Epic MegaJam! October 8-15th, 2015. THEME: STANDING ON THE SHOULDERS OF GIANTS

You bring up a good point; a lot of really excellent blueprints, assets, and more is free on the marketplace and the ‘learn’ section. You can build anything to your heart’s desire using and learning from them, and I use them all the time; they’re .

I agree that people using marketplace assets shouldn’t be punished (that’s for the incompetent slaves I keep shackled in my tower of doom); but there’s a reason why infinity blade’s assets were $3 million; it takes a lot of experience and time to make AAA assets. Reusing these assets would be similar to reusing entire blueprint functions or entire sections of code from highly experienced programmers, even if you did reuse them in interesting and different ways. it takes months of work and years of experience to make fully animated, PBR assets.

There’s ways to get around this MonsOlympus, like you mentioned; low poly art or not UV mapping. But what if I want to make a game with PBR graphics? If two games were made exactly the same, except one of them had infinity blade assets, and the other just had cubes that chased after you, which one do you think would be the better game? This is keeping in mind that the game mechanics are exactly the same (because it’s definitely possible to make an amazing game just with cubes).

This isn’t just from a competition perspective; if I were to market a game like that to the public; people would almost certainly choose the one with cooler looking assets, because more work (therefore more time) has been ‘put’ into the game, and people will think, “Oh wow, these screenshots look amazing. They probably know what they’re doing, compared to this guy who just has greyish blocks”.