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The problem lies not in the asset transfers, but in how they are implemented. Don’t forget that triple-A studios like Ubisoft also reuse assets more frequently. I also often see that Triple A Studio uses textures from Quixel, for example.
Triple-A studios also have the budget to hire freelancers or have asset packages created for them. Smaller developers don’t have the budget for this.
It’s in the way it is implemented. If someone just adds resources and uses simple coding and nothing changes at all, then I agree with you.
If they use asset flip but still have their own coding, tweak the assets a bit, put their own spin on it and still deliver a good game, then I have fewer problems with it.
At first I was completely against it and complained on the Steam forums. But now that I’m working with Unreal Engine myself and seeing how good the quality of the assets in the store is, my opinion has changed. I can never develop what is offered in the Unreal Store. I don’t have the time or experience for that. I would like to do something in the Unreal Engine, which already takes a lot of time. Would you also like to create your own asset packages? Can you already imagine it? The assets in the Unreal Store are of premium quality.
[Reactie gewijzigd door Toonen1988 op 5 januari 2024 15:52]
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