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Astronomers Library's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Documentation | #40 | 2.828 | 4.000 |
Research + Development | #57 | 2.121 | 3.000 |
Presentation | #68 | 1.414 | 2.000 |
Overall | #68 | 1.697 | 2.400 |
Creative | #70 | 1.414 | 2.000 |
Technical | #77 | 0.707 | 1.000 |
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.
- Submission Title: Astronomers Library Submission Tier: Search for a Star Assessor: Dominic Shaw Environment Artist @ Firesprite Research + Development You have done a good breakdown of the project and provided assets lists and a week to week plan which is great has planning is really important in environments. You have done some good reference of all the props but I noticed that a lot of the reference was game art rather than real world images so it’s best to get a mixture of both. Creative Art There is some good level placement and storytelling in the scene, the environment had an interesting layout and a good level of detail with the smaller props. Technical Art The technical area of this project is where the most improvement is needed, the main thing I noticed was the texture resolution of all the assets in the environment was way too small compared to the size of the asset in the game. A good example of this is the telescope and the stairs, props that are this big in game need to be done using tiling materials so that the resolution is consistent. Even placing this stuff on a 4K texture is too small resolution for how big the props are. To help also fix this, you could have broken things down into a modular kit, especially with the stairs, rather than having it all has one mesh. I could see that you were keeping in mind the resolution of textures, putting low res textures on the smaller assets which is good, but with massive props like the stairs and telescope, these needed be treated using tiling materials or trim sheets. When it comes to making the props, I noticed the desk chair that you made was done by importing a bunch of individual meshes then building the mesh in a blueprint. You want to do all this in your modelling package and only import one mesh that is the full asset, by having a bunch of individual assets, you are adding more things for the engine to load which makes the level very un-optimized. Furthermore, with your assets, I would look into making High poly models and baking this down to a low poly mesh. My advice would be to do a project focusing on just one prop and get this workflow down first, here is a good tutorial. Full 3D Game Asset Workflow Explained - Getting Started [PART 1] - YouTube I did notice you did this for your hero telescope prop but then there was a lot of assets that had un-chamfered edges, you could chamfer all your edges on the High poly and bake down which will get you nicer edges in the engine. The final thing that needed improving was the general house management of the project, there was a lot of unnamed materials which made the level take a while to load, whilst all you need is one material for one prop. Documentation You did a good breakdown of everything and explained your process really well. Final Presentation I do like this environment and I think you did a really good job with the layout and storytelling in the scene, the final renders had good composition but I think the lighting could do with a bit more work has there was a lot of really dark areas in the scene which I don’t think you would get with having the big skylight at the top of the level. The other thing I noticed was that the ‘preview’ render was visible in the final render which is caused by the lighting not being built.
Challenge Tier
Search For A Star
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