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Asset reuse in videogames is important, and we have to embrace it, says Murderer’s Creed and Far Cry director Alex Hutchinson: "We redo an excessive amount of stuff"

March 16, 2026
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The controversy was a supply of frustration to Alex Hutchinson, Far Cry 4's director, who was nonetheless working at Ubisoft throughout the improvement of Primal. "I saved saying to them, 'Simply announce it, as a result of somebody will determine it out. Simply say it's the identical place 40,000 years in the past. After which it's cool.' They didn't say something after which everybody was like, 'Low-cost builders!', as all the time."

"In Murderer's Creed, animations transfer by a number of iterations," Hutchinson says. "Black Flag reused like 80% of Murderer's Creed 3. So there's all the time some reuse, not less than within the huge studios."

As Hutchinson factors out, it wasn't an easy highway to get there. "We're in a interval the place the Western devs are struggling and the Asian devs are thriving," he says. "And that's sort of the inverse of 15 years in the past, when Western devs had been thriving and Japanese devs had been struggling and Chinese language devs didn't exist. One cause that the Japanese had been struggling is they’d a historical past of bespoke engines per sport, which is insane, proper? So they might principally make it nearly from the steel each time. And it took them that entire interval to determine that it was higher to make use of engines and construct instruments. I believe they've obtained their head round it now."

Darkish Souls, Elden Ring and Yakuza have since normalised the artistic recycling of outdated parts. "The genius of Yakuza was all the time for me that you simply're revisiting the identical place," Hutchinson says. "So that you sort of need to see the asset reuse in a means. It's taking a limitation, nearly just like the fog in Silent Hill, and making it core to the expertise, so that you prefer it, in a bizarre means."

It's an strategy in stark distinction to some industry-standard habits at Western sport studios. "Each time you make a shooter, you go and re-record the weapons," Hutchinson says. "Not solely that, however then once you get again in, the audio folks realise that each one weapons sound precisely the identical. There's solely the shotgun, rifle and pistol, however all of them sound principally the identical, aside from rate-of-fire or if they’ve a picket inventory. So then, after doing all this pointless work, you spend months making pretend weapons, to make them sound the best way you suppose they need to. We do a variety of dopey issues within the video games {industry}. We redo an excessive amount of stuff. Though with trendy engines, hopefully we will get round it."

At this time, with so many studios brief on funding and spiralling budgets now not an choice, the general public acceptance of asset reuse has change into a matter of survival. "We don't reuse sufficient," says Hutchinson, who now runs Raccoon Logic, the indie developer behind Revenge of the Savage Planet. "Possibly the longer term is, to make use of the soiled phrase, AI vibe-coding for prototypes you could hand off to engineers to attempt to avoid wasting months."

"I used to be speaking about it with the blokes yesterday," he says. "I used to be like, 'Alright, if we think about what we might really should do to make an Murderer's Creed, we have now to someway write the prompts to generate two and a half hours of story cinematics, with 22 kilometres of open world.' Even when it did stuff, it could take years of prompts. Something of any actual complexity, imagining easy methods to describe in phrases what you needed can be so arduous. At a sure level you'd be like, 'We should always simply get some folks to do that.'"

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