Hehehe it's good to know that's how it looks. When I design environments, I tend to try to make it feel like, if you were there, it'd feel soft. And when I make character I always want to design them in a way that they feel so cute, the viewer should want to just give them the hugs.
Now that I think about it, Thecolclough's piece and mine have nearly fully opposite aspects, what's lacking in "Be Lovely to Each Other" shows up in "Red Letter Day" and vice-versa.
RLD's got a very graphics design corporate feeling, mine has more of a art gallery/museum vibe to it.
RLD relishes in the crisp geometric hard shapes, mine's got soft biomophic shapes all about it.
RLD goes for realism, mine is instead impressionistic.
RLD hones strongly sculptural finality (solid still render), mine's implies it's a moment surrounded by past and future (as if part of a animated movie).
RLD brings completely new imagery to An8, mine takes the source material and relishes in adaptation.
I feel like RLD has a lot more, for lack of a better word, muscle work at it's core than mine does. Mine instead focuses on the use visual techniques (the kind of stuff I learn as a game developer) to get more abstract and impressionistic representation of ideas rather than fully "real" representations. This idea comes up best when you think about Thecolclough's suspension rods being actual rods, vs my glow bugs actually being sprites applied to billboards. So to bring an RPG metaphore into this, Colclough's a sword and shield wielding warrior, and I'm a spellcasting wizard.
That-- or I'm just having way too much fun looking at what came out of this little an8 challenge. Or maybe both.