

Task 4
GAME

Welcome to Task 4 of Builders Corp. 3. This week you are to take inspiration from a video game of your choice. Turn any aspect of your chosen video game into an imaginative, conceptual design.
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Good luck.
(NO BOTS will be present in your design.)
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Maximum Room Size:
5x5
Fantastic builds this week. You all are on the uphill battle to winning this competition. Keep listening to the critiques we are offering you. Follow the tasks at hand and inspire us as judges to want to grant you the winning room of the week.
Happy reading, please see the progress page for your individual ranking.
Good luck.


TaroMilkshake
sekiro: shadows die twice
An adorable take on Sekiro with an interesting mixture of various mediums. I do appreciate the roughness of the graphics you've displayed here. Every detail frames the warm woods and makes it the centerpiece of the room. The details are lovely and the overall room is appealing. Carry on.
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He's back. You captured the essence of this game not only with your stylistic approach, but the methodical aspects as well. The shape of the room is refreshing. The way in which you carried the foliage through the border of the build was clever. The details really work to pull the story together; the sword and Japanese styled architecture. Overall I think this is very strong and plays off the video game you chose very well. Good stuff.




tallmolly08
stardew valley
A direct, to the point room referencing quite the iconic tower. You've found a newfound strength in these exterior rooms lately. I'm impressed. I love all the little details that hold true to the actual tower. The composition is magnificent and the landscaping is done really well in terms of framing the tower. Great job.
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I hope you find a way to add this build to your assortment. It's quite amazing. You really captured the game of your choice and turned it into this very accurate portrayal. The shape is difficult to capture with the devices available, combining rounded stones with straight edges really worked to balance out the constructive aspect in this design. The shape of the room itself is beautiful. I really love the way the trees rounded it out. Overall this is a very strong week for you. Keep it up.




Deathbrand
tloz - skyward sword
A very playful take on the task and a huge improvement to the previous room you were planning on doing. I love how the plant life grows at the bottom and appears on top establishing the general idea behind the room. A fascinating organic shape with lots of playful colors. That being said, some furni on habbo do not have the same appeal as others and in this case some of these choice furni sorta stand out and ruin the immersion experience and potential this room has.
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The constructive aspects of the room are very strong. You expand on your abilities to create unique room layouts within the confines given. I love the way the wood and stone surround the window; leaving you with a clear vision of the interior of your build. The foliage peaking through the wood and around the door was a nice touch. I wish you carried more of that throughout the build. I catch the references to the game you chose, i'm just left wanting to see more intricacy in your overall design. Overall this is on brand to what you were trying to achieve. I know you're more than capable of pushing your boundaries.



Ribbit

friday the 13th
First of all, doing a room based on a game that's based on a movie is something I abhor. It is a mockery of the originality game development has to offer. You had so many good options to pick an original game. That being said I don't actually hate the room that much. It has this rustic quality to it that matches the mood you were going for.
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This definitely resembles an accurate portrayal of crystal lake. I notice some redeemable qualities that I really enjoy. The head spike on the tree is clever, the blood smeared on the side of the cabin is tantalizing. The eeriness of the original concept is not lost in the details you added. I just find the room pails in comparison to some of the others we've seen this week. The constructive aspects aren't as exciting or unique to the competition. We urge creators like you to learn from your mistakes and keep on building rooms for the community to enjoy. I don't think this is your time. Thanks.



Babycakes

dark souls 3
This is my most favourite room you've done this entire season. Who knew taking out walls would give you the space you needed to really shine in this competition. This is majestic. The room is fabulous, with a gorgeous controlled palette, a fascinating composition and overall appealing to the eye. I'm really excited to see what you do next with this new attitude towards rooms.
Gorgeous. The shapes, textures, palette. This is your strongest build thus far. Your styling and technical building aspects really portray the video game you chose. The stones, though so different, all contrast one another in a palpable context. The 'unfinished' ruin is vague yet intriguing. Your stacking really shines with all the details sporadically placed in the design. Overall this is a brilliant achievement. Keep up the great work.



Picking this as your videogame took me by surprise. It's cheeky and nothing I was expecting this week. The room is conceptual and very accurate to your game. That being said, compared to the other rooms, this does not hold its ground well. As much as I like it, it does not look finessed. In this competition you have to give us that extra unf to really stand out and do well.
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The expectations are very high at this stage of the competition. They only get higher. In terms of achieving what we asked of you, you did just that. This uniquely satisfying minimalist approach is very clever. However, I feel we are looking for more. I know you have it in you. In comparison to the other rooms we received this week, this didn't quite hit the mark. That being said. The billiard cue and balls was thought out very meticulously. I also admire the framing of the table itself. Push your boundaries. It's alright to not have large elaborate constructive builds, we just need to see some more passion. Thanks.
xDownZ

8ball pool





Ejvind11
uncharted 4: a thief's end
I see you used your forte of building fantastic wooden structures for this task. I am a huge fan. The building reflects the aspects of Libertalia esp in its rustic, unkempt, outlaw appeal. I love the stairs and the way they give the room an idea of functionality. One of my favourites of the week.
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Mesmerizing. I would be able to identify the inspiration regardless of you telling us. The architecture and combination of wood tones and textures really sets this aside. Your storytelling is prevalent and displayed quite impeccably. I envy your attention to detail and building flare. Keep doing what you're doing. Congratulations.




..havermout..
I like the idea of this and some of the details are very accurate to the game. But there is something off about this. There are way too many colours spread all over. The floor, as accurate as it might be, it still doesn't bring anything to the room. I am left wanting more.
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This is cute conceptually. I admire so many of the details you incorporated into the design. The wood poles holding up the bunting is smart. The coins under the table are a nice touch and the tree peaking out of the roof is interesting. However, there are also some details that pull from the architecture you created. I'm wanting to understand the structure but I can't see enough of it to justify it being a main component. I think if you tone down some of the stylistic aspects and work on more constructive ones; this would be a stronger build. I know you can get to that point, I've seen it before. Good luck.
runescape

