Speaking in an interview on this year's E3, Brendan Greene touched on the recent accusations of PUBG being an asset flip for reasons of using store-purchased assets on all of the game's maps. Greene jokingly suggested he wants to kill them.
Well, I hope he ain't trying to kill them in PUBG, because he'll have a lot of sitting in wait to do before anything moves on the darn map. That's if it doesn't warp around to begin with.
Back to the matter at hand though, Greene said that such accusations make him die a bit inside. He argued that the amount of assets bought most certainly doesn't warrant being called an asset flip.
Moreover, the map that has most of these purchased assets is Erangel, the developer's first map, with each subsequent map relying less and less on outsourced material. Some of them were used on Miramar as well, albeit heavily tinkered with to match PUBG's lighting and mood.
All this came in response to users recognising PUBG's in-game objects from asset packs on Unreal Marketplace. Indeed, an asset pack dubbed Apocalyptic Props is one of the latest ones to be found by users.
PUBG Corp's communications lead Ryan Rigney responded in the meantime, hopefully clarifying how games are made exactly. "Hiring an art team of 40 people to 'try a game' and 'see if it's fun' is simply not a smart way to work", he said.
Rigney pointed out that even with purchased assets, maps were still mostly done in PUBG's Korean HQ, while some of it was outsourced to the US. He stressed however that the team is still growing, which in turn means much more in-house produced material.
Ultimately, while PUBG does have its fair share of issues, we don't think asset flipping is one of them. True, in an ideal world all games would rely on own assets, but realistically - how many developers are financially capable of such a thing? Perhaps we all forgot that PUBG's beginnings were as humble as being a mod, so it may be high time to stop with this ridiculousness.