Hey!
We are a bunch of students (Ten, to be exact) attending our second year at
The Game Assembly in Malmö, Sweden. During two years, we make eight games and we are currently working on our seventh - an FPS.
Our team,
Seldom Seen Games are working a horror/zombie/strange game, called
Dead Station, set in an abandoned train/subway station. A dark, dilapidated setting lit up by colourful emissives and your occasional glowing mushroom. The deadline is due in a week, but I thought I'd take some time to post some screenshots, renders-for-viewing-purposes and whatnot. Some of the content has already been posted in the WAYWO-thread (guns, zombies...), but I'll do some reposting and new posting.
Some specifications:
● The game is made in 9 weeks (half speed the first 8 weeks, then full speed the last week)
● We are 6 artist and 4 programmers.
● The game engine is written entirely by our programmers in C++ though we use Havok for collision.
● All the content is produced by us - Mainly in Maya, Photoshop and ZBrush.
Art Team:
Ronja Melin
www.ronjamelin.comOskar Stålberg
www.oskarstalberg.comSimon Lindwall
www.simonlindwall.com
Ricky Chau
www.rickychau.comFilip Ericsson
www.filipericsson.comNicodemus Sandberg
www.karadram.com
Code Team:
Alexander Szmidt
Christoffer Warkentin
Benjamin Fahlgren
Gary Au
Screenshots:
The light and the reflections are somewhat off in the pictures, since our ambient light isn't working correctly, cubemaps don't blur the right way and some of the places are pitch black so I had to fire my flare gun to light them up.
Replies
what size is the texture on this
Felt the same thing, It feels like your art direction is all over the place.
Otherwise i think you are doing a good job, so all i have to say is, forts
Zombie~
Litter Box~
Environment Pieces like the Rock and Grey Walls~
Need to be slapped on the head.
I don't think it's necessary but yeah, some props need to raise their quality bar to be the same as the best stuffs (like the gun). On a portfolio, people will judge you from your weakest piece. So, good luck!
Its called tact, try to use a little
Like everyone else has said the art direction seems a little messy.
Personally, I am not a HUGE stickler for story... but I do believe the most successful environments have at least SOME resemblance of a story. I want to be able to look at your environments and ask myself "what happened here?" and right now, I am not getting that feeling. I wish I could give you suggestions, but any suggestions I would give you could only bias your potential direction for the future of this project.
Aside from that, visuals, I am liking the feel of things, just tie that art direction together... best of luck.
I made the zombie. Getting slapped might improve overall quality sometimes but I'm more interested in some real critique. What do you think I am doing wrong and what should I do about it?
Thanks everybody for taking an interest in our game
couple of examples.
The texture work could be improved, it looks like the blood (maybe supposed to be coagulated) but seems to be more "oil-ish".
Well i hope this could be helpfull!