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(1 edit) (+1)

Research & Development

Research shows nice main concept. References for objects would be better, if they followed several images of one object (you could browse 2nd hand stores or using search words like 'used' to get some amazon/ebay or similar online stores as reference.)

Creative Art

The scene is a nightmare filled place with dream-esque lighting and atmosphere. Items, materials and scales all induce creepy shivers.

Dream-like lighting shows and reads well, even if it feels a bit more dream-like, and contrasting with the rest as such.

Objects could do with an additional look at the references, to capture the scales, widths, heights, negative space, detail and materials of objects. The overall scene might also be a bit too grungy, you could try introducing some flat surfaces in nice ratios, and the ceiling color is a bit funky.

Technical Art

UV packing seems optimized by most part (with the exception to lamp, what happened there?) I'd suggest reusing texture space, and maybe dividing materials to trims, tileables and uniques if necessary for bigger assets to hit the texel densities of 512 or 1024.

There's a nice use of volumetrics, dust particles, atmospheric fog. Cool texts on the decals ^^Light channel usage was also a nice thing I didn't know of.

Documentation

Documentation presents taken steps in a nice fashion with lots of pretty pictures. Asset breakdowns are done well.

Final Presentation

Images are of high quality and present the state of the scene. It's easy to tell what's going on.

Thank you very much for the feedback!