
Technical / Workflow | #49 | 1.500 | 1.500 |
Creative Development | #66 | 1.000 | 1.000 |
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 Auguste, An interesting idea for a scene. However, when building out a scene like this - a lot of focus and attention ends up on the assets and materials. If things look 'off' it can end up detracting from the entire piece. Here are my notes: 1. Pay close attention to how you're representing the stonework on the ground and the doors. 2. The doors don't feel like they're built in the same fashion as your reference, and you're lacking a lot of the smaller details and nuance from the source. 3. The scaling of the flooring seems off, and the overall material is very uniform - whereas the source shows a nice puddle of water. 4. Your lighting is very harsh - a typical overcast scenario like this has a more diffuse type of lighting, and we should be able to see the door jambs more clearly. I'd recommend focusing on a few elements mentioned above to push further. You should be able to get a lot of mileage with tackling just the wall and the floor materials, and then get this to a good state when addressing the lighting and doors.
Challenge Tier
Rising Star
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