Play asset pack
Alchemist's Rise's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Project Documentation | #41 | 2.921 | 3.200 |
Creative Development | #44 | 2.739 | 3.000 |
Technical / Workflow | #47 | 2.556 | 2.800 |
Final Presentation | #50 | 2.556 | 2.800 |
Overall | #52 | 2.593 | 2.840 |
Research + Development | #62 | 2.191 | 2.400 |
Ranked from 5 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.
- It may be a semi-stylised scene but it's still a good idea to pay attention to construction details such as how stone archways are built, woodgrain direction, and how the floor tile pattern sits on the floor pieces. I'm not sure why you are casting light from the dome rather than letting the light come in from outside and cast shadows properly, it makes the lighting quite confused. To take advantage of the emissive the whole scene would need to be a lot darker, like some of your original references.
- For a first environment, this is a great start. The process was strong, especially the planning phase and the scene was completed in time, with good supporting documentation and there had been time to test various lighting passes. Whilst it's important to have a grand environment, it feels like this dominates the theme and only on closer inspection does the viewer learn this is a potions room. I would have been great to see more emphasis on cauldrons, chimneys, elaborate chemical apparatus. (supported by lighting) A quick note on poly-counts; whilst it's great that the scene is well optimised, gaining an industry role will happen because of great artwork, so try not to compromise quality (such as the cauldron which is heavily faceted) for performance.
Challenge Tier
Rising Star
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