Asset reuse in videogames is essential, and we need to embrace it, says Assassin's Creed and Far Cry director: 'We redo too much stuff'

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Do you remember Far Cry Primal? Ubisoft’s prehistoric spinoff was pitched as an intriguing departure from the formula, in which players would leave their jeeps and helicopters behind to embrace life at the dawn of the Mesolithic period. They would tread lightly between the Carpathian mountains, taking down saber-toothed cats as a club-wielding tribesman with the voice of Adam Jensen from Deus Ex.

Then, within the first week of release, players started to experience deja vu. They noticed a familiar curvature to Far Cry Primal’s waterways, and a well-worn pattern to the paths that crisscrossed the Oros valley. This, despite the geographical and historical disparity, was roughly the same map they’d conquered in Far Cry 4.

An enemy being attacked by bees in Far Cry Primal

The controversy was a source of frustration to Alex Hutchinson, Far Cry 4’s director, who was still working at Ubisoft during the development of Primal. “I kept saying to them, ‘Just announce it, because someone will figure it out. Just say it’s the same place 40,000 years ago. And then it’s cool.’ They didn’t say anything and then everyone was like, ‘Cheap developers!’, as always.”

The Far Cry Primal map debacle wasn’t the first of its kind. A couple of years earlier, Activision released Call of Duty: Ghosts, and fans picked up on the fact that its opening mimicked the motions of Modern Warfare 2’s ending—reusing a highly specific set of animations in which two limping and injured characters were escorted across a blasted warzone. At the time, the scene was viewed as evidence that the series had lost its power to surprise—a major PR blow for an FPS sold on the promise of expensively-rendered spectacle.

For a while there, asset reuse became a byword for laziness in the eyes of many gamers. And this was a big problem for developers, who relied on an iterative model to create better sequels to their games; it was the groundwork provided by previous entries that allowed them to build higher, dedicating time to new features and ideas.

CoD: Ghosts

“In Assassin’s Creed, animations move through multiple iterations,” Hutchinson says. “Black Flag reused like 80% of Assassin’s Creed 3. So there’s always some reuse, at least in the big studios.”

Search YouTube for videos on asset reuse today, however, and you’ll notice the tone has turned. The platform is no longer dominated by damning capture of identical animations. It’s also home to arguments on ‘Why reusing assets is crucial’, ‘Hating on reused assets is boring’, and list features highlighting ‘5 fascinating examples of FromSoftware’s asset reuse’.

It’s the latter take, in my view, that holds the key to understanding what’s changed. Some of the most popular and commercially successful Japanese studios of our time have made a merit of undisguised asset reuse, and been championed by gaming audiences for doing so.

The player fighting the Dragonkin soldier in Elden Ring

(Image credit: From Software, Elden Ring Reforged Team)

As Hutchinson points out, it wasn’t a straightforward road to get there. “We’re in a period where the Western devs are struggling and the Asian devs are thriving,” he says. “And that’s kind of the inverse of 15 years ago, when Western devs were thriving and Japanese devs were struggling and Chinese devs didn’t exist. One reason that the Japanese were struggling is they had a history of bespoke engines per game, which is insane, right? So they would basically make it almost from the metal every time. And it took them that whole period to figure out that it was better to use engines and build tools. I think they’ve got their head around it now.”

Dark Souls, Elden Ring and Yakuza have since normalised the creative recycling of old elements. “The genius of Yakuza was always for me that you’re revisiting the same place,” Hutchinson says. “So you kind of want to see the asset reuse in a way. It’s taking a limitation, almost like the fog in Silent Hill, and making it core to the experience, so you like it, in a weird way.”

It’s an approach in stark contrast to some industry-standard habits at Western game studios. “Every time you make a shooter, you go and re-record the guns,” Hutchinson says. “Not only that, but then when you get back in, the audio people realise that all guns sound exactly the same. There’s only the shotgun, rifle and pistol, but all of them sound basically the same, except for rate-of-fire or if they have a wooden stock. So then, after doing all this pointless work, you spend months making fake guns, to make them sound the way you think they should. We do a lot of dopey things in the games industry. We redo too much stuff. Although with modern engines, hopefully we can get around it.”

