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A jam submission

Neoclasci-fiView game page

Submitted by EvgeniosKakolyris — 2 hours, 33 minutes before the deadline
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Neoclasci-fi's itch.io page

Results

CriteriaRankScore*Raw Score
Creative#472.6002.600
Presentation#632.2002.200
Technical#692.0002.000
Overall#821.8001.800
Documentation#881.2001.200
Research & Development#901.0001.000

Ranked from 5 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.

  • Missing documentation so unable to judge the process of making the scene effectively. I like that you’ve stuck to making a hallway with lots of repeated elements. I’m not sure what the aim was of the piece and I feel like the stone arch/columns don’t really work that well with the rest of the theming. Also the lighting is very bright which makes the scene flat. Only having one light source would have been better and having it from a portable flood light opposed to the chandeliers would make the scene feel more abandoned (like the set dress is is leaning towards). I don’t think the purple strip lights work as they get lost in the light. Good to see use of PBR but it does look like some of the props are lacking hard edges.
  • Submission Title: Neoclasci-fi Submission Tier: Assessor: Dominic Shaw Artist @ Firesprite Research & Development There is no documentation or project files provided for this project so it’s a bit hard to give feedback on but based on the updated Artstation post provided I will try to give some areas to improve on. Creative Art I like the idea of the corridor with the neon lights but the overall image is a bit hard to read due to too many competing light sources and value issues. The chandelier meshes are way too busy and noisy which makes the image quite hard to read so I would recommend simplifying these or removing them. There is too much contrast in the some of the textures such as the really dark wood next to the really light marble/stone. I would try making the wood a bit brighter so that there isn’t as much contrast in the scene. There is a bit too much competing light sources which makes it hard to tell where to look as you have the lights on the walls, the fire and then the chandeliers. I would remove all the other light sources and just keep the neon lights on the walls as sometimes less is more. I would also change the value of the wood on the furniture meshes such as the cupboard so that it stands out more because at the moment it’s getting a little lost in the walls as they are all pretty much one value. Technical Art To optimize this level more, it could be made out of trim sheets as there is a lot of wood elements. In the Artstation post provided the meshes are all unique and if you are going to go this route, try to fill up the 0-1 space and not waste any texture space. There is a lot of details extruded into every wood panel, I would remove these details from the asset where the neon lights are so that it breaks up the image up a bit more and the other ones that are there could be bake down into the texture. It’s important to have areas of less detail in the image so that your eyes have room to breathe which will make the overall image more readable. Final Presentation Overall the image is just a bit hard to read due to the values so I would really focus on improving this area. The modelling seems alright but I would look into trim sheets and baking down assets.
  • Artist – Evgenios Kakolyris Category: Sumo Digital Rising Star Assessor: Anthony O Donnell – Lead Artist at Firesprite Work name: Neoclasci-fi Hallway Research and Development /Documentation There was no document submitted but I found the Artstation page which contained some limited insight into the creation process of the piece. Technical Art No source files were submitted so only a partial assessment was possible off the Artstation page. Final Presentation The overall idea and mix of visual design is interesting. It would have been nice if the light setup allowed for the vertical pink strip lights to emit light along with being emissive. There are some nice materials in this scene. There are also issues with UV mapping. The cabinet as an example has the grain running horizontally where one would expect to see it running vertical based on how it would be constructed. The images are using strong post process effects which to me take away from the image and are distracting.
  • This is an interesting environment with lots of potential. One core feature that is holding it back is the lighting, at the moment it is too bright and lacking shadows. Turn down the ceiling lights and let the neon lights add some colour and atmosphere to the scene. The cut pillars are cool.

Challenge Tier

Search For A Star
Sumo Digital Rising Star

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Comments

Developer

~~~IMPROVED, AND BETTER RESULTS ON THE  PROJECT CAN FIND HERE :  https://www.artstation.com/artwork/baknGo  ~~~

Jam Judge(+1)

Research & Development

As the documentation is missing, it's a bit hard to feedback this area.

Creative Art

The thumbnails look great and interesting, the scene shows interesting lighting and use of neon color adds a punch and unique feel to the scene. Architectural modules look interesting. 

Having pallets, barrels and such in an interior scene that looks otherwise very polished and to be very clean feels a bit weird. Also the fire in the barrel is a bit off, as the place seems to be also running on electricity. A bit more polish into the material work and props might help with pushing the scene also to the next level, and adding irregularities to silhouettes, as well as material blends. The pillar ornaments feel a bit intriguing as well with shifted, diagonally cut pieces.

Here's how it reads to me; there was this fancy place which was taken over by Rage 2's bandits in the post-apocalyptic setting (the pink gives me the connection to that game). There's a lot of room to support this to make it feel so as well; chandelier could be fallen, ceiling could be broken and given dust layer to the ground, the floor might have had a carpet that's been torn from it, or just thrown to the side to add a bit more of color etc. In my opinion, there's a huge potential, and my creative juices start flowing from the images already of how to make it more like so.

Technical Art

Judging by your artstation link below, you use quite a lot of unique texture space. It's a good practice to use tileable materials and trims, and reuse same texture space as much as possible while keeping the interest in mind. When making unique texturing, it's good to make sure the texture is really unique from what could be replaced with tileable materials that could be used on many surfaces, or if bakes cut down on polygon usage by a big deal (eg. things with nails, screws, etc.).

Documentation

The documentation and scene files are a bit M.I.A., but I can see some interesting things here.

Final Presentation

Screenshots are of high quality and showcase the delivered  scene and level of quality so well that it makes giving feedback rather easy.

Developer

Thank you so much for spending time and giving me this helpful and important feedback! I will think about all these things and attach them to my next project in order to become a better version of myself!

Jam Judge

Hey, please note that you do not have to take all of the advice to heart if it doesn't sit right. Also, if you feel like I could maybe help a bit in the future, don't hesitate to reach out to me in through other media, such as twitter or linkedin. Cheers, and all the best!

Developer

~~~IMPROVED, AND BETTER RESULTS ON THE  PROJECT CAN FIND HERE :  https://www.artstation.com/artwork/baknGo  ~~~