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Game Assets For Open Source Games?

Ron Harwood writes "As a developer of an open source game - and having zero artistic talent - I find one of the biggest challenges is finding graphics (and potentially sounds) that can be distributed freely. Are there any good repositories of game assets (tiles, sprites, 3D meshes, sounds, music, etc.) out there?"

42 comments

  1. Have to plug my own project by MrAndrews · · Score: 4, Informative
    (You understand I can't pass up an opportunity like this to plug my own project. I'm sorry it's so self-serving)

    I've recently 'opened' the creative guts of my animated series (including concepts, technologies, artwork etc), and am in the process of releasing content bit by bit, and it so if you're interested, you can use and modify the stuff already up there at Dustrunners.com or request new assets in the games stream on the site.

    It's just getting rolling, but I'm sure there's something there that could help you...

  2. A big problem by bsharitt · · Score: 1

    This seem to be a big problem for a lot of open source games. Using the Warcraft II data files, Freecraft is a very good game, but when you use it's own art, it looks pretty bad. It is getting better, and pretty soon should it should have a complete set of artwork to make the game look okay.

  3. If there isn't one, there should be. by Tom7 · · Score: 2, Interesting

    Someone with a bunch of bandwidth (sourceforge?) definitely should do it. I'd be happy to contribute my game data from days past...

    1. Re:If there isn't one, there should be. by Sepper · · Score: 1

      Create 'artforge' or something similar?

      Nice idea, not sure if it would work though.

      --
      I live in Soviet Canuckistan you insensitive clod!
  4. Rip sounds from GPL projects by Christ-on-a-bike · · Score: 3, Interesting
    I have a little GPL'd game on Sourceforge as well (It's a 'Space Hulk' clone, in case you care: Sulk) and I've found that for smaller parts of the project, ripping from other GPL'd games can be worthwhile.

    Specifically, I took a couple of sounds for my user interface from Powermanga. The license allows this kind of thing, so why not? In this sense my game is a 'derived work'.

    There are of course public domain sounds, and indeed graphics, around. It seems pretty hard to find good ones that you can be sure are genuinely PD.

    1. Re:Rip sounds from GPL projects by cyberkreiger · · Score: 1

      If you ripped sounds from another project, aren't they included in the "artwork" for which you claim copyright on the page?

      The least you could do is give credit where credit is due.

      --
      Stumbling in the dark
      I hear slavering of jaws
      Eaten by a grue.
    2. Re:Rip sounds from GPL projects by Christ-on-a-bike · · Score: 1
      If you ripped sounds from another project, aren't they included in the "artwork" for which you claim copyright on the page?
      Fair comment, 'artwork' can be taken to include sounds.

      I don't plan to put such credits on the front page as it is already cluttered with 'mandatory' copyright information. TLK Games are credited in the README and other files that come in the distribution, as are the font creators (I am distributing non-free fonts, in fact) and co-authors. I've now updated the page to more accurately reflect this.

  5. Is The Opposite Out There? by MBCook · · Score: 3, Interesting

    I, like the poster, have no artistic skill, but I love to program and would love to work on games. Is there something the opposite of what the poster asks, in a way? Is there a site that has the art and game ideas where the people are looking for programmers to make their game? So the concept and all the art would be there, I would just have to make the engine?

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    1. Re:Is The Opposite Out There? by FrenZon · · Score: 4, Informative
      Is there a site that has the art and game ideas where the people are looking for programmers to make their game?
      Check out the forums at garagegames - there are heaps of people in there with great ideas just DYING for people like you.
    2. Re:Is The Opposite Out There? by dolson · · Score: 1

      Hey, if you ever liked the game Actraiser (the first one, not the sequel) for SNES, and would like to re-create a game like it for Linux/Windows or whatever, look me up. I'd really consider putting aside time to work on art, music, and sound for a game like that.

    3. Re:Is The Opposite Out There? by ggambett · · Score: 3, Informative

      Moreover, there's a GarageGames thread about a site which will host assets of "dead" projects, with a very permissive license.

      The thread is here. I'm not sure if it's in a public forum or not.

