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A jam submission

UnderWater LabView project page

Submitted by AgentArachnid — 8 hours, 24 minutes before the deadline
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UnderWater Lab's itch.io page

Results

CriteriaRankScore*Raw Score
Documentation#672.2362.500
Research & Development#722.0122.250
Overall#871.5211.700
Technical#881.1181.250
Creative#891.3421.500
Presentation#900.8941.000

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.

  • One of the first major rules of development is scope out your time. Don't commit to things you can't complete. The report reads like someone very stressed out who is trying to do their very best, sometimes, less is more. Focus on one thing and do that well rather than trying to do many things really badly. It will pay off. Chris Harper Snr Tech Artist @ Splash Damage
  • Research & Development Great, grand plans. Cool figures, nice to read about what you like about each of them. Nice development shots and texts telling about the processes. You've definitely done some great research. Creative Art Cool Hologram projector, I like the cables and modules you pulled off. Technical Art Cool shader. Lots of things to cover in environment such as you envisioned, right? :) Documentation There's definitely a lot of effort put into the text. Sorry to hear about your home laptop; maybe this SFAS thingy can help you with getting a new one? Directly or indirectly. Final Presentation Nice document work.
  • Assessor - Anthony O Donnell - Lead Artist - Firesprite Decent research was undertaken. The scene started with a whitebox which is sensible. The intent to build modularly is always a safe option, It's a pity the project didn't get further.
  • It's such a shame you couldn't finish this, I really liked what you had planned. I appreciated your research, it was really well organized, your sources were all consistent, it was enough to help me envision what you had in mind. You work really smartly, using modular pieces and UE materials and that little bit about making emissives white to change color, that's really smart! Don't forget you can do that in engine too if you desaturate the emissive map, as a last resort. You also clearly demonstrated knowledge of heavily used workflows and techniques, like vertex painting. And you're a pretty good modeler, so keep at it! I do hope you sort your technical issues soon and that you do finish this project, even if it's just for your portfolio. And you can always get feedback from the community, be it the EXP discord, Dinusty or polycount.com, there's always a place to go ask. Good luck and I can't wait to see what you have next year :)
  • Good to see reference from games and concept pieces. It would have been good to see some annotations and a small test of the art direction. Good to see a block out but it looks a little too “blocky”. Try and add more model detail in along with some base materials (colour only) and lighting at this stage so that you have a clearer idea of what you’re creating. I can’t see your finished environment so I can’t judge the implementation particularly well. You would have benefitted from breaking your assets down into more modular pieces and using tiling textures. Your models look a little low-res in places. Good to see you used Substance Designer for your texture work and that you delved into decals, fog and LUTs.

Challenge Tier

Sumo Digital Rising Star

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