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Forgotten dwellings's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creative | #5 | 4.000 | 4.000 |
Documentation | #14 | 3.500 | 3.500 |
Presentation | #22 | 3.000 | 3.000 |
Overall | #26 | 3.100 | 3.100 |
Technical | #33 | 2.500 | 2.500 |
Research + Development | #54 | 2.500 | 2.500 |
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 and shown in a random order.
- Assessor: Anthony O Donnell – Art Director @ d3t Title: Forgotten Dwellings Research and Development The initial journey through different ideas and reference material is good to see. The initial decided on solution of Icelandic black beaches/ island setting / a single hut all contribute to the desired theme well. The value studies and sketch work is good to see. The shift to a desert while also suiting the isolation theme is a more commonly thread path. With that said the addition of temple pillars adds some visual interest to the piece. Creative Art The idea and aesthetics being worked up here have a lot of potential so you should carry on after the SFAS competition. The contrast of newer but worn technology against the more ancient ruins is interesting. Why is the building here? Is it protecting something? Scavenging for items in an ancient temple? There are a lot of things to play with here. Technical Art Only making it to a refined blockout stage there is little to add here. So far a good process has been followed to iterate and refine the idea to lock it all down. Documentation The document is concise and well written and provides good insight into the different creative decisions made along the way. Final Presentation The final images make for an interesting blockout. More work is required to lockdown final content, lighting setup and camera layouts and scene composition.
- It's a shame you didn't have time to complete this project as I believe it shows a lot of potential. The post-apocalyptic / survivalist atmosphere is well conveyed and from an architecture point of view the assets have a lot of personality. The ancient ruins add an interesting story element to it. Personally I think this works much better in a desert environment than on an island as originally planned. Nice Tatooine atmosphere! Sculpted details work really well and communicates the hand-made nature of the buildings well. There's a good mix of small details for interest and large plain surfaces where the eye can rest. I would suggest adding some details and story elements to communicate more about the person living there. Maybe some grungy clothes on a washing line, some broken down vehicles parked nearby, a weird pet sleeping on the platform... The platform looks a bit too perfect and the beam below are a bit ambiguous - are they wood or metal? The stairs leading to the platform are a bit too chunky, with again an ambiguous material. I would recommend completing this as this could be a really nice scene, and a good learning experience for dusty and grimy materials.
Challenge Tier
d3t Rising Star
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