heather kettie games Developer
KEITH A   Gibsons, British Columbia, Canada
 
 
:cyberpunkbird:The Case for Asset Flips

https://www.youtube.com/watch?v=35Xmk0l7m-s&t=2s

I disagree with the code part - as developers we use other people's code constantly and I would say, over 90% of any game nowadays consists of other people's code. Did you write the Unity Engine? No. Why did you not write your own engine in C++ and OpenGL or Vulkan? Are you just lazy? No. Using other people's code has a multitude of advantages. You can put your time into important parts of your projects. You can build on code that has been tried, tested and improved by dozens of other people. If you make a big game and you want to have cars in it for some reason and you are happy with the physics provided by an asset pack. By all means, use that. If you are an artist model some awesome cars and scenery and track and want to make a racing game, have no idea about physics but like the physics provided, by all means, use that. The "you can use art assets just fine but code assets no no no" is REALLY weird in my eyes. It's like giving programmers a waiver for being ♥♥♥♥♥♥ artists but gate-keep artists for not being programmers at the same time. My point of view is this: If you make a game, there should be something unique in it that you yourself provide. A mechanic, a certain art style, ways of interaction, a great story, some awesome feeling physics. And ideally as much as you CAN provide yourself in a way that makes sense. Trying to create car phyics from scratch and ending up with some buggy hellcrap like the indie studio who created Cyberpunk 2077 is a prime example of spending your time wrongly. Using other peoples work (with their consent) to help create an otherwise unique experience should not be frowned upon. I kinda expect triple A games to provide most of that them themselves, create a unique art style, create a unique story, create unique UI, unique vehicles and the likes. But not smaller studios or indies. Again, the "code should come only from yourself" is really, really weird, given that half of the world copies Stackoverflow solutions, uses all kind of libraries or sample projects from Github (with the appropriate licensing), shader tutorials from Youtube, use ready-made game engines, compilers, shaders, etc. Just create something unique your own way and however you see yourself fit to do. Don't steal art, assets, music etc. and don't produce some asset flip you have not poured in any love, ideas, art or whatever you can sanely yourself provide.
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heather kettie games Developer 22 Feb, 2021 @ 6:10am 
top the cancerous normalization of abuse against devs, great article
heather kettie games Developer 21 Feb, 2021 @ 6:03am 
Im fascinated and equally confused by this mob culture on STEAM to target which ever Dev people are mad at for whatever reason and then to try and sabotage their sales or companies for absolutely no other reason than malicious bullying and projection, Its literally a culture of it and a hobby/ youtube career for these people, and people are so offended by a game that they do not even have to buy but they're like "lets get this one!" "lets get this evil empire" like harassing and bullying people in other parts of the world is a US right and its some sort of civil rights campaign these two youtubers are fighting for, its just haters hating thb.
heather kettie games Developer 4 Feb, 2021 @ 6:18pm 
. I'm a single developer and I just don't have the ability nor the time to work on everything. Code, art, music, sound effects. I buy the music and effects for my games because it'd take me a lot more time to produce that. Why would I need to make bullet sounds myself? nobody's gonna care if they sound the same. Those are generic things.
heather kettie games Developer 19 Dec, 2019 @ 12:44pm 
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ℳᴇʀʀʏ ℭʜʀɪsᴛᴍᴀs & ℋᴀᴘᴘʏ ℋᴏʟɪᴅᴀʏs!
Heather,kettle,games, 8 Dec, 2017 @ 6:24am 
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Merry Christmas
Heather Kettle games 11 Mar, 2017 @ 2:41pm 
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