CONTEST SUBMISSIONS
SDA GAME DEVELOPMENT BOOTCAMP CONTEST
00
DAYS
00
HOURS
00
MINUTES
00
SECONDS
Submission Guidelines for the Contest
Welcome to the submission page for the SDA Game Development Bootcamp Contest. Here we're going to detail the submission guidelines for you so that you know exactly what we need to see. Submit your work to complete the course, get attention, and maybe even win an iPhone 11 in the process!
If you want to win, you will want to pay attention to this page and make sure you are giving us exactly what we need to be able to effectively judge. Feel free to provide more, but these suggested images will help us judge more easily.
CONTEST DETAILS
In order to judge a successful piece we use a series of criteria that we call “hiring triggers”. These triggers are what most hiring managers use to judge someones fitness for a job in the game arts community.
Each category will be scored on a scale of 1 to 5. 1 Being the lowest and 5 being the highest score you can achieve in each category. The scores for each category will be totaled up and result in a total score for your project.
The top 10 scores will receive an iPhone 11 . In the case of a tie the judges will decide which project best represents the spirit of the project.
CRITERIA CATEGORIES
What Do We Need to See?
We need to see images that will demonstrate all of the criteria above. The submissions will be treated like a portfolio review for a job when judging for the contest.
Suggested images:
- Beauty Shot Renders
- High Poly Renders
- Texture Breakdown
- Low poly Wireframe
Remember, while not required, it's highly suggested to submit at least these 4 images if you want to with the iPhone 11. You can see examples of the suggested images below.
BEAUTY SHOT RENDERS
Beauty shots are the fully rendered images of your prop from different angles. These are your most powerful images and the most judging will come from these. Make them good!
What we can see in the beauty shots?
High Poly to Low Poly Bake
Low Poly Silhouette
Texture Detail and Texel Density
Rendering


HIGH POLY RENDERS
High Poly breakdown is where you show us renders of your high poly model. No textures, no low poly, no UVs, just the high poly by itself.
What we can see in the high poly shots?
Bevels
Material distinction
Construction Mesh
TEXTURE BREAKDOWN
Your texture breakdown images show us how each of your texture maps contributes to the material. For this you want to show us the Albedo, Normal Map, Roughness Map, and Metalness Map. Ambient Occlusion is a bonus.
What we can see in the texture breakdown?
Texture variation
Material complexity
UV Layout


LOW POLY WIREFRAME
Your low poly wireframes are going to show off how much control you have over triangles. We'll be able to judge how well you use efficient geometry to capture the silhouette as well as your understanding of saving on the straights and spending on the curves.
What we can see in the wireframe shots?
Polygon usage
Silhouette capture
Trusting your normal map
Submit Your Prop
Do you have all of your images gathered and ready to submit? Great!
Submit your prop by posting in the #contest-submission channel in Discord.
Please submit all in one post. Include the following:
- All of your images
- Your real name
- Link to Artstation if you have posted it
