# Asset Sources — Replacing Procedural Content Goal: move away from procedurally generated animations, maps, and sounds. Everything below is free for commercial use unless marked otherwise. **CC0 = no attribution needed. CC-BY = must credit the author.** ## Animations | Source | License | Notes | |---|---|---| | [Mixamo](https://www.mixamo.com) | Free (Adobe account) | 2500+ humanoid clips, the de-facto standard skeleton this pipeline targets. No API — download clips manually once. | | [Quaternius Universal Animation Library](https://quaternius.com) | CC0 | 500+ clips on a Mixamo-compatible rig. Drop straight into `assets/characters/animations/`. | | [Kenney Character Assets](https://kenney.nl/assets) | CC0 | Simple rigged characters + basic clips. | | Sketchfab (filter: animated + downloadable) | per-model | Many characters ship with their own baked animations; `pipeline.py --rigged` keeps them. | ## Character models | Source | License | Notes | |---|---|---| | [Sketchfab downloads](https://sketchfab.com/search?features=downloadable&type=models) | per-model (shown by our search tool) | Primary source — use `tools/sketchfab_import.py search`. | | [Quaternius](https://quaternius.com) | CC0 | Stylized low-poly packs, many pre-rigged. | | [KayKit](https://kaylousberg.itch.io) | CC0 | Character + dungeon packs, rigged, game-ready. | | [PolyPizza](https://poly.pizza) | mostly CC0/CC-BY | Searchable low-poly aggregator. | ## Maps / environments (replace the procedural arena) | Source | License | Notes | |---|---|---| | [Kenney kits](https://kenney.nl/assets) (City, Prototype, Platformer) | CC0 | Modular kits — greybox with Prototype textures, dress with City kits. | | [KayKit Dungeon/City packs](https://kaylousberg.itch.io) | CC0 | Modular, snaps to grid, ideal for arena shooters. | | [Sketchfab scenes](https://sketchfab.com) | per-model | Whole environments exist; check poly counts before importing. | | [ambientCG](https://ambientcg.com) | CC0 | PBR materials/textures for level surfaces. | Workflow: block out in Godot with CSG/GridMap for movement flow first, then replace geometry with kit pieces. Movement (wall-run surfaces, slide ramps) should drive layout, not the other way around. ## Sounds See [SOUND_DESIGN.md](SOUND_DESIGN.md) for the full plan. Short list: | Source | License | Notes | |---|---|---| | [Sonniss GDC Bundles](https://sonniss.com/gameaudiogdc) | Royalty-free | 100+ GB of pro game audio, free, commercial OK. THE first stop. | | [Kenney Audio packs](https://kenney.nl/assets?q=audio) | CC0 | UI, impacts, footsteps, sci-fi weapons. | | [Freesound](https://freesound.org) (filter CC0) | CC0/CC-BY | Searchable; check license per file. | | [BOOM Library free packs](https://www.boomlibrary.com/free-sound-effects/) | Royalty-free | Cinematic-quality freebies. | | [99Sounds](https://99sounds.org) | Royalty-free | Weapon/impact packs. | ## Attribution bookkeeping - Sketchfab: `tools/sketchfab_import.py` writes `.license.json` next to every download; the pipeline copies it beside the final skin GLB. - Anything CC-BY (models or sounds) must appear in a credits screen. Grep for license files before shipping: `ls assets/**/*.license.json`.