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Phazero

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A member registered Feb 22, 2016 · View creator page →

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Really cool stuff you have here, I think the models came out really well. Light maps and textures look good too, and great use of reoccurring props. The scenery is a kind of surreal Kowloon (or more surreal), the appearance of a place for many people but is desolate. Not so much abandoned as uninhabited or created for the sake of creation. Like an AI performing it's tasks repetitively (in this case building creation) after all humans are long gone. The bottom portions reflect like water and on the top of the buildings are curious arches, like little portals to other worlds. The shadows and silence of some parts of the scene lends itself to the mystery of the space and has a bit of eeriness, I thought something could jump out at any moment, but also because of the paths and stairs wanted to push into the darkness. I think in expanding the project that would be something to think about, putting little nooks and crannies, to discover and let any additional conceptual work unfold slowly through those pathways. That said I think light and sound could have come more into play on this piece, I think it may have been easy to miss some of the stairways and an inexperienced player may become lost. I think more spatial sounds and spotlights guiding the player would help with this. I also think more could be done with the staircase area itself. It lends itself to such discovery but often I would hit dead ends and just return to the main path making the experience feel heavy handed in it's linearity in that respect. The destinations were wonderful, I think the journey could be in balance with that as well. And speaking on destinations, I really enjoyed sitting in the hidden off tree area, I think you're really on to something in having these little meditative spaces in VR. For all its showy wonder, sometimes just having a place to sit down and take things in, is where the medium shines. The depth of the branches going off into the distance, the little crack revealing a piece of another world, the rocks sinking into darkness, were all dream like and phantastic, with a bit of fear-inducing to balance the sweetness. Those moments of being on the edge of things works well in this piece. Freedom/Linearity, Exploration/Danger, Excess, Simplicity, Realism/Surreal. Really nice work here, keep at it. Bringing your 3D work to life/worldbuilding seems to really be where your projects shine and exploring these worlds has been a delight.

technical note: you have quite a few download links on itch, try to delete all except one so that people def know which one to download. Also your project doesn't open in VR by itself, I had to use command line to do it. You can resolve this by checking the "start in VR" button in your project settings and rebuilding the project.

::thumbsup::

You're welcome :)

You're welcome :)

This piece is condensed yet powerful. I think what I enjoy most playing with the AESTHETICs of cyberpunk and vaporwave, one genre which is usually very male and filtered through the male gaze and fantasy, the other which has been repeated on tumblr and social medias everywhere from a cool counter culture into a vapid delirium (soaked up by Urban outfitters), but here they take on a uncharacteristic clarity and protest, setting up a wonderful surprise that rises above just a "coolness".

Its a meditative (and femme) space in opposition to the heavily co-opted cyberpunk's dystopia and laser guns. Also this is a specific space, instead of popular cyberpunk's trope of a vaguely Taipei, mixed with vaguely Tokyo infinite city (yet somehow only inhabited by wp...hmm). There is a sharp critique in this piece, in opposition to vaporwave's usual sugary sweet lifelessness.

I like the claim to these spaces because like many great things they were stolen by capitalism (and dude bros) and repossessing and charging them opens up new possibilities with the genre and a chance to re-quaint ourselves with its symbols. The glitch, the flicker, transformation, chopped and screwed, all wonderful communications waiting to be made great again lol. Oh, and another interesting thing in your piece, the elements themselves are personal. Quite another opposition, when the genres are not for the crowd or mass consumption, but about a singular vision and personal story. Really turning the capitalist overtaking of these worlds on it's head :).  Good work, lots to think about here.

I really like how in your work you collage 3D Spaces together. Keep pushing this to get even stranger and unexpected scenes and start to add a conceptual backing to really say something with the mash ups. For example in this scene I read a sort of sci fi narrative, where an artificial living facility has been made in space or another dimension but something happened to all of the people. The buried person in the farm room gives a creepy hint, uncovering more clues like this in VR is really fun and makes good use of exploration and space.

