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(1 edit)

Research & Development

There's good amount of reference and inspirational images. To help with taking the scene to the next level, I'd suggest having some more high quality references that showcase more intricate detail of objects and material work, as well as how structures are built in similar places.

Creative Art

The scene reads as a nice dungeon-crawling endspace with dark fantasy-esque feeling. There's a nice usage of decorative runes and ornaments. The lighting showcases interesting areas, but feels a bit dark at times.

Technical Art

There's some nice vertex blending going on at the surfaces to introduce the moss to the models. Emissive mushrooms also add an intriguing flare to the scene.

The polygon usage is a bit on the lower end for rounded surfaces. I'd suggest diggin a bit deeper into texel density (512 is common for 3rd person games, 1024 for 1st person), and taking it from there to UV mapping and using tiling textures and shared texture space. Having a look at some wireframes from this generation console titles might prove useful as well; https://www.artstation.com/artwork/r0466  https://www.artstation.com/edgar_a_martinez

Documentation

The scene development is broken down well in text and image format.

Final Presentation

Images are of high quality and showcase well the subject matter.