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7:30 PM, Wednesday May 11th 2022
Hey, I’ll be grading your home work today.
So, in regards to extended lines, these look good. They’re all extended away from the viewer like they’re supposed to be. Pretty much all of them converge and none are parallel either, so good job there.
Your hatching is really good at indicating which face we’re looking at on the boxes and I didn’t notice much fraying. It was a bit wobbly here and there, but not consistently enough to be a problem, if you ask me.
Your line weight was a bit odd. On most of the boxes, I really only could see it at the corners when it was supposed to be at the outer edges of the box essentially, but it is there to be noticed.
And when it comes to the orientation of your boxes, you had a lot of variety in them, which is also good.
Overall, your boxes are all great, to the point where I learned something out of grading them. I say you’re ready to move on to the next set of lessons
Next Steps:
Move on to the next set of lessons

The Art of Blizzard Entertainment
While I have a massive library of non-instructional art books I've collected over the years, there's only a handful that are actually important to me. This is one of them - so much so that I jammed my copy into my overstuffed backpack when flying back from my parents' house just so I could have it at my apartment. My back's been sore for a week.
The reason I hold this book in such high esteem is because of how it puts the relatively new field of game art into perspective, showing how concept art really just started off as crude sketches intended to communicate ideas to storytellers, designers and 3D modelers. How all of this focus on beautiful illustrations is really secondary to the core of a concept artist's job. A real eye-opener.