Grade: B

Recommended:
https://store.steampowered.com/app/696480/The_Norwood_Suite/

https://store.steampowered.com/app/303210/The_Beginners_Guide/

Hi Delaney, it looks like only your exe is uploaded here. Upload your whole WindowsNoEditor Folder so that folks can download this in the future.

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Hi there, your zipped file is corrupted so I'm not able to provide a crit+ vid for you. Just a heads up in case you want to fix it in the future for others to see. Also add the project to the downloads portion of this page.

edit: oh so the project did open but this is your whole uporject lol. Just put your windowsnoeditor folder on itch.io

https://piazza.com/class/jxqg0lhobc53ru?cid=28


Crit:

Very Surreal and cool space. The scaling is a nice effect and it adds to a dream like quality. The movement of the gears and lighting give it an eery factory vibe but the scale makes it feel alien. I think the character could have been sped up and give a higher jump. I would look into this for future, similar projects. Also because the piece is so linear, I was looking for a definite 'end' to it like in a story. This isn't mandatory though, it just led me to believe that there would be one. Good start all and all though.

Grade: B

Recommended Resources:

http://www.lizengland.com/blog/2014/04/the-door-problem/

http://www.nextleveldesign.org/

https://80.lv/articles/defining-environment-language-for-video-games/

https://www.gdcvault.com/play/1022117/Level-Design-in-a-Day

https://drive.google.com/open?id=1sIZHo_HOrWDDwd3FcHBc95yDlxtndcRg

gotcha, thank you!

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Crit:
Good first start. Consistent aesthetic with a touch of artistic flair, kind of going for a burning Dali look. The sky particularly really brings it all together. The most pressing issues are with cleanliness and command of the material editor but for a first project, that can't totally be expected. Really nice screenshots btw too!

Grade: B+

Recommended Resources:

http://www.lizengland.com/blog/2014/04/the-door-problem/

http://www.nextleveldesign.org/

https://80.lv/articles/defining-environment-language-for-video-games/

https://www.gdcvault.com/play/1022117/Level-Design-in-a-Day

https://drive.google.com/open?id=1sIZHo_HOrWDDwd3FcHBc95yDlxtndcRg

Recommended Works (Scary, Creepy, Exploration)

https://store.steampowered.com/app/505230/Pathologic_2/

https://www.amnesiagame.com/

https://bethesda.net/en/game/doom

https://insomniac.games/game/edge-of-nowhere/

You're welcome! :3

You're welcome :)

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Critique: This experience is delightful! I know the physics thing was an happy accident but I actually quite enjoyed the bit of environmental storytelling. I felt like a witch that conjured something that was a bit out of my league and I was cleaning up the aftermath :). I really enjoyed the color palette, playfulness, cute room layout, and little witchy discoveries to make. It reminds me of a Silver Ravenwolf book come a life. Playing this reminded me how little there are good femme witchy games out there about empowerment and playing with magick. I really like the theme :)  I think to push this further I would add interactions that occur when two objects meet, little animations here and there, music/ambient noise, and sounds.

Technical: So I think what's pushing all your books around are the collision boxes :) Here's a quick video that shows how to create custom collisions in 3D software

<button itchio="" type="button" class="embed_preload youtube_preload" data-embed_code="<iframe src="//www.youtube.com/embed/YxVFChB3oxY" allowfullscreen="" width="500" height="281" frameborder="0"></iframe>" style="width: 250px; height: 140px; background: url(https://i.ytimg.com/vi/YxVFChB3oxY/hqdefault.jpg) 50% 50% no-repeat; background-size: cover"></button>

You can also read more about it in the "collision" section of this page: https://docs.unrealengine.com/en-US/Engine/Content/FBX/StaticMeshes/index.html

and lastly if you have uncomplicated meshes like bookshelves and tables you can add your own collision in Unreal really quickly (this is my favorite method lol): 

<button itchio="" type="button" class="embed_preload youtube_preload" data-embed_code="<iframe src="//www.youtube.com/embed/XLvJnFUk3Cc" allowfullscreen="" width="500" height="281" frameborder="0"></iframe>" style="width: 250px; height: 140px; background: url(https://i.ytimg.com/vi/XLvJnFUk3Cc/hqdefault.jpg) 50% 50% no-repeat; background-size: cover"></button>

