Blog

Writing about assets, licenses, and the parts of making a game that are really filing problems. Follow by RSS

  1. A pack waiting in Review because its license could not be established.
    2 min read

    What to do with an asset that has no license

    The folder with no readme, the file a friend sent you, the model from a site that no longer exists. None of them are hopeless, and one of them is.

    • licenses
    • workflow
  2. Packs in the library, each kept whole rather than flattened into loose files.
    2 min read

    Why you have four copies of the same tree

    Asset duplication is not carelessness. It is what happens when a folder has to answer three questions at once, and it has real costs.

    • workflow
    • libraries
    • disk
  3. Browsing 3D models across every pack in the library, shown as previews rather than file names.
    2 min read

    Where to find free 3D models for games

    The sites worth knowing for models, which are safely CC0, which need reading per file, and what to record before you close the tab.

    • sources
    • models
    • licenses
  4. An HDRI previewed in Tessera as a panorama, without opening another program.
    2 min read

    Free HDRIs, and how to actually choose one

    Where to get them, what resolution you really need, and why the HDRI you pick decides more about how your game looks than any other single asset.

    • sources
    • lighting
    • textures
  5. The files inside an archive, listed without the archive being unpacked.
    2 min read

    Searching the assets you never unpacked

    Most people's libraries are half archives, and an archive is invisible to every search their computer can do. It does not have to be.

    • features
    • archives
    • workflow
  6. Assets a project already had, matched against the library by content.
    2 min read

    Start the game with what you already own

    The first hour of a new project is usually spent downloading. It is usually the wrong hour, and you already have more than you think.

    • workflow
    • use cases
  7. A bundle of packs in the library, each kept whole in its original archive.
    2 min read

    The 40 GB bundle you never opened

    Everybody has one. Here is why it stays unopened, and how to make it useful without spending a weekend unzipping things.

    • workflow
    • libraries
    • archives
  8. A linked game in Tessera, with the credits file it keeps for the project.
    2 min read

    What a credits screen actually needs to say

    Attribution is a real obligation with a vague specification. Here is what satisfies it, what is courtesy, and how to stop writing it by hand.

    • licenses
    • credits
  9. The Tessera window, showing a library of asset packs.
    2 min readVideo

    Forty seconds of Tessera

    A short film of the whole thing: a pack arriving whole, a license being answered, a search across every archive, and a game getting its files with the credits written.

    • video
    • tour
  10. A pack's page in Tessera, showing its license, its source and the file that proves it.
    6 min read

    A field guide to game asset licenses

    The licenses game assets actually arrive under, what each one asks of you, and which ones are a problem for a commercial game.

    • licenses
    • reference
  11. A pack waiting in Review, asking which license it is under and where it came from.
    4 min read

    Where did this asset come from?

    Attribution is not really a licensing problem. It is a filing problem, and it is the one a game asset library should be solving.

    • licenses
    • credits
    • workflow