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Research & Development

The research is a bit subtle there for how Roller Coaster Stations look like. I'd like to see a bit more research into why there are structures involved, such as the metallic support, that you are using also as a truss system for lighting. In some of your reference, it's used as a support to hold up the concrete slabs or corrugated metal plates of the ceiling, but seeing as how small your station is, it might be a bit of an exaggeration like this.

I'm also missing a bit of the narrative comearound here. A themed Roller Coaster Ride is a cool idea, and you could introduce some very intriguing ideas into the space with cutouts, flyers and using decoration and architectural materials of similar kind.

Creative Art

The space reads as a Roller Coaster Station. The lighting works well, and thumbnails look good.

The thickness of rails is one thing that I might suggest on making thinner, they feel a bit thick right now. The scene could also do with places for the eyes to rest; right now there's either detail from materials to interfere with rest or interesting silhouettes and color contrast of train carts. making the end result feel a bit like everything is fighting for attention.

On a more general level, to take the scene to the next level, I'd suggest you add carefully more interest into the silhouettes of objects with geometry, like you can see in titles such as Witcher and Red Dead Redemption, for example.

Technical Art

Texel density seems rather coherent and consistent. The scale of things feels a bit off, the door is a bit too small when playing the level and the relative size of fencing and cart seem a bit too big. The lamps look good  with geometry, but they are a bit small to have that many polygons, same applies to carts in contrast to the walls being simple planes without subdivisions to make use of vertex blend material. You might profit also from looking into Material instancing, as now all the materials are really separate materials. Control panel also has unique textures for very many separate buttons, and could benefit from reusing the same texture space.

Documentation

The written document is easy to read and follow. It showcases progress of props and beginning the layout with a sketch. Shader breakdown for the Parallax mapping is a nice thing. I would have liked to see a bit more of the prop and module progress.

Final Presentation

Contrast and lighting is there. Metals contrast with painted carts as well. The renders look sharp and showcase the results well.