Grade: A-

Recommended (witchy, femme, cute, narrative):
http://slimedaughter.com/

https://loveconquersallgam.es/

https://alienmelon.itch.io/

https://store.steampowered.com/app/757480/Broken_Reality/

https://store.steampowered.com/app/387860/the_static_speaks_my_name/

We went over this project pretty extensively in class so I'll just summarize: Terrific job, consistent style, great proportions, good flow, adorable characters, and good size for a short vr experience. to push this project more I would suggest animation on touch and gaze (https://www.brightdevelopers.com/interaction-objects-virtual-reality-unreal-engi...), interactive sounds, and pushing the lighting work a bit to bring in some complimentary colors and complexity. Excellent work overall.

Grade: A+
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Crit on Final game :)
Grade: A-
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Critique: I really enjoy this scene. It looks like your layout scenes are coming along and it's really fun to look around. The scaling in VR is really good and makes things especially spooky. I like the hellish sounds, and the two story open house and chess are nice finds. I I like the use of arches, doorways, and the lava path for leading the player around. I think moving forward cleanliness will push a project like this to the next level. There are many clipping textures and certain areas feel either too clustered or too empty. The lava flow would benefit from a more controlled mesh and texture flow to look natural. The interior areas could be a bit larger and more carefully populated and the outside gate as well. Some important areas are very dark, adding foreboding red/orange point and spot lights, and some cooler blue/purple complimentary areas would me a nice addition. Take a look at a space like these https://www.artstation.com/artwork/Jnwb0

https://www.artstation.com/artwork/mmDVa

https://www.artstation.com/artwork/PR92y

https://www.artstation.com/artwork/OBONK

and notice how much breathing room each area has and how the paths are clear and well lit. I think with those additions this would make a nice portfolio piece. Overall, your project was an excellent first start and I can see a ton of potential in it!!

Technical: There was a missed opportunity here to use the Unreal cinematics to drive your animations and make them look more natural. Because of this the final project looks lower in quality than the original even though there are more characters in the scene

Grade:
B

Recommended Resources:

http://www.lizengland.com/blog/2014/04/the-door-problem/

http://www.nextleveldesign.org/

https://80.lv/articles/defining-environment-language-for-video-games/

https://www.gdcvault.com/play/1022117/Level-Design-in-a-Day

https://drive.google.com/open?id=1sIZHo_HOrWDDwd3FcHBc95yDlxtndcRg


Recommended Works (Scary, Creepy, Exploration)

https://store.steampowered.com/app/505230/Pathologic_2/

https://www.amnesiagame.com/

https://bethesda.net/en/game/doom

https://insomniac.games/game/edge-of-nowhere/

(1 edit)

Critique:

Such a lovely, concise walk through the woods! Really great jam piece here. I really enjoy that the path is linear and leads to a different element frequently all the way up to the ending house. The bridge creates a natural stop and builds up a nice pacing to the world from bridge, to kid, to clay, to house. The tree barriers feel natural and unobtrusive and communicate clearly that they are not intended to be explored more deeply and the hills create a private, dream-like area. The kid mesh is really adorable, such great 3d work here, and the house is compact and unrealistic in a good way. It stands in as the representation of a bigger space, that can be observed quickly, like a sketch. Really nice work here! At first I thought that the scaling of the character was on the short side, but when I met the twin than I realized the character was a child or small person in a big world and it made sense. I think to push this project further I would look more closely at references for the way that foliage grows in lush environments and organize the meshes accordingly. I would find a more higher quality grass texture and also add a sprinkling of grass foliage, rocks, puddles, etc to build in more realism to the forest floor. Small animations like birds or lizards would do wonders for the immersion, as would some sound work. Overall though, really great job here.