    4. Re:Is The Opposite Out There? by xenocide2 · · Score: 1

      There might not be people waiting for you to put their game together, but there's certainly an amount of computer graphic art people out there. Try Deviant-Art for starters. They offer a HUGE library of images made by PEOPLE. The images themselves probably aren't that useful, though there are a few people who make icons and pixel art that might be useful. The point here isn't to lift people's work but to find useful points of contact. Say hi, appreciate their art, and invite them to help. Expect a lot of rejections though. Artists need to eat, and lately there hasn't been much worry about selling out since nobody's buying =). The best you can do is graciously accept this, ask them a few questions (like would you feel more likely to help if we had a number of other people instead of just you? You know anyone who might be interested?, etc) and if you really like their style, try to keep in touch. Of course the interpersonal ability barrier innate in programmers makes the above process very rare ;)

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

  6. See also by Anonymous Coward · · Score: 5, Informative
  7. See by Time+Doctor · · Score: 1

    All you need is a couple blue super novas made in the gimp, a 3D model of tux driving a kart, some advertisements for Linux websites, and you're golden.

    --
    Check out ioquake3.org for a great, free, First-Person Shooter engine!
  8. Start a sf project... by Anonymous Coward · · Score: 1, Informative

    It would be a relatively simple matter to start a project - contribute a library of your own data - the hard part would be getting others to contribute.

  9. Lol... by Ron+Harwood · · Score: 0, Troll

    So I am ripping everyone off by providing free games?

    Oh, right, don't feed the trolls.

    1. Re:Lol... by LordLucless · · Score: 1

      You're a dick. He's not saying "Give me everything your do or you're an evil capitalist pig", he's saying does anyone mind giving me some artwork, or does anyone know where some existing, already free artwork is...which is considerably more polite than you.

      Ok, thats my Anonymous Coward reply quota filled.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
  10. Polycount by critter_hunter · · Score: 3, Interesting

    Polycount has lots of free graphics. Sure, you'll have to credit the author, but I don't think that's a problem. A friend of mine has an Hack'n'Slash game written in BlitzBasic using a bunch of models he found there. Doesn't look half-bad, either (except for the GUI... that needs work)

    --
    Karma: Could be worse (could be raining)
  11. GarageGames by _iris · · Score: 2, Informative

    While they aren't free, GarageGames offers content packs. I'd prefer something ala carte, but the screenshots are enticing.

  12. Assets by executebusiness.com · · Score: 3, Insightful

    Your best bet for assets is to study all aspects of game design yourself. I taught college game design and I'll tell you what I tell my students.

    If you want something done you have to rely on yourself. Don't wait for your key models person to come and save your project. Don't rely on anyone at all. Be sure of your concept, and allow it to grow via the process, but remember that it's yours and you are ultimately responsible for the success or failure of the project. Learn to do the aspects of the game you need yourself. Take the time to learn Maya, and learn Soundforge and learn Photoshop. If you really canâ(TM)t do art at all, you will need to team up with an artist, but I would limit your team to two members until you have a demo. Otherwise you spend all your time managing the team and no time producing your vision.

  13. RPG Maker by wrexsoul · · Score: 1

    I'm not sure what kind of game you're doing, but if you're out to do an RPG, you might consider RPG Maker. From what I've gathered, you're making your own engine, but there's a big RPG Maker community out there (since it got translated by Don Miguel) and they contribute a whole bunch of circa 1995-style sprites and so forth.

    But if you're looking for help with a more modern (i.e. 3d) game, if you're really on the lookout for talent, you should see if there are any universities around with graphic arts programs. If you're in it to make a product that can make money, you'd likely be able to find people willing to help, but of course they'd be a big slice of your pie. If you're just looking for a free project, perhaps try posting links to it on bulletin boards asking for volunteer help. If your idea is good enough, people should come.

    --
    - WrexSoul
    \/.
    vvv

  14. Try here... by bluemeep · · Score: 3, Informative

    The folks on the Game Maker forum are generally open with spriting assistance. You've usually gotta have something code-wise to entice them into helping out, but that'll probably be the case in a lot of situations when you need media handouts.

  15. Basic art can be easy... by alph0ns3 · · Score: 0

    If your game is going to be in 2D, you can take a random picture from google, have fun with filters in the Gimp, and voila, you have some sprites...

  16. FPS/Quake type textures by pmsyyz · · Score: 3, Informative

    Quake Retexturing Project
    http://www.quake.cz/winclan/qe1/

    --
    Phillip
  17. a few thoughts by Anonymous Coward · · Score: 2, Insightful

    Most games these days are staffed for 75% artists and 25% programmers or so. This isn't the Atari 2600 days any more, where a programmer can do the art himself. A good game needs good art. Unfortunately, this problem of having no artists is going to happen a lot with open source games. Lots of coders know about the open source as itâ(TM)s talked about everywhere. But the traditional artist has no clue even what open source is. Outside of finding some talent for your own game, the best bet is trying to get the word out to artists. Let me know what open source is, why we do it. Ask for their help.

