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A jam submission

Rising Star Chaos KnightView project page

Choas Knight Designed for the rising start competition
Submitted by DEBAN — 12 hours, 28 minutes before the deadline
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Rising Star Chaos Knight's itch.io page

Results

CriteriaRankScore*Raw Score
Final Presentation#332.6672.667
Technical / Workflow#382.3332.333
Creative Development#382.6672.667
Overall#452.4672.467
Project Documentation#482.3332.333
Research + Development#482.3332.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • - For a first year university student and a turnover of a couple of days, I have to commend you for your result, despite not managing to present it in unreal as per the brief. It would definitely be worth going back and revising the project so I hope the suggestions below will help with that. That being said, planning is very important, and using a cloud service to back up your saves on the go futureproofs your project for incidents like your PC dying. - The documentation outlines the issues encountered during production, which is good. What I recommend is to separate it into categories and even have a table of contents for easier navigation. It would be worth having a look through the documentations on Itch from past years winners, you would be amazed how much you can learn from that. - Using box modelling mainly with no high poly can be quick but it constricts your creative expression. Using a software like Zbrush for sculpting your base allows for much more freedom of expression without having to worry about polycount. I recommend the following free course for a good outline over the game ready character creation pipeline: Character Production by Daniel Rodrigues - https://www.artstation.com/learning/courses/xvl/research-and-blockout/chapters/GMDe/introduction - I highly recommend practising anatomy and cloth in 2D, to get a grasp and understanding of how they work, without the added difficulty of learning a software and the skills are easily transferable. One book I highly recommend is Anatomy for Sculptors (https://anatomy4sculptors.com/understanding-the-human-figure/). Also, don’t forget to practise anatomy through drawing since a lot of the observations you make in 2D can easily be transferred to 3D. For this I highly recommend drawing quick poses (1-2 min) which force you to find the main lines of action and learn how dynamic the human body is. - Technical details like the wireframe, polycount, UVs and texture maps should be present in your documentation. Without these and without the engine scene most technical aspects of your character cannot be assessed. -Overall, the design can be much improved, a lot of the shapes are bulky and stiff, although this style can work for certain types of games. Given your subject of reference though, Warhammer designs are all about character design theory. Concepts like shape design and balance of detail (big,medium,small) are vital to understand in order to represent a ready made concept. The level of difficulty considerably increases when you try to come with your own ideas and iterate on the fly. For that you need a lot of art fundamentals practice and a vast visual library built through drawing from life. Feel free to reach me at: verisof08 on Discord or via LinkedIn at https://www.linkedin.com/in/mihaiandrusandu/
  • Good job finishing this project and getting some cool looking final renders despite the time constraints. The design is solid with good proportions and shows a lot of character. Some feedback: ∘ a typical games industry workflow goes, ZBrush (high poly sculpt) > Maya / blender (Retopology) > Substance Painter / Marmoset (Bake) > substance painter (Texture) > UE5 (Render) ∘ With more time this could be a really nice piece. the textures look rather low resolution, it would be good to see the UVs and texture maps to be able to give more specific feedback. ∘ Here is a thread of low poly art that could be inspirational https://polycount.com/discussion/41232/low-poly-art/p287 Overall a nice piece of artwork, I can see a lot of potential if you were able to spend more time on it! Feel free to reach out with any questions ~ Sasha Gallie, Character Artist at Double Eleven https://www.artstation.com/sashagallie

Challenge Tier

Rising Star

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