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Sonicfanx1

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A member registered Mar 08, 2022 · View creator page →

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Me personally, I want to get faster at assembling a 3D level. I can do the art/make the models pretty fast but making a level and decorating it is a lot of work.

There are also a lot of tools in both Unity and Unreal that I don't fully utilize and it would make the game look 10x better. Things like decals and foliage (though we don't have foliage for this jam) are systems that I'm just not familiar with and when I have to interact with them, it's usually in a jam and never on my free time.

Lighting is also another big thing. I'm more experienced in UE4/5 lighting but not in Unity lighting. I'd like to understand the systems and the foundational study of lighting in general. I heard studying cinematography and how cinema does their lighting is a good place to get started.

I don't do much work in 2D unfortunately, but from what I have done, others' experiences, and conjecture, I would say working in 2D short term is far easier and faster than 3D. For a 2 week project, you would be able to get a lot done very quickly in 2D.

However, I would say 3D games fare much better in terms of scalability when it comes to project scope. A lot of assets are far more easily retooled in 3D and can more easily be kitbashed together to make something greater than the sum of its parts. That last bit is just my opinion however. I think 2D can be about as scale-able as 3D. It just so happens to be that (almost) my entire group went to the same school and the artists are all just 3D Artists lol.

Team of 5. I was one of the environment artists/3d artist. I was in charge of making assets for a few of the rooms and doing the level design and assembling the level itself.

Yeah, I spent like 40-80 hours on this, give or take a 10 hours. It was a fully 3D game and I had to make a lot of the assets from scratch. Fortunately we organized all our material and planned everything out relatively quickly so most of the actual work time was spent on making stuff and not just finding references/material.

It's all good man. I genuinely appreciate the honest feedback. I'd obviously have liked it to be in a much better state than it is right now. It was a lot of mismanagement on my end and I take full responsibility for that. I'd overestimated the amount of work the game was going to take and underestimated some of the output of my collaborators which led to things being pushed back a lot. It's mostly my fault though since a lot of executive decisions should have been made way earlier during the jam and I ended up taking my sweet-ass-time with the level design, which led to uncertainty in the team and clogged the pipeline.

There are QOL improvements I'd like to implement by the next patch like better indicators for scene transitions, tutorial pop ups, and just changing some of the controls in general, but I definitely hear you. We're interested on working on the game some more. I'd love to implement the animations our animators worked on and the game properly art-ed.

Please buff Amazez

we started 2 days late.

Sorry about that, I'm the game's level designer/environment artist. It's UE5's default post processing effect and I didn't know my way around the engine well enough to fix it since I was also juggling a lot of other things as well.