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A jam submission

EMC Testing DomeView project page

Submitted by Joseph Wardle — 21 minutes, 2 seconds before the deadline
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EMC Testing Dome's itch.io page

Results

CriteriaRankScore*Raw Score
Research + Development#402.9213.200
Creative Development#442.7393.000
Project Documentation#542.5562.800
Overall#592.4102.640
Technical / Workflow#622.0082.200
Final Presentation#701.8262.000

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's a shame this didn't get finished as the mech was looking cool If you come back to it, I'd start with the lighting as it is a bit confused and not really focused. With your assets, try and incorporate more construction details - could the lights have had hinges for the flaps etc, also some thick power cables could really have enhanced this scene. Also check that you're adding enough edge loops to things that need to look round. Nice straight UV shells though, good to see.
  • Hi Joseph! A cool concept for the theme. I really like how much detail you put into the planning and design of the space. It seemed from the early sketches that you had a very clear vision and managed to stick to it, if not see it to completion. I also appreciate the honesty and self critique in the end slides. I think you've nailed some of the main areas you could focus on next time. Its always a challenge trying to figure out how ambitious to take a project in the time you have been allotted. You clearly have a good mind for iterating and concepting ideas and I think the strongest part of this project for you is the steps you took in designing the mech. Doing the breakout views etc is great planning even if you couldn't complete the model as you wanted. I know you have acknowledged the texturing, but something to especially consider are your use of normal maps. You really need to give them a reason to be there or to not use them at all. Whether that be from high poly baking or some tiling surface detail, normals and roughness are your 2 most important maps for carrying information so focus on what you can get out of these as a priority. And I still think it was a cool idea. :)

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