Game Assets that Weren’t
This book is a fascinating look at the history of game development, specifically focusing on the assets that were never used. The author’s passion for the subject is evident, and their insights into the creative process are both entertaining and informative. It’s a must-read for anyone interested in the history of video games and the artistic decisions that go into their creation.
Game Assets that Weren’t: A Journey Through Unused Treasures
The world of video games is filled with vibrant characters, stunning landscapes, and captivating soundtracks that bring our favorite digital worlds to life. But what about the assets that never made it to the final product? The characters that were scrapped, the levels that were cut, the music that was never heard?
These “assets that weren’t” offer a unique window into the creative process behind game development. They reveal the struggles, triumphs, and often-surprising decisions that shape the games we play. This blog post delves into the world of unused game assets, exploring why they exist, where to find them, and what they can teach us about the art of game creation.
The Hidden Gems of Game Development
Unused game assets, often referred to as “cut content” or “concept art,” represent a fascinating archive of creative exploration. These assets can include:
- Character models: Early designs, alternate costumes, or characters that didn’t make the final cut.
- Level designs: Prototypes, abandoned maps, or sections of the game world that were deemed unnecessary.
- Soundtracks: Music tracks, sound effects, or voice recordings that never made it into the game.
- Concept art: Initial sketches, illustrations, or mood boards that helped visualize the game’s world and characters.
These assets can tell us a lot about the game’s development, offering glimpses into:
- Early iterations of the game: They can reveal how the game evolved from its initial concepts to its final release.
- The creative process: We can see how designers explored different ideas and experimented with various approaches.
- The decision-making process: We can understand why certain assets were chosen or discarded.
Where to Find These Hidden Treasures
Finding unused game assets can be a rewarding experience for anyone interested in the history of game development. Here are some of the most common places to search:
- Game developer websites: Many developers release unused assets on their websites, often as part of behind-the-scenes features or developer blogs.
- Gaming forums and communities: Fans often share and discuss unused assets, with some even dedicating entire forums to this topic.
- Online archives: Sites like the Internet Archive (archive.org) and The Museum of Modern Art (MoMA) house collections of game assets, including some that are rare and difficult to find.
- Game development blogs and articles: Many game developers write about their creative processes and often share unused assets to illustrate their points.
The Power of Unused Assets
The study of unused game assets has a number of benefits:
- Historical insights: They provide valuable insights into the history of game development and the creative process behind specific games.
- Learning from mistakes: By examining what didn’t work, developers can learn from past mistakes and avoid repeating them.
- Inspiration and creativity: Unused assets can inspire new ideas and spark creativity in both game developers and enthusiasts.
- Preservation: Collecting and archiving unused assets helps preserve the history of game development for future generations.
Notable Examples of Unused Assets
There are countless examples of unused game assets that have intrigued gamers and developers alike. Here are a few notable cases:
- “Bandersnatch” by Netflix: This interactive film features numerous alternate endings and scenes that were not included in the final product.
- “Brataccas” by Rare: The developers of this classic game for the Nintendo 64 created a vast array of unused characters, levels, and even a different plotline that were eventually scrapped.
- “The Naughty Ones” by Melon Dezign: This 1995 PC game, infamous for its controversial content, featured a wide range of unused assets, including various character designs and storylines that were deemed too explicit for release.
- “The Addams Family” (NES): This popular game for the Nintendo Entertainment System had several unused stages, enemies, and power-ups that were cut from the final release.
The Legacy of Unused Assets
Unused game assets represent a fascinating and often overlooked aspect of the game development process. They offer a unique perspective on the creative process, highlighting the challenges, triumphs, and often-surprising decisions that shape the games we play. By studying these assets, we can gain a deeper appreciation for the artistry and dedication that goes into creating the worlds and characters we love.
References
- The Internet Archive
- The Museum of Modern Art
- Bandersnatch: Behind the Scenes
- Brataccas Unused Assets
- The Naughty Ones: A Retrospective
- The Addams Family (NES) Unused Assets
This blog post has only scratched the surface of the vast world of unused game assets. From early prototypes to cut content, these hidden treasures offer a wealth of information and inspiration for gamers and developers alike. As you explore your favorite games, remember to keep an eye out for the “assets that weren’t” and appreciate the journey that led to the final product.
Game Assets that Weren't by dreamkatcha |
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Title: | Game Assets that Weren't |
Author: | dreamkatcha |
Subjects: | Bandersnatch, Brataccas, Naughty Ones, Melon Dezign, Addams Family, Flood, RoboCod, Dong, Donk, Commodore, Amiga, Commodore 64, ZX Spectrum, Amstrad CPC, Atari ST |
Language: | eng |
Collection: | folkscanomy_fiction, folkscanomy, additional_collections |
BooK PPI: | 600 |
Added Date: | 2020-07-22 17:56:09 |