Art, at its most commodified, is rarely a solo production. Whether it's a painting in a blue chip gallery or the latest AAA game from a huge developer, there are often workers that get little to no credit, or name association, with the finished work. In fine art, those pieces are credited to a singular artist, with studio assistants rarely getting any recognition and often paltry pay. Likewise, much of the labor in AAA games gets swept to the end of game credits, with most of the name recognition going to the directors and heads of teams. So when a "solo developer" uses assets made by other people, are they really a solo dev? Where do we draw the lines of giving credit, is it only due if there's an active collaboration? Do more transactional models (i.e. asset marketplaces) mean that credit is no longer necessary? We discuss this and more on this question bucket episode of Waypoint Radio. You can listen to the full episode and read an excerpt below.
This is a companion discussion topic for the original entry at https://www.vice.com/en_us/article/qj4pzd/how-we-assign-credit-in-solo-game-development-waypoint-radio