Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Dreaming City Cathedral SceneView game page

My FMP project for my third year of University, based on Destiny 2's Dreaming City and rendered within UE4.
Submitted by Daniel Midghall — 3 days, 8 hours before the deadline
Add to collection

Play game

Dreaming City Cathedral Scene's itch.io page

Results

CriteriaRankScore*Raw Score
Concept/Idea Realisation​#63.5003.500
General Visual Appeal​#103.2503.250
Overall#103.1673.167
Demonstration of Technical Ability​#112.7502.750

Ranked from 4 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.

  • Overall really nice! With the orange orb, the lighting is great. The use of orange and blue contrast really nicely and the use of the modular kit has come through really well. Only things I would personally improve on, are the trees, and also fixing some texel density issues you have, for example the flooring in the hallway seams to be low-rez? Statue could also be textured, from the video, it looks like solid colour? Good work!
  • Really nice looking scene, feels very ethereal. - Use of light sources for points of interest are nice, however it does feel like the emissive lights aren't contributing to the overall lighting of the scene. - There is a lot of interest and materials/texture work on the walls and ceiling. A lot of this is lost by the fact the scene is very dark. I'd boost the overall global ambient like by 20% and see what that looks like. - It would be nice to see some close up shots of the materials/surfaces. It's very difficult to see if the marble floor is actually smooth etc atm. - A break down of the assets in the scene would be great to see, as you've spent a lot of time making them yet don't show them off to their full potential.
  • This is an interesting piece, as a Destiny fan myself! I think the composition and lighting are the strong points here, the main shot being the best. However, I would have invested more time in just that key shot, I think you took on too much with the environment as a whole. Areas to look into improving on specifically would be texel density (it's varied across the scene), and the material definition (as you've seen in Destiny this stuff can really sing!)
  • - Lighting is really dark & flat in most of the images. Consider the Lighting in the mood board Reference images, about how much contrast is in the lighting. The Ceiling and recesses are very dark, yet the focal points and ‘desired path’ are well lit. You almost have this in the first image with the statue. - There are alot of curved surfaces & arches in this scene. Don’t be afraid to up the polycount a bit to make these look less Poligonal. - Textures need a bit more attention. They seem to lack subtitle details in both diffuse & roughness, though this probably isn't helped by the lighting. - The Crystle like wall/ceiling texture is a bit intense. Doesn't look much like the blue marble from the reference. - Colour of the foliage is too uniform & too green. Real foliage has more shades & tints of yellow in it. - Fly through video is far too fast. Reduce the amount of camera movement, or make the video longer. Consider adding a little movement to the foliage.

Portfolio Website
https://www.artstation.com/thespode

Leave a comment

Log in with itch.io to leave a comment.

Comments

No one has posted a comment yet