for aspiring 3d artists out there: finding a free asset pack and modeling a main character that fits the pack's style is a really great exercise in working outside your normal style
Flipping assets is like sampling from other songs, citing from other books or using pre-packaged ingredients in cooking, there's nothing inherently wrong with it but you still have to channel your creative effort in your final work and not make your audience be constantly aware of the elements you borrowed
issue about "asset flips" is that theres is scummy people just putting bunch of assets together and selling it as their own game. how assets should be used: as a template for your work, dont wanna animate a running animation? download an asset, put it into your game, FINE TUNE it so it fits into your game and doesnt cause conflicts/bugs. most of the asset flips look like little timmy went insane on his GTAV 200+modpack, you dont take someone else work and sell it as yours. its the same with video creation, just downloading random videos you like and reupload them gets you into trouble. put your own work into it to create something new and have just a few clips of a video you downloaded is totally okay. the same goes for assets, use them as an addition to your game and do not create an entire game out of assets.
Indie Devs should asset flip if they're making some really big projects, if it's your first time gamedevving and you are too inexperienced to model, or if it's some really small props in the background and you want to save time. If it's not any, you can go ahead and model it yourself.
There's a huge difference between taking assets and reselling them and utilizing assets to make complete games. Talent is an asset too, you know. In fact, you can make a great game using nothing but stock models. Remember, it's not just about how great the game looks, but how great the game plays.
Honestly very good video! I think I've romanticized the "one man game" concept and tried too hard to emulate it without thinking about if it actually serves me well. In most cases, it's really not necessary to do everything yourself. (Btw, this got recommended to me on my front page, which is a good sign for your channel! I hope you get lots more growth :) )
One thing I could argue about the last point is looking at it in a different perspective! If you are more art inclined then use assets that will assist you in your weaknesses (such as code or feature related assets). There are many developers that are art inclined which make games with the assistance of feature assets or tutorials. Really helpful video! I have major imposter syndrome 😅
As an artist who dabbled in game development I did the exact opposite lol. I drew all the assets and copied all the code because I can't code to save my life. Using assets is the same as using references in the art community. It's looked down upon for some reason. Use assets and work with them to deliver what you want to say through the game.
I made a very primitive platformer for a friend's birthday. I made it in unity following brackeys tutorials. It was fun and I have to learn some programming before I attempt making an actual game that's a little more than a gag for my friend's birthday.
Love this video dude!! My whole first game was on assets, wouldn't have been made if I didn't use assets. I covered this in one of my vids too. Liked and subbed, looking forward to future content!
The company pays me to make videos but I'm an indie dev with my own channel, so the videos are still as authentic as it gets, you should look at it like a permanent sponsorship which allows me to make a living from this 👍
i enjoy building projects in roblox studio but i just can't scipt, animate, make art, and i almost never have any creative ideas so i just make a recreation of stuff i like
because my overall money is absolutely 0 i had to absolutely everything for my game, but i never had any experience doing modeling organic things or anything like that, but i found editing pixel sprites fun and i loved pokemon black & white mixture of 2d and 3D really compelling and i loved the 2D-HD trend with post processing. and that's the route i went with. I started by grabbing old pokemon and free pixel assets and completely editing them, like adding a completely new hair, changing it's costume, in the end it looks completely different from the original, because for some reason I CAN'T start a drawing from scratch or sketch, but i'm really good at adding stuff on top (like, i suck a drawing figures, but if you give me a figure sketch i will be able to do a pretty good drawing on top of it, coloring or even changing it's clothing completely. But i just can't start a drawing from sketch no matter how much i try)
Paying for assets is like hiring a contractor for your team, expect what you get from the contractor is not going to be unique to your game. Also, at the end of the day, most gamers will not care if you made a game by yourself or not.
Depends what that portfolio is for? Most companies don't expect you do be a jack of all trades, most companies actually would rather have you be really good at one thing than okay in everything. So portfolio centerpiece for a 3D art position, then yeah, maybe don't use assets... But why make a game in the first place then? If the position you're going for is dev then don't use assets with code but you can def still use 3D assets
I just don’t like recycled works. I don’t think it’s good for the game industry as a whole when everyone uses the same assets. I’m not an artist myself, but I tend to hire / collab with artists. And I use assets for prototyping.
I do agree that some assets are severely overused! For my own games I usually try to collab with 3D artists for the important assets like the character etc...
for aspiring 3d artists out there:
finding a free asset pack and modeling a main character that fits the pack's style
is a really great exercise in working outside your normal style
Yeah, that makes a lot of sense!
Thanks for sharing 👍
Flipping assets is like sampling from other songs, citing from other books or using pre-packaged ingredients in cooking, there's nothing inherently wrong with it but you still have to channel your creative effort in your final work and not make your audience be constantly aware of the elements you borrowed
issue about "asset flips" is that theres is scummy people just putting bunch of assets together and selling it as their own game.
how assets should be used:
as a template for your work, dont wanna animate a running animation? download an asset, put it into your game, FINE TUNE it so it fits into your game and doesnt cause conflicts/bugs.
most of the asset flips look like little timmy went insane on his GTAV 200+modpack, you dont take someone else work and sell it as yours.
its the same with video creation, just downloading random videos you like and reupload them gets you into trouble. put your own work into it to create something new and have just a few clips of a video you downloaded is totally okay. the same goes for assets, use them as an addition to your game and do not create an entire game out of assets.