Revenge of the Savage Planet

(Image credit: Raccoon Logic)

Today, with so many studios short on funding and spiralling budgets no longer an option, the public acceptance of asset reuse has become a matter of survival. “We don’t reuse enough,” says Hutchinson, who now runs Raccoon Logic, the indie developer behind Revenge of the Savage Planet. “Maybe the future is, to use the dirty word, AI vibe-coding for prototypes that you can hand off to engineers to try and save some months.”

Yet Hutchinson is fundamentally an AI sceptic, and doesn’t expect the technology to save the industry. Far from it.

“I was talking about it with the guys yesterday,” he says. “I was like, ‘Alright, if we imagine what we would actually have to do to make an Assassin’s Creed, we have to somehow write the prompts to generate two and a half hours of story cinematics, with 22 kilometres of open world.’ Even if it did stuff, it would take years of prompts. Anything of any real complexity, imagining how to describe in words what you wanted would be so hard. At a certain point you’d be like, ‘We should just get some people to do this.’”

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You see it all the time in Disney animations, Pixar animations, you see it with sprites being the same for clouds and bushes in Mario…

I don’t really see an issue with asset reuse, as long as the actions make sense in the new context

Studios like Fromsoft are known for recycling assets to a very noticeable degree. It‘s just part of the game and another reason why AI makes so little sense in the creative world. Studios already have their asset libraries. They don‘t need to prompt something that already exists because they already have it. What they need are new ideas and AI is terrible at delivering that.

At this point, I’d be mad if I was playing a Fromsoft game and they didn’t have that animation where you’re pushing open large double doors.

That’s fair.. but also Elden Ring had so many cave dungeons that used the same layout it was painful by the end


Or a pig at the end of a long hallway.
Or a poison swamp.
Or, and more seriously, the Moonlight Greatsword.




I don’t disagree with your main point, but I think the Mario sprite thing is just as easily explained by technical limitations as artistic ones.


You see it in every EA game, but they also reuse the gameplay itself.



This is the main reason why Concord’s entirely avoidable failure pissed me off so much. Wildlight’s designers and artists spent years creating an entire game’s worth of assets (they lacked style and identity, but they weren’t bad) and now the game is dead, the studio is dead, and nobody will ever see or use those assets for something better.

I wish they’d sell the assets. I know that some animators would love to get their hands on Scarlet’s model.

(edit) Ah fuck, I did the meme. Highguard. I meant Highguard, not Concord.

Ok wait what? Was the game not called Concord? What’s Wildlight? I’m confused.

Edit: okay, I am a little more in the loop after some googling. Highguard was another dead-on-arrival live service game, it looks like? Developed by Wildlight? So apparently there was a meme comparing the two?

Wildlight is a game development studio made up of former Respawn developers who (allegedly) worked on the Titanfall and Apex Legends games. Highguard was their first game: a pointless, live service, content incomplete multiplayer shooter. It was revealed in late 2025 as the final showcase of The Game Awards, which resulted in a collective sigh of frustration from the audience. The game was released on the 26th of January to a decent peak player count of over 100k (97k players on Steam). It was immediately clear that the game was in a terrible state and it couldn’t retain the players. Two weeks after launch, Wildlight fired most of its staff because Tencent, which had been secretly funding the development, had pulled out. It was later announced that servers would shut down on the 12th of March, 45 days after launch.

Even before launch, it was mockingly compared to Concord, another pointless. live service, content incomplete, competitive multiplayer shooter that only lived for two weeks.


The meme was because it was clearly expensive and also so obviously going to flop, much like Concord. The difference in the money wasted between the two was probably an order of magnitude more for Concord though.



Yea, this is common practice and most of the time you never hear about it, especially if a game is canceled before announcement. Last project I worked on, we couldn’t even take screenshots for our portfolios after it was canceled. Leading to most everyone on the team having a two-year gap where they did great work and had absolutely nothing to show for it.



You know, if it meant that more time would be spent on quality, or reducing crunch, I’d be ok with this.

But ubisoft did it, so it’s because they wanna cut the department 20% and give that profit to the shareholders. So no.


