Play Diorama
Star of the Soul's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Research + Development | #34 | 3.000 | 3.000 |
Project Documentation | #57 | 2.500 | 2.500 |
Creative Development | #60 | 2.333 | 2.333 |
Overall | #61 | 2.367 | 2.367 |
Technical / Workflow | #64 | 2.000 | 2.000 |
Final Presentation | #68 | 2.000 | 2.000 |
Ranked from 6 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.
- I like the idea exposed in your documentation but the technical and artistic execution isn't there. You should focus back on basis of modeling, composition.
- Hi Minnie, Firstly can I say, I love your initial approach to this piece. Its very well considered and researched. I can tell you've really thought about all aspects of each element, even describing it as if it was an actual game. I like that it's set on a work bench and that you have used strong depth of field. It all adds to that miniature vibe, however it is a shame the background is so dark that you lose the tool object in it. I do like the singular light point, it really adds to the miniature style like you said (FYI you can hide the "preview" watermark in the shadows by setting the light to "moveable" in the details panel without need to bake). Your low poly approach made me think of Tearaway and their papercraft aesthetic. I think the oversimplicity of some of the shapes and textures would have maybe leant themselves more to this papercraft style? My main critique would be to just be careful of the fundamentals of texturing, I would avoid using metallic channel for anything other than metallic 99.9% of the time. Resin and other plastics should be emulated by other means. Also for the best results, an AO map is best if its baked out properly from a 3D package, (however if you are going to rip it from the normal map, the best result would be to use the blue channel). :) Overall its a great little idea for a project.
- When using cultural references, particularly those of a culture not your own, it is really important to do a lot of research to understand those reference and what they mean, you can't just take them on an aesthetic level and smoosh things together as there are generally deep-rooted and significant meanings attached. It's fine to do "low poly" art but remember to make sure that you are being consistent across your assets in terms of how smooth curved things are etc. The scene is really mixed because of all your references, and I'm not really sure what you're trying to say with this piece.
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