Grade: A

Recommended Resources:

http://www.lizengland.com/blog/2014/04/the-door-problem/

http://www.nextleveldesign.org/

https://80.lv/articles/defining-environment-language-for-video-games/

https://www.gdcvault.com/play/1022117/Level-Design-in-a-Day

https://drive.google.com/open?id=1sIZHo_HOrWDDwd3FcHBc95yDlxtndcRg

Recommended Works: 

https://www.firewatchgame.com/

http://www.thechineseroom.co.uk/games/dear-esther

http://twistedtreegames.com/proteus/

http://tale-of-tales.com/Sunset/

http://tale-of-tales.com/bientotlete/index.html

https://polclarissou.itch.io/orchids-to-dusk


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Critique:

Love the ambient meditative space in this one. It's a good mix of the familiar, the exotic, and with a touch of weird to keep the viewer wondering. The scale on the room feels really nice and the window placements are balanced and complement the furniture. The furniture also acts as a boundary to push the player around the space in interesting ways and getting them to peer out each window. The door being blocked was a little bit jarring, kind of like an anti affordance but seeing as there were rocks in front, I wondered if the block was on purpose and communicating something about the creator or the nature of the space. When I realized I was "trapped" the space became a bit darker and claustrophobic but then I was soothed again by the water and realizing that the sun was moving which I probably would not have easily, had I had free reign. It was like a mandatory meditation that caused me to cool down and be grateful for what I had in the room and the view. Really thought-provoking experience. I to push this project more, I would make something like the blocking of the door very obviously on purpose, maybe through sound cue or visual reaction on overlap, it can be something as subtle as causing the player to be pushed back from the door or a flash of red or black in front of the camera.

Grade: B+

Recommended:

http://twistedtreegames.com/proteus/

http://tale-of-tales.com/Sunset/

http://tale-of-tales.com/bientotlete/index.html

https://polclarissou.itch.io/orchids-to-dusk

Hi there, Your zip file is corrupted. Zip this project again and reupload it for grading.

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Critique:
That was so much fun, really nice use of space and "surprising the player". I really like the focus on verticality over a wide potentially empty project. The narrow round areas that drop into each other have a really cool torus effect. I like the overall aesthetic as well, it feels other-worldly, cold, high-tech, strange, and alien. The projectiles make for a fun way to explore the space as well by seeing where they go and drop down. To push this even more I have some recommended places for environmental design: 

http://www.lizengland.com/blog/2014/04/the-door-problem/

http://www.nextleveldesign.org/

https://80.lv/articles/defining-environment-language-for-video-games/

https://www.gdcvault.com/play/1022117/Level-Design-in-a-Day

https://drive.google.com/open?id=1sIZHo_HOrWDDwd3FcHBc95yDlxtndcRg

Technical: This was a first project and a jam so it looks great for the parameters. To push it further I would clean up the rock formations and improve the material quality. More spot lighting can be added to guide the player as well as use of architecture to hint where they can and cannot go. The teleporting works really nicely, I think I would just push it down slightly into the well so that the player feels a bit of falling before being transported to the next section.

Grade: A-

Recommended:Ambient, heavy environmental storytelling games

https://tacoma.game/

http://www.giantsparrow.com/games/finch/

https://abzugame.com/ (Free on Epic Store this week)

https://unknownworlds.com/subnautica/

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Critique :

Excellent presentation on your Itch.io and perfect screenshots. It really captures to mood and gets the viewer excited to play. The project has a really nice use of scale and though it is a small boundaried space, it feels natural and level-like. The movement is really nice, the holes in the craft and shaping of the landscape encourages circular flow in and out of the port area. The lighting is even and well done and the color palette completely on point for a fantastical space area. The next steps for a space like this would be adding details of story elements for the player to discover, things like letters, personal items, unusual gems and rocks, technologies like radios or parts of a ship, alien writings, discarded food, etc. I think you have a good concept of 3D space and recommend these resources to push your design/environments even more:

http://www.lizengland.com/blog/2014/04/the-door-problem/

http://www.nextleveldesign.org/

https://80.lv/articles/defining-environment-language-for-video-games/

https://www.gdcvault.com/play/1022117/Level-Design-in-a-Day

https://drive.google.com/open?id=1sIZHo_HOrWDDwd3FcHBc95yDlxtndcRg

Grade: A-

Recommended:Ambient, heavy environmental storytelling games

https://tacoma.game/

http://www.giantsparrow.com/games/finch/

https://abzugame.com/ (Free on Epic Store this week)

