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Research & Development

As the documentation is missing, it's a bit hard to feedback this area.

Creative Art

The thumbnails look great and interesting, the scene shows interesting lighting and use of neon color adds a punch and unique feel to the scene. Architectural modules look interesting. 

Having pallets, barrels and such in an interior scene that looks otherwise very polished and to be very clean feels a bit weird. Also the fire in the barrel is a bit off, as the place seems to be also running on electricity. A bit more polish into the material work and props might help with pushing the scene also to the next level, and adding irregularities to silhouettes, as well as material blends. The pillar ornaments feel a bit intriguing as well with shifted, diagonally cut pieces.

Here's how it reads to me; there was this fancy place which was taken over by Rage 2's bandits in the post-apocalyptic setting (the pink gives me the connection to that game). There's a lot of room to support this to make it feel so as well; chandelier could be fallen, ceiling could be broken and given dust layer to the ground, the floor might have had a carpet that's been torn from it, or just thrown to the side to add a bit more of color etc. In my opinion, there's a huge potential, and my creative juices start flowing from the images already of how to make it more like so.

Technical Art

Judging by your artstation link below, you use quite a lot of unique texture space. It's a good practice to use tileable materials and trims, and reuse same texture space as much as possible while keeping the interest in mind. When making unique texturing, it's good to make sure the texture is really unique from what could be replaced with tileable materials that could be used on many surfaces, or if bakes cut down on polygon usage by a big deal (eg. things with nails, screws, etc.).

Documentation

The documentation and scene files are a bit M.I.A., but I can see some interesting things here.

Final Presentation

Screenshots are of high quality and showcase the delivered  scene and level of quality so well that it makes giving feedback rather easy.

Thank you so much for spending time and giving me this helpful and important feedback! I will think about all these things and attach them to my next project in order to become a better version of myself!

Hey, please note that you do not have to take all of the advice to heart if it doesn't sit right. Also, if you feel like I could maybe help a bit in the future, don't hesitate to reach out to me in through other media, such as twitter or linkedin. Cheers, and all the best!