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.