https://unknownworlds.com/subnautica/

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Critique:
We discussed a lot during crit but I will go over a bit of a summary :) I really like the atmosphere you've created here. From the sky down to the lighting, there is a great consistency of style and medieval fantasy elements across the level. The fog and mountains are an excellent touch. The large central mountain in the distance shows very good command of scale and leading the players eye. The forest creates a natural feeling barrier for the central location. Pushing this project to the next level would be adding path element with meshes such as rocks or grasses, or even animals that led the player in certain directions  (This can be accomplished fairly easily through the use of splines and animation blueprints). I would also look for higher quality materials for the grass and lake and add more diversity in the foliage. Use resources like Artstation and Pinterest as reference when polishing up levels. Here's an example of what I would look up if I were working on a forest https://www.artstation.com/search?q=forest&sort_by=relevance Overall this is a strong first VR project.

Grade: A-

Recommended:

https://www.firewatchgame.com/
http://www.thechineseroom.co.uk/games/dear-esther
https://cyan.com/games/myst/

np np :)

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Good start here using the landscape to focus everything towards the center of the map. This space you've created is serene yet heavy. The dark, James Turrell like building towards the center of the map looks over this empty hillside and watches the player wherever they go. The lake is smoky and like a hot spring and lines up with the building and the towering hills behind. the house is flanked on two sides by tow trees and though the viewer may venture off there is nothing more to be found but to turn back and focus on the watching house again, or perhaps return to it and sit in it's monastery like chamber. Seeing as this project is about you, I very much wonder what it all means. I sense something stoic, reserved, yet sturdy and intentional. Very interesting work.

I think if I were to push the project more, it would be in cleaning up the fog sheets on the lake, and expanding the hillside to a distance that the player could not reasonably cover nor see the end of. This adds to a sense of immersion and makes the choice of having very little in the scene feel more purposeful.

note: This project's size is huuuge, be sure to migrate your projects to a new clean Unreal project before packaging :)

Grade: B
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Crit: The play with scale and movement is strong in this project. I really enjoy how each room is distinct and moving around the space feels good. The architecture is clean and I'm sure where I can and cannot go. I really wonder about this space and something about that huge picture of the house really sticks with me. I find it interesting that all these seemingly benign pieces of furniture are now so large and overbearing, and the floor itself is made of rocks. I wonder if this is a comment of domesticity or perhaps the rocks are solid for the home. There are reoccurring windows all over the space but none you can see through. It is open yet it traps you, until you climb up high and cross over into the secret garden where a much more pleasant and fitting house awaits. This project leaves a lot of questions which is a hallmark of great storytelling, it is off to a good start.

I would like to see a little more consistency in the style across the project. You can have multi-rooms, and even vastly different areas, but there should be a cohesion or theme to them that ties them together whether that be visual like a certain art style or from the mechanics for example all the areas are living spaces or areas you can swim in or slide down. I think your layout skills are strong, next will be pushing the level design and guiding the player around the space.

Grade: B+

Recommended Artists/Projects:

https://store.steampowered.com/app/696480/The_Norwood_Suite/
http://tale-of-tales.com/

https://www.stanleyparable.com/
https://store.steampowered.com/app/501300/What_Remains_of_Edith_Finch/
https://store.steampowered.com/app/232430/Gone_Home/

(2 edits)

This is a really pretty scene and serene scene. I like your use of the lanscape and the snow feel realistic in color and shape. The sky too matches the look of a chilly, snowy day very well. There is an issue with the scale, it's ok to use very large areas but there is not much going on in between the areas that justifies it's size. I think this would have functioned better as a tighter scene or a scene of the same size where the player could rest on a vista and take everything in rather than walk across all of it. There's also a way to increase the character's speed https://answers.unrealengine.com/questions/335162/how-do-i-make-my-character-aut... Good first start though, I really see your sense of landscapes and depth coming through.

