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A jam submission

ChernobylView project page

A 3D game environment of the famous Azure swimming pool in Pripyat
Submitted by tomturner — 2 days, 9 hours before the deadline
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Chernobyl's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#103.1673.167
Demonstration of Technical Ability​#103.0003.000
General Visual Appeal​#103.2503.250
Concept/Idea Realisation​#123.2503.250

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.

  • - Assets don’t appear to be built with real world scale in mind. Assets are out of proportion. The space round the pool looks far too narrow to walk round. The balcony on the far wall looks far too low (probably can be removed). - Spokes of the ferris wheel look far too thin, and start to look pixelated in the images. Main supporting struts look a bit too chunky and lack any real detail. - Use edge normal decals on the edges of the pool, diving board and building structure to add damage details. - Use a few small meshes (tufts of grass, Mounds of sand/gravel, small rocks around the base of your walls. This will better hide the transition between assets & help embed them in the scene. - White plaster looks too clean. Add more colour variation, dirt decals. - The damage in the plaster is distributed too evenly. You need a greater variation of small and large shapes. - The dirt on the Ferris wheel carriages is all the same. Would be better adding dirt using decals rather than in the texture itself. Alternate the colours of the Ferris wheel carriages so they aren't all yellow. - Leaves on those trees look massive. Don’t Model individual leaves. Use a plain with a masked texture of many leaves. - Exposed to the elements, there would probably be moss around the bottom of the windows and loose leaves on the floor. Leaves would tend to gather in the corners/edges. - UVs on the pool are misaligned. Pool tiles don't line up properly. Also adjust the geometry/ UV’s on the pool so the wall doesn't end in the middle of a tile. If you were tiling a pool in real life, you wouldnt start with half a tile. - A pool's lane markings should be done with actual black tiles and not painted over the top.
  • A good scene all round. It's great to see some GBuffers and a breakdown of the scene. It loooks like there is some good shader work going on here with the pools tiles and the damaged walls. You have some great contrast showing in your roughness, but your lighting and post process FX really aren't capitalising on that. The pool tiles, despite being glossy in the roughness, aren't really catching the light. It would also be great to see a bit more foliage outside the windows. You have a lot of blank space outside and it makes the scene feel like it's floating in the middle of nowhere, the foliage could really help flesh out the exterior, while leaving a space for your Big Wheel to be scene. This would help close things down, and make the space feel more abandoned and forgotten, while also giving you some geometry outside the windows to help break up your lighting and bring some interest to the shadows. You've got some great asset work with the diving boards and the big wheel, and your tile material looks great. All in all it's a great scene that could do with some superficial tweaks to bring it to it's full potential.
  • Just improve the building outside! textures are not as good as everything else. everything else is solid! Good job!
  • Overall a nice rendition of the environment and it is unmistakably the Azure swimming pool. You need to work on your scale and shapes. This area is so well documented that any deviation from the real world makes me think you are not looking at your reference. The worst offender are the trees, whose leaves are almost the size of a person, but almost every part of the scene is modeled slightly off from the real world or not implemented correctly. Some of the most important parts of the scene are also missing. Namely the debris, which I would consider a core feature. You have made some attempt at this, but its just falling short right now. Although your execution isn't bad, you have some ways to go and your dramatically reducing the quality by only half implementing the scene. I simply think you need to study reference more and build exactly what you see, not what you think you see. Nothing that isn't easy to fix! Pay attention to how shapes fit together and how the building is actually constructed. Spend a lot of time in blockout until you can almost match 1 to 1 any image from Azure. If possible, try to find blueprints or real metrics for the area. These core modelling skills is what you should focus on first. Forget about lighting and materials for now. With that said, I do have some minor pointers in these areas for future projects. I have done some paint overs for you. Itch is shit, so you gotta copy and paste the links yourself. https://drive.google.com/file/d/177R687aCO4C7K_ZqpQwCAGY82UNp685T/view?usp=sharing https://drive.google.com/file/d/16Ur5xzNDjKAnEAB_9wM-KM_djNaqqUMA/view?usp=sharing https://drive.google.com/file/d/14smyEpxKsyQ7PsOy66F5s3w4wQ9RgEyh/view?usp=sharing

Portfolio Website
https://www.artstation.com/tomturner1752

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