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Asset Reuse - Working Smarter, Not Harder - Extra Credits

Asset Reuse - Working Smarter, Not Harder - Extra Credits If you're interested in checking out the work of devs affected by GDC and E3's cancellation, you can find our list here:

From the beginning days of gaming, it was pretty customary to build new sprites and engines from the ground up because of changing technology. But now that tech is bigger and more expensive to use, is that slash and burn mentality always a great idea? Is asset reuse in games an example of laziness or cut corners, or is it a useful tool in a game designer's toolbox?

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♪ Intro Music: "Penguin Cap" by CarboHydroM


Music:
"A Ring and a Promise"
By: Ashleigh Coryell, bLINd

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