~/talk

How to mix third-party assets without your game looking cheap

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slides:none on file

Uses third-party packs across eight games over four years and shows concrete steps to make them feel custom: pre-produce mood boards and check asset licenses, prototype art with gameplay, and test in-engine. Practical tools and tweaks include Photoshop/Photopea hue/saturation and bloom, Audacity for quick audio processing, Blender for blocking and camera, Unity Asset Store plus a Reddit music pool of ~1,000 tracks. Recoloring textures, shader/post-effect layers, particle sprite swaps, and a final art pass (the last 10% by a hired artist) produce a cohesive final game that players don’t recognize as asset-built.

AI-written summary · about

  1. 0:00Intro
  2. 0:30About me
  3. 1:30Moodboards
  4. 2:22References
  5. 3:58Guidelines
  6. 5:05Example
  7. 5:47Finding right assets
  8. 7:16Making assets feel unique
  9. 8:19Downgrade art
  10. 10:07Particles
  11. 10:30Case Study
  12. 11:17Audio
  13. 11:54Art
  14. 12:58Asset pack
  15. 13:23Generating tools
  16. 13:39Testing
  17. 14:46Takeaway
  18. 15:17Resources
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