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Research & Development

I very much like the research done for how Conservatories look, how materials should look up close (with good reference for making materials in software such as Designer/Painter) and how the lighting and props should look and feel.

Due to time constraints, I presume, the narrative ideas haven't gotten that much of research that it would have given the impact of the grander ideas. There are lots of amazing and interesting images, which feels a bit like you wanted to do a much grander and bigger scene. The idea could be translated into an amazing scene, no doubt!

Creative Art

The scene looks nice and readable as thumbnails. The lighting and colors work together very well.

To add a bit more punch, I'd suggest researching a bit more in the vertex blends and trying to hit the material likenesses a bit closer to what your very good reference are showcasing. As an extra pointer, 3rd Person games use a texel density of 512, and 1st person shooters texel density of 1024. The scene could also be pushed further by adding meaningful interest and irregularities to the silhouettes with geometry, and introduction of sharper edge breakage might push the feeling of the trim sheet a bit further! :)

The lighting looks great, and makes things readable. However, as the light is so soft, I get a bit of the feeling we're on the inside of another greenhouse, as if there's a doubled diffusion going on. The glass shader is also tricky to get right, but for example I'd suggest to have a look at Advanced Glass Material Pack by Michal Orzelek, which was featured as Permanent Collection Unreal Engine Sponsored Content for April 2019.

Technical Art

The final work seems Game-Ready. Assets seem concise and coherent in the images. As a tip, you could split wall meshes into 14 pieces, with the pivot being at the center and rotate the instances around the pivot.

In fact, as previously mentioned, you could add more imperfections, breakage and interest to silhouettes and keep rounded surfaces more round (looking at the rounded edge of the decorative piece here). Workflow is not broken down in the presentation, so I can't say much about that, but the trim sheet approach is something used commonly in the industry.

Documentation

There are lots of beautiful pictures and the texts are easy to read. Production shots and WIPs are a bit on the missing side with reflective commentary.

Final Presentation

Final shots hold together very well composition wise. Tones, lights, colors, etc are very well established and feel coherent. Material work and ratio between clean and grimed surfaces could maybe be pushed a bit further for a bit more interesting end results.

Sorry for the late reply. Thank you so much for the detailed feedback, I appreciate it a lot and I intend to continue working on this and incorporate yours and the anonymous judges feedback. 

They way I started creating the main structure was in individual pieces so good to know I started off on the right track at least! Thank you for also suggesting where to look for a glass shader as this was very tricky for me to work on. I will investigate this. 

The anonymous judge suggested that to add more interest I could make the outside a different time of year, such as autumn and the inside is all green and full of life. Do you agree with this? Do you think this might also help with the contrast and perhaps make it not look like it's a greenhouse within a greenhouse?