Hello everyone so today I’d like to receive feedback on my game thumbnail, what do you think about it and what type of game do you think it represents? All replies are appreciated.
To me it kinda looks like it could be a speed run game, but players have gadgets and tools they can throw downn to stop other players from getting to the end.
Questions-
1.If it is a speed run game(probably not) are their going to be levels or sections in it?
2.How long did this thumbnail take you? Because quite frankly its awesome.There are some things i would change;putting brown parts on the banana,cause if bananas are in the sun they tend to turn brown quiet easily(I think,but its just a banana so it doesn’t really matter.
Other than that its an incredible thumbnail keep it up!
What’s this game going to be:
Competitive mode:
Runblox is a game in which players are competing for the best place in some kind of a speed run game, meanwhile, there is a slow run mode as well. Players also try to avoid obstacles while competing. Obstacles are created by players with their equipped perks or by the server. While players are getting more, more wins, achieve higher rank they achieve new worlds and receive money for trails and perks which can be used once the competition starts.
Non-Competitive mode:
In a non-competitive mode players will play a basic game with obstacles and everything other, they can train for example in this mode. In this mode, players cannot achieve any trophies for first place, any money and items values. The mode will automatically change to competitive mode once there are three players or more in-game.
~Official resource from my game
Just to mention:
You was quite right in other words this is going to be a speed run but a lot better version of it.
How long did it take me?
I didn’t really take a look on time but it really didn’t take me so long. I think it was about 3-5 hours and that’s it. I’ll take a look at your sugesstion on what that can be improved at this point.
I honestly like that you like my thumbnail.
Thank you for your reply.
Too much shadows in my opinion, also might be a good idea if there is some sunlight (ray)
It’s hard to know what type of game it’s for just by looking at it. It would be a nice touch if you added more “action” in the picture. But besides that, it looks well made.
I feel like the light is directly on the characters. You should attempt to do HDRI lighting. Here’s a very detailed tutorial on it.
Characters look neat, but the thumbnail looks a bit plain. Especially, the background. You can maybe add more action to the thumbnail, or shading/textures across the map.
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G’day!
I very much like your GFX, however I think there may be a few elements that can certainly spice it up!
The main thing is that it’s a bit hard to understand exactly what I am looking and to get my bearings. All I can truly see, minus the Robloxians, is a flat, red plane, what I can assume is a building, and a black void in the very background? Basically, I don’t know what is happening in this scene! However, I have a few recommendations for this:
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The best advice I can give you is to play around with the location of the camera so you can give the audience a little information as to what they’re looking at. I especially recommend that, if the Robloxians are outside, add a sky!! Very rarely do we, in real life, see outside surroundings without at least a little visible sky. This helps us identify the ground and everything in relation to it. It also gives us a little familiarity which is especially important in this render. You can add a sky through 2D editing software like Paint.net, Gimp, or Photoshop. Or, you can try to learn how to add it within your own 3D editing software, whether it be Blender, C4D, or some other software (I’ll expand on this later).
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Alternatively, you can try to blur out the background that way it draws the focus towards the characters as opposed to the background. In this case I don’t necessarily recommend this because I personally see this as a short-term solution that doesn’t really get to the main issue, which is the way you are composing the scene. However, if you truly want to use this method or even combine this with what I mentioned above, that’s alright! You can find a tutorial for Blender here and for C4D here video. Hopefully these can give you some direction.
Now, I do have some recommendations that I think are a little down the road for you. Bluntly put, don’t try to do all these immediately. Some of what I’ll mention below is definitely quite advanced so don’t get discouraged if you can’t master it right now. For right now I would highly suggest that you focus on composition for your renders and making sure the audience can understand what you’re trying to show them, especially in the background. However, you can think about some of these things:
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Try to base your character’s posing on references images. This seems a little silly as these block-like characters don’t really look like humans. However, if you use reference images of humans, or even cartoons, doing the actions you’re picturing you’ll start to learn how to pose your characters in a way where they don’t feel as rigid. In your render, for example, the arms of each character, especially the one with spiky hair, feels stiff and unnatural. Plus, if you look at some reference images you’ll find that we, in real life, never really have our heads straight up and down. They’re almost always tilted one way or another. This seems very minor, but I think this detail can certainly add to the scene.
(Side note: Try to not have the character clip through the floor like the left Robloxian’s foot has.) -
Think about more “realistic” lighting. I know someone here or there as mentioned HDRIs. These are basically a 360 degree picture that you can add into your 3D scene. Your software with then take all the lighting from that picture and apply it, real time, to whatever scene you have! You can find a better explanation here. This helps enormously with realism, especially as it’s pretty difficult to simulate the sun in a 3D software. Therefore, I encourage you to look into using HDRIs for realistic lighting. Be wary this isn’t an absolute necessity so only learn about this when you feel comfortable with your 3D software. For C4D, which I suspect you use, you can find a tutorial here, and for Blender you can find a tutorial here. You can look into 3 Point Lighting which is also a very common strategy for realistic lighting, though it’s usually used in more of a studio setting, like if you were doing a profile picture for someone.
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Finally, consider adding textures! Textures are a great way of adding even greater realism to your scene and it can help the audience identify what is supposed to be the ground or a building! This is a tutorial for learning how to texture in C4D. Likewise, here is a tutorial for Blender! Once you feel like you have a grasp on how to add textures, you can take it a step further and learned something called “PBR” textures. I don’t want to explain it here because I don’t feel like you should take that leap just yet, but you can find a cool explanatory video on what PBR textures are here.
Now I know I threw a ton of information at you and I truly hope I don’t come across as harsh! From what you’ve provided for us to critique, I’m really excited to see what you can make in the future. And even this render is a testament to what you can do. Don’t get overwhelmed by everything I say here or what others might say too. Just find a favorite GFX artist and follow their work. Try to see what strategies they use and research on Youtube or even Devforum how you can do them too.
Your GFX is really quite good. Please don’t mistake all my recommendations for criticism!
Best of luck to you!