Grade: B-
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Critique:

This is project is just loads of fun. Really good use of interaction to activate the space. The render target wall adds a level of engagement while also referencing the windows 95/98 vibes and early video games. Each room brings on a little bit of a different feel and way of operating. I think the only thing I would want to see more of is expanded game/interaction design and level design. Things like objects that do something else when placed together, points of scripting when you hit certain points,  or even ways to unlock each portions of this fascinating map. I recommend this blog as a starting point on the fascinating world of level design http://www.lizengland.com/blog/2014/04/the-door-problem/ and this you tube channel https://www.youtube.com/channel/UCgPIugXMNDp9ZuZxygPxDIw. I think this book gels the nicest with your work https://www.crcpress.com/An-Architectural-Approach-to-Level-Design/Totten/p/book/9781466585416 or if you want something free you can check out my thesis https://drive.google.com/file/d/1U3Yl1k5hIWJezlCuj38bAGXfFrXtqbBw/view :) 

Grade: A

Recommended Artists/Projects:

https://store.steampowered.com/app/844590/Hypnospace_Outlaw/
https://strangethink.itch.io/
https://store.steampowered.com/app/757480/Broken_Reality/
https://arcanekids.com/
https://alienmelon.itch.io/everything-is-going-to-be-ok
https://www.ko-opmode.com/orchids
https://mollysoda.itch.io/wrong-box

(2 edits)

Really cool use of the landscape and I can see you starting to use light, particles, and even the shape of landscape to create an experience. The space does have a bit of lack of a direction for the viewer. Not that one must always make paths but if it is a meandering, exploratory space, I would push the distances even more and make sure there are things to unfold through the process of being lost. There are some pockets of the landscape where a viewer can get trapped, that will be something to play test for a look out for in the future. At this point I've seen your second project and your control of the engine has already grown a lot! This was a good start though and I enjoy your willingness to experiment with the content.

Grade: B

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Crit: This is a really beautiful piece of installation work. Excellent command of color, scale, and leading line. I am intrigued seeing this beside your VR piece, almost like one is the outside of a place and the VR piece the inside. And I'm seeing themes of apartment homes, doorways and windows, and empty places with only hints of people. The trailing windows suggest memory or movement in time, while also acting as background buildings and a link between the two main towers. The glass path could be going towards or away from something or someone represented by the buildings and then there's the circular space providing a vista to see the momentous mountains/altars/skyscrapers plunging from sandy ground. Something about the color palette and the stillness adds a quality of the ephemeral to this piece, as well as a dream-like serenity. The scale of the objects and the lighting feels like an intrusion from a world of technology on this space, and that tension leaves me thinking about it even after the experience has completed. Really strong start with this one. Good Job.

Technical Notes: The execution is really nice, to have a flying character with more control you can import the flying character third person pack and make the space ship invisible. This will give the player more control as their flying.

I found myself wanting to go towards the large objects, down and under the path, and towards lights but each time there was no surprise or something more for doing so. The affordances of the space tell me to do so but the reality of it denies my curiosity. This is a challenge in interactive work not present in installation and still work. There is an expectation of reward for time and exploration. This may be a trap from games but if it is something that interests you, I would push the elements of surprise in depth when presenting such an explorable space. If you wan the viewer to pay only attention to the paths you've provided and the higher level space you have designed than think about how to restrict their movement and communicate denial. Things like avoiding door ways, arches, lit paths, windows, etc. Or if you think this denial is interesting than please do provide even more anti-affordances and make that apart of your player goals. Whatever you do, just do it with intention. :)

Grade: A-

Recommended Artists/Projects:
http://www.brokendimension.com/
https://gigoiastudios.itch.io/surrealista
https://store.steampowered.com/app/423750/Gardenarium/http://www.panoramic.al/
https://store.steampowered.com/app/501300/What_Remains_of_Edith_Finch/
https://store.steampowered.com/app/303210/The_Beginners_Guide/
https://www.ko-opmode.com/orchids

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Crit: This is starting to use Unreal in creative ways but you will need to push yourself more conceptually and following both the in-class and out of class tutorials to produce higher quality work. I suggest familiarizing yourself with Unreal Academy especially the "Your First Hour in Unreal" and "Blueprints Essential Concepts". You will not need a VR headset to follow along with this videos and they will get you more comfortable with the interface in Unreal. Also review the videos I have put on Piazza.

