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A jam submission

Rundown LaboratoryView project page

A game environment themed around an abandoned incubation site for dinosaur embryos.
Submitted by Jack_Cowbell — 2 hours, 28 minutes before the deadline
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Rundown Laboratory's itch.io page

Results

CriteriaRankScore*Raw Score
Research + Development#572.1213.000
Documentation#592.1213.000
Technical#641.4142.000
Presentation#681.4142.000
Creative#701.4142.000
Overall#701.6972.400

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: Rundown Laboratory Submission Tier: Search for a star Assessor: Dominic Shaw Environment Artist @ Firesprite Research + Development You have done some good research for the project and you put a lot of thought in to the idea which is good, it was also really nice to see that you used a lot of real world references for your environment. It would have been nice to see more planning such as asset lists and time plans has this can make or break a project. Creative Art You have a good focal point and layout in the environment and it’s an interesting space to look around. I think that there are a few areas that you could improve on such as the lighting, I noticed that you had three directional lights in the scene which is not a good workflow. Directional lights represent the sun so you only need one of these, by adding more than one, you can confuse where the lighting is coming from. You missed out on getting some nice realistic light coming through the windows by doing this, so I would remove two of the directional lights. The environment had a nice level of dirt and it did feel like a rundown environment, however the normals were a bit too intense so I would make the dirt a little subtler on the surrounding walls, by this, it will also be less distracting from the focal point. I really like the story that you had in this environment and the focal point was really nice, to help improve it, you could darken the back windows and make them less see through and then brighten up the water in the tank so that the tank becomes the brightest part of the environment which will help bring the viewers eye to this point. Technical Art When it comes to the technical side, I could tell you understood basic game art which is great and I think that there are few things that you could look into now to help improve your skills. The main thing that I think you should look into is modular kits, a lot of the meshes was one mesh and pretty big. Then textured onto one texture sheet, this is a good workflow for small props but for big meshes like massive walls you should be using tiling materials and decals to keep the resolution consistent in the environment. I liked that you channel packed your textures but for the channel packed ones you need to make sure that in the texture settings, the compression settings are set to ‘Masks’ this will turn off the ‘sRGB’ value. You started to use the modular kit method on the pipes which is great, just be careful of where you put the texture seems on them has a few are visible. Documentation The documentation was good and there was a good breakdown of everything you did in the environment. Final Presentation Your final images are pretty nice and had a good focus on the focal point, however, has mentioned before the values need a bit of work so that you focus on the main focal point, the god rays at the moment can be quite distracting.

Challenge Tier

Search For A Star

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