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Research & Development

The preproduction shows several real world and concept references with similar elements. The research for what everything is used for feels a bit overlooked, as well as if it's supposed to be abandoned.

Creative Art

The scene looks interesting with lots of different elements in it. The level of detail is a bit on the high end, making everything blend together in a nice and interesting way, but also taking away attention from that detail to some regard.

The contrast between the door's surrounding and its detail makes it a very nice focal point, with light hitting it nicely and wall pieces and cables acting as leading lines towards that door.

If you wanted to add more of the abandoned feeling to it, I'd maybe have a look at more scattered assets, such as the gas bottles (I presume) in the concept, on the 2nd page of your pdf. The feeling is created, I think, with placement and them looking a bit random, but also interfering a bit with the player path.

The strong dirt with soft transitions makes it very dominant, but it's not clear where it has come from. You could control the roughness of such domninant texture with for example vertex paint channel in your shader to make it a bit more local. Decals might also add nice feeling to edges, without needing to result pushing the dirt so much to all over the place, just as you mentioned in the Conclusion. Has the support structure rusted all the way up, by the way? That's how it feels right now.

The overall feeling is a bit cold without warmer elements that don't feel so cold when being touched (like cloth, plastic, wood). It's cool.

Technical Art

The final work includes mostly Game-ready assets while keeping custom LODding in mind with baking. The texel density might not be as high as I'd like to see, but it's done in a consistent manner, which is great. Exported textures are including AO in the textures map to a big extent, which is not exactly wanted with how the shaders handle value changes.

The workflows are pretty much spot-on with what studios use. Some use more trim sheets and tileables to hit higher texel densities and to keep the material more flexible for reuse from what I know, some use masks with tileables to get least amount of texture memory usage.

Documentation

Influences are fairly straightforward and noticeable in the final image. Original moodboards might have gotten a bit lost in the process, but the end result makes up for it. Showcase of the lighting color and taking palette from an image were also a nice touch to the documentation. Summary also gives a nice insight on what you were thinking of adding, and how you'd go forward from here. The time constraint is quite tough.


Final Presentation

The final images are a bit on the cold side with limited color palette. The contrast looks great with lighting, and emphasizes the door. The final renders also feel nice with softened edges, I believe, anti aliasing, giving a realistic feel for the renders.