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A jam submission

Nuck ToolbucketView project page

A compilation of different (mostly stylised) effects in UE4.
Submitted by Nuckelavee (@nuckelavi) — 21 hours, 42 minutes before the deadline
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Nuck Toolbucket's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#23.2923.292
Presentation Quality#23.5003.500
Commercial Visability​#32.8752.875
Technical Complexity​#33.5003.500

Ranked from 8 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.

  • A nice variety of interesting effects, but not enough technical information (e.g. performance, how the effects were achieved etc). Also, there really should have been a standalone app where a button press can change the active effects (or at worst, a config change and then rerun the app).
  • A nice implementation of different effects! How do they compare in terms of performance? When implementing these types of effects, a big consideration is the CPU/GPU execution time and memory they require, so that we can combine a set of effects that look incredible, but also can execute without our frame budget. Consider adding some benchmarks to each effect for comparison. Consider also adding some sliders/constants that adjust the resolution of the effects. Sometimes we'll use more expensive or less intrusive effects on a downsampled version of the image, and blend it back into the other effects to compose the final image. I think a technical artist would really enjoy playing with some controls for these effects! Your presentation of naming and demonstrating each effect in the video was great to give me some context. I really liked the Deep Fried Memes filter - it's producing a really great effect! Consider adding some voice over for the video to describe what we're seeing, or some more text to talk us through what we should be looking at and noticing :)
  • - Nice effects - Hard to tell how much was written through iteration and self-learning, and how much was written from following guides - More detailed development process, benchmarking, comparison with different implementations (GPU, CPU, Physically based edge detection) and easier distribution to experiment with effects would help presentation
  • Well-presented collection of different technical implementations. Good variety in types of graphical effects. I thought the transition between over water and underwater was neat, that's not always clean in games. The playground level could do with being a bit busier to ensure performance is tested too.
  • I don't have Unreal installed so couldn't run it locally. A .exe would have been a useful inclusion. Judging is based on the video. Overall, a very good looking project with a variety of features. Some of the effects are very interesting, I'm not sure how much variation there is from the built in Unreal features so I'll assume that they are from scratch for benefit of the doubt. If that is the case, then this is a fantastic project which could provide uses for many games.
  • Very visual, but a more technical presentation would have been appreciated: debate the choice of edge detection solution, comparison in terms of execution time and memory space etc...
  • I'm not a graphics programmer so I feel I am not fully qualified to give any criticism. This project is very impressive, I can tell that you know the area of graphics programming well and crediting sources you have learnt from is great to see. You have some great presentation of your work on the page, customizing the background and text helps with your presentation. Having images showing the differences in the different post-process effect is great to see. The only thing that would have been more helpful for this project is a build rather than an unreal project which demonstrated the effects (being able to change the post process with a keypress for example)

Portfolio Website
https://nuckelavi.github.io/portfolio/#

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