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A jam submission

The Depth of FearView project page

Have you ever thought about going deep down to the bottom of the ocean? ?
Submitted by Mateusz Nalepa — 1 hour, 13 minutes before the deadline
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The Depth of Fear's itch.io page

Results

CriteriaRankScore*Raw Score
Final Presentation#233.0003.000
Creative Development#482.0002.000
Project Documentation#661.0001.000
Overall#681.6001.600
Technical / Workflow#681.0001.000
Research + Development#701.0001.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Hi Mateusz, First of all I would like to congrats you on participating and finishing up this project on time. Research + development Regarding your pdf there is an important lack of references for a lot of aspects of your project. I would advise you break up your projects into small themes you can search individually. You would want to have a dedicated moodboard for composition, one for the structure of the environement, one for the creature, one for the tones and one for the camera angles. For now you've done this for the submarine only as the other topics are gathered in very few images on the same moodboard. Everything is important. As for the submarine, I'd advise you make some minor researches on how the vehicle works, then search for references for each individual important features of it. For instance the glass, get 5-6 images. The engines, 5-6 images, the body pannels 5-6 images. You can easily find those on Pinterest. Technical / Workflow you need to be careful and watch out for the polycount of each individual pieces.The submarine and the sea monster are way too heavy and Subd models at this point. What you want to do is have a high poly model like those, low poly ones, then bake normal maps. This is a very common practice in the industry, it is also very easy to find tutorial on it with youtube. Creative Development : It is well appreciated you've tried to build your own concepts and designs. To improve further you might study more functionality of things especially for the submarine. Although you don't need to be an engineer, you want to know the basic functions and pieces that forms a submarine to be able to design them as design follows functions. You may want to look at this youtube channel : https://www.youtube.com/@RealEngineering When it comes to props you would like to have strong references you can copy from to have more credibility. Those don't feel detailed enough and have a " primitve " built feeling. My advise on this would be to take on the most complex prop you can find online, that matches your universe here and try to reproduce it 1 on 1. Without compromise, without simplification. Even if you fail, it will teach you enormous amount of knowledge to force your eyes to recognize shapes and to build them as they are. Final presentation : I would consider making some presentation of your Uvs as there are important for review especially for a junior role. Even in your portfolio or demo reel. You've shown the wireframe of your submarine you can do the same on other props. It would be also good to have a human scale beside each props to better guess and judge the level of details. I would be appreciated to have turntables and greyscale renders of your overall scene and individual props. Project documentation : You need to explain more in depth what you are trying to achieve in your designs and artistic directions. " terrifying and beautiful at the same time " are vague terms and need more precision for yourself to search towards a more specific direction. Do you want this to be claustrophobic ? Do you want this to be vaste, as we are lost in the infinite of the depth ? I'd say be more precise on your intentions and you will improve your work. For each elements also, they need to tell a story. The submarine could have more background to it, is it a civilian vehicle ? Research ? Purely exploration ? As we cannot tell, the design suffers from those questions and fall into the generic pitfall as the rest of the assets. Alexandre Quintin - senior hard surface artist - VFX industry

Challenge Tier

Rising Star

Chosen brief

Environment Art (Standard)

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