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A jam submission

RivendellView project page

A rendition of Rivendell from the LOTR.
Submitted by Oliver_Britland — 1 hour, 35 minutes before the deadline
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Rivendell's itch.io page

Results

CriteriaRankScore*Raw Score
Creative Development#44.3334.333
Final Presentation#64.0004.000
Overall#113.8003.800
Project Documentation#124.0004.000
Technical / Workflow#153.3333.333
Research + Development#183.3333.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Hi Oliver, Just a note : the packaged content did not seem to be the final one presented here, and was missing a lot of assets, materials and the final map. I am unable to go into much detail in my feedback because of this but I will talk about the work you have outlined and shown with these final shots. This is close to production ready. I'd spend some time on the statues as they don't seem well defined or statue-esque; i.e their features aren't well chislled - if you look at the reference, there is some very elaborate stonework in the city that isn't reflected here. Although you could typically get away with less defined features - the level of the rest of the scene is at a much higher level, and these stick out quite a bit. Good work otherwise, I wish I could get more into details here but was unable to as the zip in the dropbox didn't have latest.
  • Hi Oliver, great job on your Rivendell scene! Recreating another work of fiction is often tricky, even with the best technical skills, it’s very hard to capture the “soul” of what made the original appealing, but you managed to create a fantastic tribute that shows a great amount of passion. From your documentation I liked to see your unique approach to creating the environment based on your strongest modeling skills, and your first steps in new programs that you can now add to your toolbag. I would have liked to see more insight into the making of the sword hero prop and, on the technical side, a bit more time spent on sculpting the statues that populate the scene. I know that by being focused on environment art characters are probably not something you are keen on focusing on, but you should be able to find plenty of solid resources to start from to make your sculpts look more believable. As a last piece of advice, I feel like all of your low-poly models would benefit from a higher poly-count, I wouldn’t expect to see any stepping on rounded surfaces.

Challenge Tier

Rising Star

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