game dev

ASSET PACKS: ARE THEY WORTH USING?

I have spent roughly four hundred dollars on asset packs in the last two years. I have used maybe sixty dollars of that in shipped games. The rest is sitting in a folder called "someday" that I open about once a month, stare at, and close again.

That ratio is not a flex. It's a confession. Asset packs are one of the most misunderstood tools in indie game development, and I think most of the advice you read about them is wrong in one direction or the other. Either people tell you asset packs are cheating and you should model every screw yourself, or they tell you asset packs are the miracle cure for solo dev timelines and you should fill your cart. Neither is true. The honest answer is boring and case by case, which is probably why nobody writes it down.

So I'm going to write it down. Here's when an asset pack is genuinely the right call, when it's a trap, and how to use one without your game looking like the thousand other games that used the same one.

What an asset pack actually is

For anyone new to this, an asset pack is a bundle of pre-made game assets that someone else built and sold or gave away. It might be 3D models of vehicles, a set of medieval buildings, a library of sound effects, a UI kit, a shader pack, or a full environment with terrain, trees, rocks, and props. You pay once, you download the files, you drop them into your engine, and in theory you have just skipped a week or a month of work.

In theory.

The reality is that every asset pack is a box of someone else's decisions. Someone else picked the polycount. Someone else picked the texture resolution. Someone else picked the art style, the color palette, the proportions, and whether the pivot points are in the center or the corner or floating three meters above the mesh for no reason anyone can explain. When those decisions line up with what you need, it's magic. When they don't, you either throw it out or spend three days retrofitting it into something you could have modeled in two.

When asset packs are great

There are situations where I would be a lunatic not to use one. Let me list the ones I actually hit.

Prototyping

If I want to test whether a game idea feels good, I do not want to spend a week modeling barrels before I find out the core loop is boring. I want to grab Kenney's free prototype kit, throw some cubes in a scene, and play the thing. Kenney's stuff is deliberately simple, deliberately free, and deliberately meant to be replaced later. It exists so you can skip the part of development where you decide whether to keep developing.

I have killed probably six prototypes this way. Each one I saved a month of art time on, because I never got past the grey-box phase. That's the correct use of an asset pack. Find out the game isn't fun, throw the pack away, move on.

Placeholder art for vertical slices

Even further along, if I'm building a vertical slice to show a publisher or a playtester, placeholder art from a pack is almost always better than my first-pass custom art. I know my first pass will be garbage because I'm still figuring out the tone. A decent asset pack is already at second-pass quality because someone else already iterated. I can stand up an entire environment in an afternoon and actually run the game, then replace assets one by one as my custom work catches up.

Styles I genuinely can't do

This is the big one, and nobody talks about it enough. If your game needs a specific style you don't have the skill for, an asset pack is not a shortcut. It's the only way. I cannot draw anime. I cannot sculpt photoreal humans. I cannot make convincing pixel art above 64x64. If I needed any of those, I would either hire someone or buy a pack from someone who can, because the alternative is shipping something that looks wrong.

The same goes for specific technical work. Ocean shaders. Foliage systems. Procedural cloud generators. These are not "art assets" in the traditional sense, but they're packs you can buy, and trying to write one from scratch when you've never done it before is a six month detour from your actual game.

Background stuff nobody will look at

Map assets fall hard into this category for me. If I'm building an overworld or a strategic map view, and the player is going to spend 90% of their time looking at gameplay icons on top of it, I do not need handcrafted hex tiles. I need map assets that look fine at a glance and don't distract. A pack. Every time. The effort-to-visibility ratio is terrible on anything the player doesn't focus on.

When asset packs are a trap

Now the other side.

The unmodified Synty problem

Synty makes great packs. Clean low poly aesthetic, consistent proportions, huge libraries covering basically every genre. I own several of them. I like them a lot.

And I can spot a game using unmodified Synty assets from the Steam thumbnail. So can everyone else. So can your potential customers.

The problem isn't that Synty is bad. The problem is that Synty is everywhere. When you ship a game using the default Synty city pack, with the default Synty characters, using the default Synty color palette, what the player sees is not "a cool low poly city game." What they see is "oh, this is one of those." The style has become so common that it reads as a shortcut. You are communicating, loudly, that you didn't bother to make it yours.

This is the actual asset flip problem, and I want to be careful about how I talk about it, because "asset flip" is a term people throw around as an insult whether it fits or not. A true asset flip is when someone buys a pack, throws it in a scene with no gameplay on top, and sells it as a game. That's a scam, and it's rare. The more common failure mode is legit developers with real games who nonetheless ship with unmodified pack art and wonder why their Steam page gets no wishlists. The game might be great. The visuals are telling players it's not.

When the pack dictates your game

The other trap is subtler. You buy a pack because you love the style. Then you start designing around what's in the pack. You add a desert level because the pack has a desert. You cut the boss you wanted because the pack doesn't have anything that fits. Slowly, the pack stops being a tool and starts being a cage.

I have done this, more than once. The warning sign is when you hear yourself saying "well, I guess I won't do that scene, since I don't have the assets for it." You have just let someone else's asset list write your design doc. That's bad. If the scene is important to the game, model it yourself or hire it out or cut it for a real design reason, not because the pack didn't ship with it.

