Why we need more asset recycling

A quick side node:
This post was edited to not use the term 
Asset Flip for what I will later call 
recycled games. This blogpost was initially 
created to link people from my steampage, 
so they understand why I use so many premade 
assets and thats why I called it Asset Flips. 
I understand now that people did not like the 
headline and how I used the term asset flip 
and that is why I changed it.

In this article, I want to talk about games that consist almost entirely out of premade assets, but do have a lot of work put into them, in contrast to asset flips that have little or no original work put into them. In order to not have to write games consisting almost entirely out of premade assets, I will refer to these games as recycled games. So once again here is my definition for it:

Recycled games” is a term that refers to the practice of building a game almost entirely out of premade assets.

In addition, I want to point out that I am not talking about mobile games because I am not that familiar with the mobile games market.

Common Critiques

No effort went into this game

This will be a common complaint which you can hear especially among players, but I also know some folks from the industry who think like this. I think it goes without saying, but every game that is not just a rebranding of an asset will take quite a lot of effort. One could even argue that a reskin of a game is less effort than creating a new game from existing assets. Obviously, the effort varies depending on the type of game, but not every game needs unique assets to work. There is enough room in our industry to have games that reuse existing assets and we should not discard such games.

These games all look the same

Well, first of all, there are a lot of assets and I would argue that since there aren’t many successful games right now, this argument is currently invalid. I mean, if no noteworthy games are using a certain asset, the asset can not be in the minds of the players. But even if there were widely spread games with the exact assets you want to use, there are a ton of possibilities to create a unique look when using the same assets. I think no one would argue that these two screenshots of Sin City and Extraction give the impression that they are from the same movie, but they both star Bruce Willis in a black suit.

You can see how basically the same person can be staged very differently, just by varying the use of color and lightning. In games, we have many more possibilities including camera perspective, asset composition, and shaders. Just take a look at these pictures from a full-screen shader asset.  I am not saying just use these shaders and call it a day, but it is a good example of how different you can make the same scene look.

Premade assets are performance intensive

It should be clear that not all premade assets are poorly made, but they do not cater to your specific requirements. This is something the creators of a game should keep in mind: see if the assets they plan on using fit the game they want to create.

The themes of “Recycled Games” are more generic

It is true that bought assets are usually more generic so as to appeal to a bigger audience. This means you will see the more common enemies like Zombies, Goblins, Skeletons… Accordingly, your game can not stand out when it comes to enemy design. If you are planning on using established gameplay with little to no innovation, you should think about how you want to differentiate yourself. If your answer is by the theme or enemy design, you can not use premade assets.

When should you consider creating a “Recycled Game”

Creating a niche game

The reduced cost enables us to serve even narrower niches than before. We can also take higher risks with the game design. This means more risky and interesting games, which I think is something we should strive for.

Increasing the variety of Assets

In the current environment replayability is an important metric. One thing that helps with replayability is to have a huge variety of assets, but those usually are costly and time-consuming, premade assets can help with that.

Creating bigger games

Sometimes small studios want to create bigger games, but they can’t because of the costs involved. By reducing the production cost premade assets can enable small teams to create the game they want to.


I want to share my game early

One advantage of using premade assets is that your game will be quick to look more beautiful. This can be very helpful if you plan to gather an audience early because it will be easier to show your progress. You need to consider though that you should only show work that you actually performed, not just show off the asset itself. I am still not sure if this is really a plus, it could also be harmful if people rag on your use of assets too much. I will know after having announced my upcoming game and will update this post accordingly.


Why aren’t there any successful “Recycled Games”

There are games like “PUPG”, “Banished” and “Getting Over It” that use a lot of premade assets and would fit my definition.


“Asset Flips” currently have a pretty bad rap and this means most developers avoid predominantly using premade assets, but I hope this article showed you that there are ways to reuse assets without looking like a copy cat. I don’t want to say that everyone needs to make a recycled game, but maybe when starting your next project you will remember this article and will reconsider if premade assets fit your vision.

Why did I write this blog post?

Last but not least I wanted to mention why I care about recycled games.  I recently announced my next game School of Magic and it would be beyond my skills to create this game without using premade assets. Because I do not want to hide the fact that I used a ton of premade assets, I needed to explain why I used them. I will link to this blog post whenever I talk about my game so people who are irritated can understand why I decided to go down this road. Finally, I would like to link to the trailer of School of Magic and ask you to wishlist it if you like what you see 😉

3 thoughts on “Why we need more asset recycling

  1. hello thanks for your article but I think you overrate the bad reputation of asset flip the main thing people blame asset flip is the total lack of work on the game (some developer buys for 100$ of assets and follows a tutorial unity or UE for beginners and sell their games 10$) the other thing is the lack of overall coding skills mainly (same dev often the same as in the first case adds a lot of bug and are unable to fix them …)and finally laziness and lack of seriousness many of these dev give up their games (but continue to sell them)
    it is true that a lot of coders are not specially artists and therefore have to manage so that their code and ideas are pretty therefore asset flip justifiable for some people (especially for one-man studio)
    good luck for your new game and sorry for my bad(and google trad) english

    PS can you send me a mail?


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