Fun fact that you may or may not have heard before: the light flicker animation in Half Life Alyx is actually the exact same one used in the original Quake. Half Life 1 was built on the Quake engine, and the same animation was carried over into Source and then Source 2.

https://www.alanzucconi.com/2021/06/15/valve-flickering-lights/


Meanwhile, me walking into that same exact house or neighborhood that’s used in every indie game…

A godsend for people without spatial awareness. But apparently I am too shitty to even leverage that. Never recognized anything and will get lost immediately in every game.

When you need to backtrack a house, cave, whatever on a timer that game is over for me 😅



If the game is still good, why not?

Majora’s Mask heavily reuses assets from Ocarina of Time, and that game is in no way any worse because of it.

The time loop mechanic is definitely something you come up with when you need to do a lot with a little, and while it super worked for plenty of people, it really was the reason I’d say it was far worse than Ocarina.



I mean, yeah, they already release the same game over and over. Not sure why they wouldn’t eventually realize they can also just use the same assets every time.


The message is “Games need to get cheaper to make, not shittier and more expensive.”

And asset reuse can be a great way to do that. Or a trap.

What assets you’re recycling is a huge factor. There are crates in Fallout 4 that were originally made for Oblivion. You almost certainly won’t notice unless you’re looking for it. Similarly, I’m playing Divinity Original Sin 2 and there are a bunch of little things that were reused for Baldur’s Gate 3, like vases. Again, most people will probably never notice.

On the other hand, BioWare reusing animations that were originally created for Neverwinter Nights in Mass Effect 3 is jarring, even though those animations generally worked fine in KOTOR. Or Assassin’s Creed 3 using combat animations in the modern day segments that were designed for the flintlock-wielding enemies in the historic segments.



Rare time I agree with a Ubisoft employee.


Oh… he probably thought he said something revolutionary.

Right? FromSoft like… No shit?


For the money those firms are spending on creating those games, he just might be.



Interesting article. I think it would be really stupid to not reuse stuff if your game is set in a realistic universe (would be different for a cartoonish universe).

In fact, it would even be a way to avoid using AI (even if I think we’ll end up with devs reusing stuff and using AI).

Then you can use colors or lighting to create a different feel to the game, just like different movie directors can film the same place in a totally different way.

Or, to put it another way…if you aren’t spending your assets on modeling and texturing and animating a bear for the thirtieth time the industry has done so, you can be off modeling and texturing and animating a space squid or something new, and having both it in game as well as a bear that looks kind of like bears in other games.

And if you have One Bear Model that lasts for N years that most of the industry uses, it can be a really good bear model.

Like, there are a lot of ways that efficiency gains could be expressed.

If only there was a communal source of assets that people and companies can contribute to and pull from. If something doesn’t quite fit your game you could instead spend 10 hours editing and adjusting a premade model instead of 40 hours making it from scratch. Then upload the new model for someone else to start with later.

I don’t know what the situation is for commercial games — I don’t know if there’s a marketplace like that — but I do remember someone setting up some repository for free/Creative Commons assets a while back.

goes looking

https://opengameart.org/

It’s not highly-structured in the sense that someone can upload, say, a model in Format X and someone else can upload a patch against that model or something like that with improvements and changes, though. Like, it’s not quite a “GitHub of assets”.

I haven’t looked at it over time, but I also don’t think that we’ve had an explosion in inter-compatible assets there. Like, it’s not like a community forms around a particular collection of chibi-style sprite artwork at a particular resolution, and then lots of libre games use those assets, the way RPGMaker or something has collections of compatible commercial assets.

I’m sure that there must be some sort of commercial asset marketplace out there, probably a number, though I don’t know if any span all game asset types or if they permit easily republishing modifications. I know that I’ve occasionally stumbled across a website or two that have individuals sell 3D models.


I honestly dont know if this is sarcasm or not.

Game engines like unreal engine and unity have huge prefab libraries that contain both free and paid models and people can share or sell their own prefabs too. The problem with those are that you cant just pick models willy nilly as it can make the game feel like patchwork quilt when every asset has little different art style. Also in bigger production games things like polygon counts start to matter a lot, so in some cases its easier to make assets from the ground up than start to fiddle with existing models.

Most bigger studios have pretty large internal libraries they can pull from. Like for example mountain lions in GTA V and Red dead redemption are almost identical. They even use the exactly same sound in both. And bears in Skyrim and Yao Guai in Fallout 4 have same skeleton and some of the animations are fully reused.


