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Mech Hanger's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creative | #73 | 2.000 | 2.000 |
Research & Development | #75 | 2.000 | 2.000 |
Presentation | #76 | 1.800 | 1.800 |
Documentation | #77 | 2.000 | 2.000 |
Overall | #80 | 1.880 | 1.880 |
Technical | #81 | 1.600 | 1.600 |
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.
- There is some decent research and moodboard work although it would have been good to see more on how the mech was developed. I think building a whole mech and warehouse environment may have been overreaching as both require a lot of work to make look good. There don't appear to be any roughness/metallic/ambient occluison maps in your materials which makes the scene feel very flat. I would make an effort to learn more about authoring textures for pbr and engines like unreal. Allegorithmic has some good documentation on this https://academy.substance3d.com/courses/the-pbr-guide-part-2
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Comments
Research & Development
There's nice research about subject and differences of western and eastern mechs. Research shows nice concept art about both. I'd like to see some real world reference for detail, technicalities and materials, there'd probably also be a plethora of real world reference for places used for storage, automated robotic lines etc.
Development of assets is presented well. Thought process in decision making and furthering your research is a bit on the short side.
Creative Art
The scene reads well as a base of operations, with mech being the main focus. The setting is interesting, but could benefit from researching a bit more into game art techniques and real world locations and constructions.
Doing a mech in ~6 weeks is already a huge feat, I'd suggest cutting the project down to maybe doing a part of the mech on the floor, or on a construction site and concentrating a bit more into delivering high quality environment.
Technical Art
Rounded surfaces of things like table could use a bit more of polycount.
Mech could be done in a more optimized manner with tileables and separating elements to different materials to hit texel density of 512 or 1024.
Techniques such as face-weighted normals, tileable textures and trims could be further utilized to deliver a kickass environment first and foremost. Hard edges and smoothing errors (eg. on crate) break the immersion of the location actually existing.
Modular pieces mean breaking things down to smallest possible module, with which it's easy to still populate levels in level editors or modeling software (like you did with grates, not how you did with wall frames).
Scales could probably be revisited after doing some research.
As a workflow, start with boxy whitebox, where you start to block out shapes and feel the area. Then start adding interest to that by giving more of a detail layer to the models. After that, take the meshes and modules and make them into final assets, and polish them afterwards.
Documentation
Documentation shows different parts of development well. Texts are short and easy to read. Some thought process and reasoning behind calls is present.
Final Presentation
Lighting shows the main subject well. Images are of high quality. Things aren't being covered by effects etc.
Looks nice :)