I agree, you had my crying at "Little Timmy went crazy on his GTAV mods" 🤣
Indie Devs should asset flip if they're making some really big projects, if it's your first time gamedevving and you are too inexperienced to model, or if it's some really small props in the background and you want to save time.
If it's not any, you can go ahead and model it yourself.
This only works if you know how to model at all :P
There's a huge difference between taking assets and reselling them and utilizing assets to make complete games.
Talent is an asset too, you know.
In fact, you can make a great game using nothing but stock models. Remember, it's not just about how great the game looks, but how great the game plays.
100%
Honestly very good video! I think I've romanticized the "one man game" concept and tried too hard to emulate it without thinking about if it actually serves me well. In most cases, it's really not necessary to do everything yourself.
(Btw, this got recommended to me on my front page, which is a good sign for your channel! I hope you get lots more growth :) )
I think most indie developers go through that phase
Thanks for the kind words, glad you enjoyed the video!
One thing I could argue about the last point is looking at it in a different perspective! If you are more art inclined then use assets that will assist you in your weaknesses (such as code or feature related assets). There are many developers that are art inclined which make games with the assistance of feature assets or tutorials.
Really helpful video! I have major imposter syndrome 😅
You and me both! Glad I could help you!
As an artist who dabbled in game development I did the exact opposite lol. I drew all the assets and copied all the code because I can't code to save my life.
Using assets is the same as using references in the art community. It's looked down upon for some reason. Use assets and work with them to deliver what you want to say through the game.
Like I said, as long as the experience you deliver is good no one will care about assets!
Where do you make your games? What engine?
I made a very primitive platformer for a friend's birthday. I made it in unity following brackeys tutorials.
It was fun and I have to learn some programming before I attempt making an actual game that's a little more than a gag for my friend's birthday.
Love this video dude!! My whole first game was on assets, wouldn't have been made if I didn't use assets. I covered this in one of my vids too. Liked and subbed, looking forward to future content!
Great job on releasing your first game! That makes you already ahead of most devs!
Thank you! It was a fun accomplishment.@@SloydAI
"Done is better than perfect"
I feel this
Feels weird that this was released by a company; but legitimately, it was a good video and the reference to Sloyd at the end was very tact.
The company pays me to make videos but I'm an indie dev with my own channel, so the videos are still as authentic as it gets, you should look at it like a permanent sponsorship which allows me to make a living from this 👍
i enjoy building projects in roblox studio but i just can't scipt, animate, make art, and i almost never have any creative ideas so i just make a recreation of stuff i like
Do it for long enough and you'll get your own ideas soon enough!
I believe that everyone learning something has to first start by recreating stuff 👍
@@SloydAI Thanks for the motivation, I'll keep that in mind!
I literally made the opposite video, arguing you shouldn't use assets :) I do think you have good points though.
Opinions are there to be argued against, I think that most of the time the middle ground is usually the best place to be, everything is situational
@@SloydAI Yeah, totally agree.
While I think using assets is great, I still would recommend tweaking the assets to better fit your game to give it cohesion! Good video!
Totally agree! And thank you 😁
because my overall money is absolutely 0 i had to absolutely everything for my game, but i never had any experience doing modeling organic things or anything like that, but i found editing pixel sprites fun and i loved pokemon black & white mixture of 2d and 3D really compelling and i loved the 2D-HD trend with post processing. and that's the route i went with.
I started by grabbing old pokemon and free pixel assets and completely editing them, like adding a completely new hair, changing it's costume, in the end it looks completely different from the original, because for some reason I CAN'T start a drawing from scratch or sketch, but i'm really good at adding stuff on top (like, i suck a drawing figures, but if you give me a figure sketch i will be able to do a pretty good drawing on top of it, coloring or even changing it's clothing completely. But i just can't start a drawing from sketch no matter how much i try)
my middle name is "Asset flip"
Same hahaha
Paying for assets is like hiring a contractor for your team, expect what you get from the contractor is not going to be unique to your game. Also, at the end of the day, most gamers will not care if you made a game by yourself or not.
Yep, 100% agree
However, you can easily make your game unique by simply changing the assets texture or even simply through post processing
this need more view unga bunga
Let it cook Unga bunga
I mean what if you are making your game as a portfolio centerpeice?
Depends what that portfolio is for?
Most companies don't expect you do be a jack of all trades, most companies actually would rather have you be really good at one thing than okay in everything.
So portfolio centerpiece for a 3D art position, then yeah, maybe don't use assets... But why make a game in the first place then?
If the position you're going for is dev then don't use assets with code but you can def still use 3D assets
@SloydAI I mean if the game goes well you don't need a job/portfolio, if not then you can use it as a portfolio piece
If you weren't suppose to use assets.
Why would ppl upload it?
True 😂
I just don’t like recycled works. I don’t think it’s good for the game industry as a whole when everyone uses the same assets.
I’m not an artist myself, but I tend to hire / collab with artists. And I use assets for prototyping.
I do agree that some assets are severely overused!
For my own games I usually try to collab with 3D artists for the important assets like the character etc...
why not creating your own AI assets . its freee
It's not free, it takes a lot of time to learn and a lot of time to make.
I don't consider my time to be free 😉