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Research & Development

Moodboard has lots of interesting references and different feelings to the scene. I'd like to see a bit more research into what the place is supposed to be. I take it the main reference is actually a hydropower plant such as you could see next to dams? There's a bunch of reference on subjects such as Grand Coulee Dam or the Hoover Dam.

Creativity

The lighting, contrast and shape languages read well, and showcase a power plant. The screenshots look very nice as thumbnails, saying there are lots of things done right in there! :)

The next step would be to get closer to matching different materials and hitting proper texel density all throughout the scene, if that's what you'd like. On the other hand, expanding on the Houdini workflows might earn you a position as a terrain/technical/houdini artist in a game studio. It boils down to what you want to strive for, really.  :)

Technical Art

I like the complex shaders and the intensive use of Houdini for the scene. It's hitting the technical side of things in an interesting way, but the complexity might be distracting a bit from the art side of things. You can get a lot of things done with tileable textures, trims and unique textures without the need of creating super complex shader networks that take quite a lot of time to iterate on.

The use of particles adds more interest to the scene.

The lighting can look very nice flying around in the scene. At times some of the objects aren't casting lights, which makes the scene feel a bit less of a real world location.  Like you stated in the brief, the end result is a bit on the lower side on polycount for the bigger, rounded shapes of generators, but you modeled the gratings with hard edges, making the asset be more than 10k in the polycount (You could bake the grating, add the supports and frames as geometry).

Documentation

The text is easy to read and gives a nice glimpse into the development. The progress shots look very nice.

Final Presentation

The final screenshots look nice and sharp as screenshots, and the thumbnails look great.

Hi, thank you very much for the extensive feedback!

I'll be sure to take your advice to heart for future scenes and will take another pass at this project focusing on polycount and lightning.
I'm looking forward to indeed improve and expand upon my houdini workflow in particular,
while keeping in touch with the creative side of environment/asset building.

Thank you again for the valuable feedback, there is a lot to work with here and improve upon,

much appreciated.

Sincerely,

Elie