Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Research & Development

Research seems to be based a bit too much around concept art instead of real life references. From what I know, concept art is mostly based on real world and built on top of that. The documentation is also a bit short on different prop and material research. I'd suggest doing a bit more research and searching for high quality reference to help with pushing the feeling  a bit more towards real-life and realism.

Creative Art

The exterior of the house looks and reads beautifuly in the blue an orange lighting. Interior is lit well to showcase the warm inn and a cosy fireplace.

To help push the scene a bit further, I would have a couple of things to note. The house looks great and interesting, but is a bit grounded in the realm of 3D with the silhouette reading a bit too much like straight shapes. On the interior, it would be nice to see a bit more of planks being modeled as 3 dimensional objects maybe, and having some material blending. The orange light on the exterior, as nice as it looks and reads, seems to be coming a bit out of nowhere, especially with the color that the scene is showcasing.

Having made the call of doing both interior and exterior in there might have been also maybe a bit of a not-so-good call; I believe the quality could have been pushed a bit further had you cut down either interior or exterior of the scene and concentrated on making higher quality content for just one or the other.

Technical Art

Use of blueprint for the candles seems clever. There's nice usage of tileable and unique materials.

Some rounded objects are a bit on the low end to get a closer look at them, and some of the normal maps might have a flipped channel (for example on the wooden floor) Also the scales of tables, chairs, doors and windows leave a bit of an unsettling and a toy-world like feeling. Also, please take away the extra tesselation out of the exterior modules, it's mostly used for landscape/terrain; the subdivisions you're showcasing is already good for vertex painting, and then you can take the modules further by giving it some love through modeling some indents for breakage and such, as was used also for Uncharted 4; https://www.artstation.com/artwork/r0466

Documentation

The document shows development steps throughtout the development with great, short descriptive texts and illustrative images. It was very enjoyable to read through, and gave a great sense of knowledge.

Final Presentation

Images are of high quality and showcase the results in a clear manner while not trying to hide anything. Kudos! :)

Thanks for the feedback, extremely helpful.