Adam’s $0.02:
Since joining CGTalk, most if not all of the UGACs have been limited by the subject, and almost EXCLUSIVELY that subject has been a character. One recent comp was for vehicles, but I believe the rest were all characters.
I think it would be cool if we changed the UGACs in general to be…more thematic I guess? For example, instead of having everybody compete to see who can create the coolest hero, or who can create the hottest uber-sword-babe with elf ears, maybe we could leave it slightly more open-ended. The UGAC would start with a post describing a fictional game, and then all of the game art forum frequenters could decide to contribute the thing that they want to practice most - a level layout, NPC designs, a hero character, props, environment concepts, etc. It does not force anyone to work on something they need to practice; however, it does not restrict anyone from working on something they need to practice either. Also, the fictional “game” that the art would belong to should be very loosely defined -for example, it would not be restricted to action, FPS, RTS, etc. In case this is somehow unclear, here is a short example:
Game Title: The Red Frontier
Game Description: In 2066 the X-Prize competition expands to support independent planetary colonization, beginning with Mars. Manifest Destiny and the Wild West are reborn on the Red Planet. Different ethnicities and social groups fight for dominance and form shaky alliances as they vie for control of the Earth’s closest neighbor.
So some of the members love to do FPS level design and want that for their portfolio - so they could talk to each other and work out some different areas of the planet in their interpretation of the game (an action FPS perhaps). Other members who want to do RTS units for their portfolio might devise a more strategy-themed version of the game, and design, model and texture 4-5 units for the different enclaves or social groups.
INHERENT AWESOMENESS TO THIS APPROACH:
Lots of teamwork, more community feedback and connectivity, and a better end result for people’s portfolio, since they really are designing something for a game, fictional though it may be.
INHERENT PROBLEMS WITH THIS APPROACH:
Basically, just judging. It’d be REALLY hard. Part and parcel to that is the requirements - it’d be a real pain in the ass to develop all the diff. rules about how many polys can be used, etc etc. However, imo, losing that part of the competition might not be THAT big a loss - most people on the forums know a good ballpark figure anyways, and if somebody turns in a 50,000 poly RTS wireframe, well, that should affect the way they are judged.
Shit that is more like $2 