Morgan:
Slow game play, could be cool reminds me of gauntlet
Good opportunities for art
Very frustrating that you can't see where you are shooting, need different camera for firing
Statues reappeared after i took them
Enemies very monotonous, need to stack challenges
Palace was too complicated, lacked a sense of a footprint, just stacked buildings in a seemingly random fashion
Phillippi:
Summary Edit:
Princess Nuri, Protector of the Heavenly Sun Kingdom, returns from a sojourn to the lower kingdoms to find her celestial kingdom being engulfed in darkness. The Sun Kingdom’s ancient nemesis, the “Rakhas”, have taken advantage of Nuri’s absence and established a portal into the vibrant kingdom and are plunging it into infinite Darkness.
Using the power gifted to Nuri by the Sun God, she must activate the Surya Statue to destroy the Rakhas Gateway to stop the assault and save her home.
Sarah Notes
Rigged Central Asset Enemy:I enjoy the base design. Wish the skin marking were more symbolic and contrasting with the Hero. Push the brutish, huling form in anatomy and in pauldron design to strongly contrast with the more dextrous Hero character
Mood Painting 2: Is one of the strongest in the document. Walkway should lead to the entrance directly, providing a framing as the character approaches. The gold light on the central building are lighting up the area around them, but the lights away from the building are not affecting objects near them enough
Mood Painting 3: Rakhas Gateway needs more development. Could this be a tear in the fabric of reality, a rupture in the earth, could it be twisting the architecture around it? This is the ultimate goal and should be a more striking design
Props: (Sun Dial, bench, etc) Do not feel consistent with previous prop sheet
Ryland: sharp language on bench is too sharp. Need Fabric.
Prop Sheet: Door window design is quite striking. If that Sun symbol is the dominant symbol for the kingdom, I want to see it showing up in more places/images
Visual Target should define Style, Direction, and Fidelity. God of War is a good reference.
Madi Notes
Architecture: more orderly structure. Stair?? Purple. Refinement. Bannister. Details.
Articulated Prop 2: If the Large petals folded up to protect the statue head, it would provide a more striking reveal and create a more dramatic animation: Gigantic Closed Lotus Blossom>Revealed Goddess Head/Bust>Goddess Eyes Opening to release cleansing light over the kingdom
Mood Painting 4: Surrounding Architecture needs more ornamentation… lacking sun motifs
Map: What is the scale of your map (What does each of those grid squares equal)? I would like a deeper understanding of your game features based on accurate layout of their placements in this map
Blockout is much more dense in architecture… I want to see this in your mood paintings
David
The closest real-world reference is the Udaivilas the oberoi udaipur in India. See below.
Morgan: Slow game play, could be cool reminds me of gauntlet Good opportunities for art Very frustrating that you can't see where you are shooting, need different camera for firing Statues reappeared after i took them Enemies very monotonous, need to stack challenges Palace was too complicated, lacked a sense of a footprint, just stacked buildings in a seemingly random fashion
Phillippi: Summary Edit: Princess Nuri, Protector of the Heavenly Sun Kingdom, returns from a sojourn to the lower kingdoms to find her celestial kingdom being engulfed in darkness. The Sun Kingdom’s ancient nemesis, the “Rakhas”, have taken advantage of Nuri’s absence and established a portal into the vibrant kingdom and are plunging it into infinite Darkness. Using the power gifted to Nuri by the Sun God, she must activate the Surya Statue to destroy the Rakhas Gateway to stop the assault and save her home.
Sarah Notes Rigged Central Asset Enemy:I enjoy the base design. Wish the skin marking were more symbolic and contrasting with the Hero. Push the brutish, huling form in anatomy and in pauldron design to strongly contrast with the more dextrous Hero character Mood Painting 2: Is one of the strongest in the document. Walkway should lead to the entrance directly, providing a framing as the character approaches. The gold light on the central building are lighting up the area around them, but the lights away from the building are not affecting objects near them enough Mood Painting 3: Rakhas Gateway needs more development. Could this be a tear in the fabric of reality, a rupture in the earth, could it be twisting the architecture around it? This is the ultimate goal and should be a more striking design Props: (Sun Dial, bench, etc) Do not feel consistent with previous prop sheet Ryland: sharp language on bench is too sharp. Need Fabric. Prop Sheet: Door window design is quite striking. If that Sun symbol is the dominant symbol for the kingdom, I want to see it showing up in more places/images
Visual Target should define Style, Direction, and Fidelity. God of War is a good reference.
Madi Notes Architecture: more orderly structure. Stair?? Purple. Refinement. Bannister. Details. Articulated Prop 2: If the Large petals folded up to protect the statue head, it would provide a more striking reveal and create a more dramatic animation: Gigantic Closed Lotus Blossom>Revealed Goddess Head/Bust>Goddess Eyes Opening to release cleansing light over the kingdom Mood Painting 4: Surrounding Architecture needs more ornamentation… lacking sun motifs Map: What is the scale of your map (What does each of those grid squares equal)? I would like a deeper understanding of your game features based on accurate layout of their placements in this map Blockout is much more dense in architecture… I want to see this in your mood paintings
David The closest real-world reference is the Udaivilas the oberoi udaipur in India. See below.
Marty: https://upload.wikimedia.org/wikipedia/commons/a/a3/Red_Fort_in_Delhi_03-2016_img1.jpg https://en.wikipedia.org/wiki/Red_Fort#/media/File:Redfortdelhi1.jpg