Knowledgebase

Using Purchased and Free Assets Print

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Building with what exists.

WHAT THEY PROVIDE

Content far beyond what a small team could produce.

WHAT THEY COST

Style inconsistency Recognisability, where widely used Licence obligations

WHAT TO CHECK BEFORE USING ANYTHING

The licence, and what it permits Whether attribution is required Whether commercial use is allowed Whether modification is allowed

WHY THAT MATTERS ABSOLUTELY

Shipping with improperly licensed content risks removal and legal consequence.

WHAT TO RECORD

Every asset, its source, its licence, and any attribution required.

WHY

Reconstructing it later is impractical, and licences are checked at submission.

WHAT MAKES PURCHASED ASSETS WORK

Unifying them: consistent lighting, palette, and post-processing.

WHAT MAKES THEM FAIL

Mixing styles, resolutions and proportions.

WHAT TO MODIFY

Materials and colours, to match your direction.

WHAT TO USE THEM FOR

Background and secondary content.

WHAT TO MAKE YOURSELF

Anything distinctive: the player, key characters, signature environments.

WHY

Distinctiveness is what makes a game recognisable.

WHAT TO AVOID

Building the entire visual identity from a single popular pack.


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