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Feedback
n/a
Strengths
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I believe my main strengths is the creativity and ease with quick and quite thorough idea generation. I think these traits are very helpful when it comes to games, since the planning part is done quicker and the developers can quickly go and start the production phase. Alongside that I had more than enough of research to base my sketches on, which also helped a lot. With that I was able to sketch all these different ideas of locations as well as objects and decorations that may appear in the final design, but it needs to be remembered that it was just a concept art - doesn't all have to be at the end.
Another strength I think was working with creating low poly models. I think everyone who has some idea of modelling can create a high poly structure (maybe not extremely beautiful or high in detail, just high poly), but it becomes a challenge when number of polygons is very low. I think I done a good job with managing the polygons, since most of the models look good even as simplified as they are. Additionally I managed to keep to the proper scaling, by observing what number does the grid represent.
Once I had the models done, I found it easy to merge them all together.
Weaknesses
My main big weakness was as usual making the plan for the project over ambitious, thinking that I can do it, but later on not spending enough extra time making it happen. I did manage to create the most of it, but I had to make all of them extremely low poly (which, sometimes it's good, but then the texturing is important, which I'm not good at, as well as normal/bump maps which I couldn't implement, except for pre-made presets in the Lightwave engine). I also had to forget about extra rooms or honey/stained glass walls or different types of doors or the violin player or many other objects.
Another weakness was not working to a brief. Instead of cutting one part if it was taking too long (mostly modelling part), I continued it, slowly adding more and more instead of being happy of what I've got and starting the next task, so I would have at least something in each. I think next time I need to do bare minimum for all and THEN continuing if I'll have extra time.
I'm not listing here things like good models or textures, because on those things I can easily improve and I kept them simple because they'll be easier to manage, etc. I could have done high poly objects but most of modern games don't do it because they occupy too much RAM memory space while playing.
Aim Achieved?
Partially. In fact, the original idea was achieved; rooms from cardboard and the hollow tree with steps inside the trunk. The main theme which was normal furniture alongside DIY objects from tiny stuff was also fullfilled. What hasn't been achieved is the amount of additional furniture and décor objects due to lack of time. Also the texturing wasn't good, applying normal maps failed and I didn't want to make several versions of UV textures for items like rug, book or a pillow.
I think I could have done a bit more if I would spend more time making it happen. Because we have one single day filled just with one lesson from morning to 4:30, I usually couldn't be bothered to work during the last hour, because I was tired.
As I mentioned somewhere above, I will try next time to finish all the tasks first, and then continue on some if I will have time and if I will feel like they need more attention.




















