Grade: C+
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Critique:

Really beautiful work here. I enjoy the use of 3 dimensional space and how moving around frames a new picture and way of seeing this world. Strong use of installation tactics and good use of restraint and minimalism, which can be a challenge in the hyper-everything world of game engines. The doorways and gold accents become a guiding light through this scene and pools me from one room to the next in a tight circle. The use of water makes everything feel endless, serene, and in total I'm feeling like I am somewhere between an idealistic space and a peaceful nihilism. It's a really interesting tension. I think the Modernist and Brutalist vibes are pushing me towards that , while the color palettes reminds me of various ancient ideas of heavens.


Technical/Design Notes: 

You have your old project and new one packaged on top of each other, you'll want to go in and delete the files for the old one and re=upload or if that's too risky, just repackage the new one and upload.

There is some z fighting in the water of your scene. This can be solved by pushing the plane down just slightly.

I think because of the capabilities of the engine, you could have actually extended the water plane seemingly indefinitely. The drop off somewhat breaks from immersion and fantasy of the scene.

Grade:
A-

Recommended Artists/Work:

https://store.steampowered.com/app/284260/PANORAMICAL/
http://tale-of-tales.com/
https://gigoiastudios.itch.io/surrealista
https://thatgamecompany.com/sky/
https://abzugame.com/

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I love the restraint in this project. It is meditative yet rich in commentary. Really good use of space and time, and the scale feels monumental. Like a living sculpture of a facet of some of our lives. Just a couple of easy technical things we can fix with collisions and functionality to the pills.

A-
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Critique:

I'm really enjoying the consistent style through your projects. I like how you in a way play with vaporwave and its themes of chill vibes and post-everything messaging, and add a jolt of something more intentional going on beneath the surface. Not a sinister vibe, but a willing resignation to the way things are in the present day ala Kierkegaard. It's like yes I am super stressed, anxious, and need extra help to function in our constructed society -- but that's just how it is so minus well own it (while also be cognizant of the veneer). Post-capitalism, high-tech, ultra-modern, computer-everything, that's how it is -- this is what the vaporwave vibes communicates to me. A sort of stoic acceptance to ride out the crashing waves of modern society with a tight hold on the board and an existential coolness.

 Technical Notes:

  • It looks like you have a free flying camera, I believe this was a personal choice and do enjoy the experience with it. In case it was not though to add a physics based you'll just need to import the First-person or Third-person character content pack and add it to your project settings under maps and modes.
  • There could be some improvements in guiding the player. In your 1st project map, adding things like rock trails that lead to steps, spot lights that brighten interesting areas, sharp shapes and darkness where you don't want the player to go, interesting sounds that insight curiosity, and movement that suggests order of locations. Your use of animation and line to guide the player was really good, as was the hierarchy of rock formations that guide around the map.

Grade: A-

Recommended Artists:
http://slimedaughter.com/
http://www.cassiemcquater.com/
https://arcanekids.com/
http://kristinlucas.com/ifthen.html
https://store.steampowered.com/app/696480/The_Norwood_Suite/
https://store.steampowered.com/app/284260/PANORAMICAL/
http://www.jamesrosenquiststudio.com/artworks/paintings-sculpture

http://jacolby.com/home.html
https://sondraperry.com/

PS

You and Amy seem to have linked themes/interests, you may want to team up on a project in the future :)

oh weird, thanks for the heads up!

Thank you! ☺️☺️

oh yes yes, I'm in grad school right now so working on a thesis (bleh, lol) but will def be releasing my mini projects meanwhile!

Thank you, your play-through was hilarious ^.^

Thank you! Yes,  I definitely want to push it a bit more! :)

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For my next crit I am focusing on/Back Log

  • Adding Networking capabilities so that a second player can play with Gimpy
  • Creating 3D models to populate the 3 levels but especially the Internet Level
  • Increase amount of status bars
  • Interaction with Mother should last into the internet
  • Environment Sound
  • Sound effects