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Reason: None provided.

In my previous comment I wasn't referring to asset flips so much as what I'd describe as a fairly lazy execution of height-map and terrain generator tools like World Creator. Assuming Capcom used something close to that kind of method

The tools can provide some incredible results but only if the developer knows how to plan ahead, utilize the results, scale it properly, and flesh out the details once it's shipped over to the actual engine/game.

The last step though is where I often see what I think you're describing, a half-assed use of mediocre assets that look rather out of place and repetitive. Another issue I've sometimes found is where they generate these large scaping landscapes but they don't put a lot of thought into planning ahead for unique and detailed locales (and factoring that into the geological design of the terrain). And this is of course not factoring in voxel terrain generation... which is a whole other ballgame.

One other thing with the asset flipping though is how the most frequently flipped assets are some of the cheapest you can find on a marketplace. Which is funny/sad in a way because there are artists/asset makers who put out some really stellar quality work, yet you'd be hard pressed to actually find it in many games because those artists aren't spitting out easily rehashed work that can be tossed into every which game.

50 days ago
2 score
Reason: Original

In my previous comment I wasn't referring to asset flips so much as what I'd describe as a fairly lazy execution of height-map and terrain generator tools like World Creator. Assuming Capcom used something close to that kind of method

The tools can provide some incredible results but only if the developer knows how to plan ahead, utilize the results, scale it properly, and flesh out the details once it's shipped over to the actual engine/game.

The last step though is where I often see what I think you're describing, a half-assed use of mediocre assets that look rather out of place and repetitive. Another issue I've sometimes found is where they generate these large scaping landscapes but they don't put a lot of thought into planning ahead for unique and detailed locales (and factoring that into the geological design of the terrain). And this is of course not factoring in voxel terrain generation... but yeah.

One other thing with the asset flipping though is how the most frequently flipped assets are some of the cheapest you can find on a marketplace. Which is funny/sad in a way because there are artists/asset makers who put out some really stellar quality work, yet you'd be hard pressed to actually find it in many games because those artists aren't spitting out easily rehashed work that can be tossed into every which game.

50 days ago
1 score