Neither of which I have, so I can never partake. I can write, I can sort development, I can script, I can even do sound design (at a push), but I can't bloody draw 2D or work a 3D application to save my life. :shakeshark: -- someday, I will get someone to add this emoticon for me.
Well, the use of existing open sourced/CC artwork is allowed. There's some good stuff out there - for example, Glitch (over 10.000 assets, all in glorious vector *.fla format).Using pre-made assets available to other people would be more of a practice run at developing a game. At least in my mind, anyway. If I was judge, I would be looking at original work & creativity - not a fan of readyily available asset files - even sound fx audio files, though I do think they save some time. Art though is more noticeable - very noticeable in 3D models especially.
https://www.glitchthegame.com/public-domain-game-art/
Of course, you would have to work around the existing art, but limits can be creatively stimulating :-)
Using pre-made assets available to other people would be more of a practice run at developing a game. At least in my mind, anyway. If I was judge, I would be looking at original work & creativity - not a fan of readyily available asset files - even sound fx audio files, though I do think they save some time. Art though is more noticeable - very noticeable in 3D models especially.Agreed, original art is always going to make your game 'stand out' - in a (hopefully) unique way. Having said that, I have played a number of really good (indie) games that relied mostly on existing game art (commercially available or free) that are a lot of fun to play. Vice versa, many games with outstanding art turned out to be rather boring to play. I am a strict believer that games with great playability and sporting 'bad art' trump poor games with great art.