Style mixing

Related trap. You buy one low poly pack for the city, a different low poly pack for the vehicles, a third pack for the characters because the first two didn't have the one you needed, and a free pack for the props. Congratulations, you now have four different people's definitions of "low poly" sitting next to each other in the same scene, and they don't match. Proportions are different. Color palettes clash. Some things are flat shaded and some have baked normals. One pack uses 256x256 textures and another uses vertex colors.

Mixing packs is possible, but it takes work, and the work is exactly the work you were trying to skip by buying packs. You'll end up recoloring everything to match a unified palette, rescaling half the models to match proportions, and rebuilding materials so the shading is consistent. By the time you're done you might as well have modeled some of it from scratch.

How to use asset packs well

Okay, so when I do use a pack, here's how I actually use it.

Buy packs you can modify

This is the single most important rule. Do not buy a pack where the models are locked down or the textures are merged into atlases that are a nightmare to edit. Buy packs that ship with source files. Blend files. PSD files. Separated materials. Named, organized layers.

Why? Because I'm going to change them. Every single model from a pack that ends up in one of our games gets touched. I'll retopologize a tree to match our triangle count. I'll recolor a car to fit our palette. I'll delete half the detail on a building because it's too busy for our style. The pack is a starting point, not a finishing point.

If the pack is closed, I can't do that, and I'm stuck with whatever the creator shipped.

Pick one pack and build outward

If you're going to commit to a pack as the backbone of a project, pick one, not three. Make that pack your reference. Whatever it does for polycount, texture style, proportions, color, shading, match it with everything else you add. Your custom work mimics the pack. Your modifications to the pack stay within the pack's rules.

This is how you get the benefit of the pack (speed) without the cost of the pack (looking like everyone else). Because what you ship is not "that pack" anymore. It's a coherent art style that happens to use that pack as a foundation, with a bunch of custom work and modifications you made to pull it into your game's identity. If someone plays your game and says "hey, those characters look kind of Synty," that's okay, as long as they can't identify which specific Synty pack it came from and can't find anything in your game that's a one-to-one match with the store page.

Mix pack with custom, especially on hero assets

Never use a pack asset as your hero asset if you can possibly help it. The thing on your Steam capsule, the creature on your key art, the weapon in the player's hand for the entire game, the main character. That stuff is custom. Always. Even if everything else in the scene is pack.

Why? Because hero assets are what players remember. They're the face of your game. If the face of your game is something anyone else could buy for twenty bucks, you have no face. Pack can fill the world. You fill the spotlight.

This is also a great way to develop as an artist without getting buried. You let the pack handle the background cows while you pour your energy into the one scary monster the game is about. Your skill improves on the things that matter.

Respect the license

Boring but important. Every pack has a license. Some allow commercial use freely. Some require attribution. Some have redistribution clauses that matter if you're bundling the assets into a modding SDK. Read the thing before you ship. I have seen actual games get pulled from Steam because someone used a pack in violation of its terms and the creator found out.

Keep a document with every pack you use, the license terms, and a link to where you bought it. Your future self, when a publisher asks for due diligence paperwork, will thank you.

The sources I actually use

Quickly, the packs I reach for and why.

Synty, for low poly stuff when I need broad coverage fast. Modifiable. Consistent. Overexposed, so I always modify.

Kenney, for free prototype art, UI kits, and anything I'm using as a placeholder. His stuff is CC0, which means you can do anything with it, including redistribute it. Legendary work and a genuine gift to the indie community.

Itch.io bundles, for specialty stuff, especially pixel art and 2D assets. The charity bundles that go around every few months are ridiculous value if you have any use for what's in them. Just don't buy a hundred dollar bundle because it has one asset you need. Be honest about what you'll use.

Quixel Megascans, for photoreal work I'm not doing but occasionally need for mockups or reference. Free with an Epic account, incredible quality. Not something I ship with because it doesn't fit our style, but incredibly useful to have access to.

Unity and Unreal marketplaces, with heavy caveats. The quality range is enormous. Read every review. Look at every screenshot. Most of what's there is fine. Some of it is genuinely bad, with broken pivots, nonsense polycounts, and unusable UV layouts. Buyer beware.

The honest summary

Asset packs are tools. Tools have correct uses and incorrect uses, and which category a given pack falls into depends entirely on what you're doing and how you handle it. If you're using a pack to get a prototype running in a weekend, you're doing it right. If you're using a pack to skip learning anything and ship the first thing that compiles, you're going to have a bad time and your Steam page will show it.

The solo devs I know who ship good-looking games are not the ones who made every pixel themselves. They're the ones who picked their battles. Pack for the background. Custom for the hero. Modify everything. Match the palette. Know when to put the pack down and pick up Blender, and know when Blender is a waste of a Saturday because the pack is already 90% of the way there.

If you want to see the logic behind why we made a whole studio out of low poly, I wrote about that separately in The Polylusion Art Style.

Go buy a pack. Or don't. But be honest with yourself about which one you're looking at and whether you're actually going to use it.

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