Except reusing the same model/texture can be very good for performance. It doesn’t matter if there’s 1 instance or 1000 of a model in the game, it takes up the same amount of memory. Even transforming it/scaling it barely changes that.





Nintendo reusing the clouds and bush assets on Super Mario Bross walked so AAA could reuse fighting animation between different genres of games.


Anything that reduces costs is redirected into shareholder profit increase and executive compensation increase. If reduction of costs actually led to those savings being reallocated for quality increase it would be far too vague of a notion for profit minded execs to understand or promote…


Yeah, for sure. Definitely agreed. However, the specific examples cited in the article could’ve been done better. You can modify existing assets to make them less-obviously reused.


This one is interesting. On its face, I definitely agree with the idea that asset reuse is essential. Ubisoft and Far Cry Primal are standout exceptions though. Ubisoft in general has reused so many of not just their assets but also their gameplay systems, such that despite having a half dozen different concurrent franchises, it can often feel like they’re all the same game, and that’s what hurt the likes of Star Wars Outlaws; we’ve played that game so many times already, even if it looks like Star Wars this time.

And as for Far Cry Primal: reusing a reload animation is one thing. Reusing your open world map is something else entirely, speaking from experience. The game often is discovering that map, so if I’ve seen it before, the game can become very boring very quickly. If a sequel to a 2D platformer was the exact same levels but your character had a few new tricks up their sleeve, you probably wouldn’t be happy about that either. Likewise, I’m not interested in Crackdown 2, The Legend of Zelda: Tears of the Kingdom, or any other open world that reuses the same map. The map is important to be different each time. Spider-Man needs to be in New York, but in order to make that interesting, you’re going to need to lean heavily on instanced indoor missions between the open world stuff; Insomniac’s games are well-done, but I can’t say I’m dying to play Spider-Man 2 after the first game and Miles Morales. I’ve only played two Yakuza games, so I don’t know yet how I’ll feel about that map re-use, but they do seem to rely a lot on instanced interiors to mix things up.

The fun thing about Yakuza to me, is that the map kind of becomes its own character. I love going around Kamurocho and doing various side missions. I’d say that since the map is also very small, it allows for that kind of intimate “get to know the map and watch it grow with each game"-vibe.

I feel like I legitimately know my way around some parts of Japan thanks to Yakuza.

We went to Dotonbori and Kabukicho last time I went to Japan, and we were surprised at how close it was, Especially kabukicho




Tears of the Kingdom does use the same map but adds verticality that is not in BOTW. I think that is forgiveable since it honestly feels very different in playing.



This is because someone wanted to reuse the sabertooth in Far Cry Primal for an Assassin’s Creed scene, isn’t it?


Uh, yeah, 100%. Though I have to wonder who is even arguing against this?


Ive played hundreds, maybe thousands of hours of reused assets spread over Dink Smallwood mods and Neverwinter Nights (1 and 2) user made campaigns

Thank you stranger! I had forgotten Dink Smallwood completely. Core memory unlocked!

The game works on modern systems and are free to get ;)

At the moment you are my favorite person and i hope your socks are never wet and your food always warms up evenly in the microwave.





Get on the ecology and circular economy train and only play games that reuse assets the sub-ocean will thank you!

/S

Ive played hundreds, maybe thousands of hours of reused assets spread over Dink Smallwood mods and Neverwinter Nights (1 and 2) user made campaigns

Edit: Sorry for any confusion, was meant as top level comment

TIL there are mods for Dink Smallwood. Colour me intrigued!




Arent placeholders a thing?


Sounds like the perfect use case for NFTs


Can’t lie. I’ve played several games and thought “imagine if they gave a small team all these assets and code and just let them make a cheaper new story in this world.” I mean on Fallout: New Vegas, Obsidian did a great job with a NEW world. I can only imagine the fun that someone could get with a n existing Warzone map or two. Or maybe actually doing single player DLC for GTA5.


As Michaelangelo was fond of saying, “Why paint by hand when you can decoupage?” 🤌🏼

Lazy, profit-minded fucks.

Did you read the article?


Love, how you are calling them lazy when you clearly did not have it in you to muster the strenght to read the damn article.



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