ECGC 2019 Sessions
APRIL 16TH – 18TH, 2019
- This event has passed.
How To Mix 3rd Party Assets Without Your Game Looking Terrible
April 17 at 9:00 am - 10:00 am
With thousands of models, textures, music clips and graphics available on asset stores or public-domain websites, merely throwing together 3rd party assets leads to Frankenstein-ian results. Worse yet, the “Asset Flipper” stigma soon looms over. However, there is a method to all this madness.
Through all my games I relied heavily on purchased and publicly available assets (as my pages-long credits can attest to). One praise I always got was that my games have a real sense of place and atmosphere, despite the mish-mash. Drawing on over four years of running an indie game studio that has published 4 titles (as well as several small experimental games), I will delve into the tricks, pitfalls and lessons learned for seemlessly integrating 3rd party assets into your project.
I will describe how to mockup a cohesive guiding vision, how to mix assets from different styles (such as vector and pixel art, or 2D with 3D), and how assets can be “recycled” in clever ways. I will provide plentiful visual examples from my own games to go with each point.
Some of the key takeways will include
* Planning for a cohesive style with references, mood boards, color palettes, and test-builds
* Making generic art feel unique
* Editing and post-processing different assets to match, and knowing how far you can push them
* Filling in the gaps by making your own art (especially when you’re NOT an artist)
* If, when and how to (efficiently) hire an artist to bring the assets to the “next level”
* Recycling and re-using the assets for multiple purposes
* List of different websites, resources and tools to find and create art (spoiler: there’s a lot more out there than Unity Asset Store and Kevin McLeod!)
* Double check the license and ALWAYS cite your sources (if only to find it again later; you’d be surprised how often it comes in handy)