Hello everyone, I'd like to know your opinion on the widespread use that many developers are making of Megascans (to name one example) and other paid or free asset packs in their one-person or small-team development projects.
It's not just once or twice or three times that I've recognized the same asset pack in different, completely unrelated video games. And honestly, recognizing the same assets in different titles gives me a feeling of a generic game, created in a rush or without real interest in it; games created just for the mere sake of trying to generate the maximum possible profit without investing time in it. And I believe that, precisely, the initial and "poetic" idea of indie games was to convey the opposite idea, to give a feeling of fresh air, originality, and differentiation, bold bets to stand out from the rest.
I don't want to be misunderstood; I don't want to demonize the use of third-party assets in an indie, personal project, or even in larger projects. It's fine to use them; I myself have sold assets. But it's not the same to use those assets straight out of the box as it is to edit them a bit so they adapt to our artistic style or our overall idea without losing the essence and level of quality we want to convey.
And I won't even get into the quality-zero assets generated by AI; that's a separate issue and I'm not going to address it in this post.
I look forward to your musings on the topic.
Cheers
Replies
Stock assets are however an incredible tool when used as such, they can give you a starting off point or fill in a gap in your skillset when needed, but it should be done sparingly
The project im working on now uses some stock flat maps and weapons that have been modified/reworked to fit in with the rest of my work, anything more than that and i dont really feel like it would be MY game
Personally I like asset packs that are not very unique and granular enough to add to my work; filagree, alphas. If I can't find something that works I'll just make my own tools, just like when I was a blacksmith many years ago. There's a lot of shoddy asset packs on the market that can slow you down or ruin your work, I just don't pay attention to those
At the end of the day, when youre working for a project, you arent beeing hired for your artistic vision 100% , sure it matters when making assets, but youre making someone else reality come to life.