Your approach to tackling the asset creation challenge for the Victim's Apartment level by integrating free online resources is a practical solution that many small teams can learn from. It highlights an effective strategy for balancing the demands of detailed game development with limited resources.
I'm curious about your process for selecting which assets to source online versus those you've decided to create in-house. How do you ensure consistency in quality and style with your original designs? Additionally, how has this strategy impacted your team's workflow and project timelines, especially considering the need for customization of external assets?
It would also be insightful to know what key lessons from developing the first level you plan to apply to subsequent levels. This could provide valuable takeaways for others in similar development stages.
Your pragmatic approach not only showcases adaptability but also underlines the importance of strategic planning in game development.