Play asset pack
Path to Japanese Shrine's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Research & Development | #87 | 1.291 | 1.667 |
Presentation | #87 | 1.291 | 1.667 |
Technical | #89 | 1.033 | 1.333 |
Creative | #90 | 1.291 | 1.667 |
Documentation | #90 | 1.033 | 1.333 |
Overall | #90 | 1.188 | 1.533 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- It would have been good to see more reference and annotations picking out what you wanted to use in your scene. A small art piece showing the intended style would have been good to see as well. It looks like you skipped the block out stage in favour of production. Be wary of doing this as doing a block out helps you visualise the scene better, helps you prioritise asset creation, allows you to work out shot angles and composition. Rough lighting can really help here too. UVs look clean but there aren’t any images of the models to check them against. There is no workflow breakdown so I can’t effectively judge this. I like that there’s colour contrast in your lighting but your shadows are a little too dark. Adding a few soft spotlights to fake the bounce light would have worked well here. The scene composition could be more interesting too.
Challenge Tier
Sumo Digital Rising Star
Leave a comment
Log in with itch.io to leave a comment.
Comments
Research & Development
There are scenic references with elements you want to use in the scene. Separate objects have been broken down to their own research in an easy-to-read manner. The final scene steers a bit away from how the reference board on the first page looks; and a lighting reference board might be of good use.
Creative Art
The silhouettes of trees look interesting and you can make out a path as a player to follow the lights. The scene is a bit dark, which can be fixed quite fast with for example a use of skylight, and a few tricks posted in the technical art section.
Technical Art
I'd suggest you start making decisions on asset making based on texel density. Reusing the texture space is a common policy to hit texel densities such as 512 or 1024. That should help you define how and where to use unique textures and what surfaces could use tileable and trim textures.
The first thing you might want to do in your Unreal scene is to add a post process volume, with infinite extent (Unbound) checked.
Next, to not get the 'eye adjustments' in the scene, you generally want to tone the exposure values closer together, so you won't be faced with pitch black or overexposed images, as is pretty common with the default engine values. It can be found in the Post Process Volume - Lens - Exposure Min Brightness and Max Brightness.
From there, you can start working on your general lighting, values and other things.
Documentation
Text is well written, and breaks down separate asset research into different settings. Showcasing separate UVs of objects is a cool thing to do. It would be nice if you had included also texture and prop renders next to the UVs to get a better idea of the whole. Looking at good, detailed references can help you push the material definitions and silhouettes of objects for some spectacular results. Use of 3rd party props should be probably mentioned in the documentation.
Final Presentation
Renders are of high quality. The scene is a bit dark, to maybe such extent that it's a bit hard to read how the objects, scales and such work together.