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Research & Development

You seem to be definitely shooting for a certain type of outcome. I'm missing moodboards and closer reference boards for the area in the submitted PDF though. I like a lot the research into how things are done in the industry part, it's pretty spot on.

Creative Art;

The mood looks great, the level is designed in an interesting way. If you wished to take it further, I'd suggest changin the theme to like a shower further in the back, it could also help with reasoning different colors and materials onto the walls and dissecting floor as well. You can use colors and materials to create spaces as well. The lighting is very soft and moody, I like it. Personality might not be the strong suit here in your scene right now, but the place does pack a huge amount of emotion.

The place could benefit also from a bit more visible material blends on the floor and walls. You could also add one vertex paint channel to correspons to the roughness to give some watery effects onto the floor and walls. You might want to add something to fill the top of the wall tiles as well, maybe some modeled bits of how it's been laid, or just bevel/chamfer it with the sealant being the last then you see before the wall. Also, there are lots of decals, but they are a bit all everywhere; you need to have places for your eyes to rest a bit, too, or the extraordinary becomes the norm. Doorways could also use a bit more love, I believe, as in portraying how they are built in real life, and maybe you could spend a bit of time researching how pipings are constructed for houses.

Technical Art;

The assets could be pushed a bit further in terms of polycount. You can bake with flat boxy shapes and later create interest to the silhouettes with geometry. Also, the broken/worn plaster is already too big of a thing to be only a mere decal, with today's standards you could go ahead and make that sort of thing as a material blend with added geometry support later to get some nice shadows and interest.

The scales are bit on on a bigger scale compared to real life, which is something games are doing nowadays for 3rd person titles.

I liked a lot of the flipping door approach to the lockers, very clever, and using max simulation to make the patches on the ground.

Documentation;

Writing is fluent, and showcases different stages of progress. I also like how you talk about things that you didn't quite do yet, but have heard and have researched about.

Final Presentation;

I like the progress GIFs a lot, and the scene looks very nice in motion on videos. Next time when taking your beauty shots, you could try to center interesting bits, such as pockets of props and other interesting elements of the scene, such as the blocked doorway and torn wall! :)

Thanks for the feedback Teppo!

(+1)

I'm glad if I can be of help. If you want to adjust the changes or would like to know more, don't hesitate to reach out for me through other medias such as ArtStation or Twitter.

Cheers!

-Teppo