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.
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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
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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