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Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
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Back alley in Tokyo is a great choice.
For your choices i think the Vending Machine is a fine choice, however the Telegraph pole and Drinks with in the Vending Machine could be improved.
The telegraph poll could still be used, but maybe make more of a feature of it? Have a circuit fuse box on the poll, or on the wall next to the poll, then cables running everywhere from the fuse box up the poll and along walls, connecting to other items in the scene. If your clever about it, you can use the cables to highlight areas and direct the players eye to where you want them to look. Have a search online for Kowloon Walled City alley.
For the supporting props maybe have piles of rubbish/trash cans etc piled up in the scene near the vending machine etc, again they could help you set the scene and draw the players eye towards your main focal point.
Japan/Tokyo is an amazing place and finding the correct references may be challenging, you have gotten some nice pieces to begin with. Pintrest can be a good place as well. For my personal projects i like to create folders and serach for anything i might find useful. Lights - Cables - Ground Props - Buildings etc.
For all the research and references that you have shown you should also have loads more stored locally. As many different angles of buildings/alleys/props etc. High res images of stickers/posters or anything else that you think might be helpful. Front, back and sides etc of props so you can make the models accurately.
Nice find of the youtube video of Japan at night.
For you final submitted shots, it would have been nice to see these submitted and not just with in the PDF.
You could have lowered the height of the telegraph polls so they were not as tall, or have a few shorter one and you could join the the cables to the buildings or similer to your reference images have a nest of cables and power boxes. Also look at reference image for the light sources and colour of the bulbs etc.
You appear to have some issues with light maps on the buildings which is giving the muddy soft shadows on the walls. Looking at one of the house parts your wasting alot of UV light space on the top and bottom of the mesh when they are hidden underneath other models.
Emmissive texture with in the vending machine is abit strong.
Try and think of a purpose for the scene. Everything should have a purpose. It seems strange that you have a vending machine in a dead end off the main road. Maybe if there was a doorway leading to a NightClub or Bar next door, Fire Exit External stairwell maybe. Also since you want this to be the focal point it might want to have a street light mounted on a wall above the vending machine. Its very dark in the alley.
Might be good to extend the amount of buildings down the street abit, also might be good to stick in a moon and use that as abit of light source on top of the streeet lights.
Have a look at different tutorials on lighting in UE4, lighting is always a make or break with games. The alley where you have the vending machine is almost total black. Total black should be avoided as much as possible. Same goes for colours, shadows etc.
Time magament is a very importent skill to learn. You need to be able to loot at a texture/model/concept/design and know roughly how long it will take you to complete it. But also you must try and keep to that time frame. Comprimises can and will always be done. But try and keep as close to your time estimate.
Best of luck!
Good amount of reference and annotation picking out features you want to replicate. Good to see a block out of the scene but I’d say the lighting isn’t working to your advantage at this stage: it’s a bit too dark. It would have been good to see some shot angles and composition tweaks at this stage too.
Unfortunately you haven’t included a breakdown of what you created in your documentation so I can’t judge this effectively. From the final images it seems like the lighting wasn’t tweaked since the block out stage and because of this you lose a lot of your scene detail in the shadows. Your models look a little low-res and your tiling textures could do with more information in them (Normal/Roughness). PBR looks like it’s being used but everything good do with some break up.
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