    But reality says not much is going to change until open source is part of the artist vocabulary. Artists now days are in a state of what programmers were in 10 years ago. "What? Give away my stuff for free? Why? WTF?"

    Traditional open source projects have no need for artists (well maybe make up an icon or two). I have no idea how to get thousands of artists to join to open source, and perhaps that should be the subject for another Slashdot post.

    1. Re:a few thoughts by podperson · · Score: 1

      One issue that artists face and programmers do not is the reusability of code. Many open source projects are spawned by the reuse of a project that has already made money as a proprietary project, or which can be used to make money but is not itself commercial.

      Often, a company making something Open Source needs a particular program to work but makes it open source to avoid development costs for something that isn't part of their core business.

      Finally, some companies Open Source a project simply because they have to because they're using Open Source underpinnings for it.

      In general, an artist's products are never going to make him/her a red cent once they're "open sourced". Once you've given away the rights to an art work you can't even really use it in your own project -- ironically, the better the artwork, the more overexposed it will be (remember the dancing baby model given away with 3D Studio Max?)

      Your best odds for open source artwork would be stuff created but never used in the course of project -- but you'd also need remarkably generous companies to give this stuff away.

  18. Do it yourself by erinacht · · Score: 5, Informative

    Don't give me "I can't draw" like you're proud of it or something.

    The last new programming language or algorythm you worked on took studying, right?

    visit Learn To Draw and surprise yourself!

    you might not end up with the mona lisa, but you'll finish up with something better than the nothing you have right now.

    When your game looks reasonable, there will be a better chance of attracting an "artist" to help you.

    1. Re:Do it yourself by ArchAngelQ · · Score: 1

      How about open source spirit, the people who know how to do something well working on what it is they do well? If you are going to get uptight about someone claiming to have no talent at something, at least respect their honesty. One person can't build good software alone, so why should they be expected to provide good game assets?

      Not to mention that this utterly fails to address the need for sound fx.

    2. Re:Do it yourself by erinacht · · Score: 1

      Fair point I suppose, but you missed the point completely.

      The point was - do it yourself to some basic level to make it look good enough that an artist will be happy to help you along.

      My game looked like complete shit until an artist added a few touches - especially the logo

      Okay it still needs some work, but it's getting there.

      If the game didn't exist with my primitive attempts, the artist wouldn't have been motivated to help.

      On re-reading my intended helpful post does look a little cold - wasn't meant that way...

      And as for sound, same thing goes - there are many ways to produce great tunes with little skill.

  19. Gamasutra? by MikeyNg · · Score: 1

    I don't know about repositories of art, etc. It sounds problematic because people at least want CREDIT for what they've done, if not compensation. And art is somewhat different than code - it's difficult to open source.

    Although maybe you folks want to look at Gamasutra? It's certainly more company-oriented, but you may be able to find someone there...

    --
    Where the wind blows, the tumbleweed goes.
  20. Try here by Anonymous Coward · · Score: 1, Informative

    Well, I run a site devoted to Macintosh developers, called "iDevGames." We do host public domain game assets and donated game assets. I have also donated lots of free game assets which I created, however they fall under my special "iDevGame License." Which in a nutshell means, you MUST release a Mac game first before using any of my game assets. 8P I have made tiles, GUIs, backgrounds, sounds, etc. I have yet to make meshes as they take too much time. Well, that is my plug. There are many sites devoted to "pixel pushers" as well as musicans if you look around (like in forums.) Mind you though, many designers/artists might demand to see a working playable before considering spending the time to make N,NNN sprites/tiles. (I know I do.) Good luck with your quest for free game assets and remember not to "rip" assets from commercial games. - Carlos

  21. Hmmm, I might be able to help once and awhile by Mantrid · · Score: 1

    I do some 3D stuff my C4D site, One other recent quick pic, just a hobby, but if the right project came along it might be fun to do some 3D work. I had great fun doing Morrowind stuff, but it required a far too expensive program for graphic work. Cinema 4D was more affordable for me but was incompatible.

  22. Yes, but be careful by smcv · · Score: 3, Informative

    The community around Polycount tends to be strictly opposed to plagiarism, and it seems to a good idea to ask authors' permission before doing anything to their model (as well as being courteous - they like to know that their models are appreciated :-)

    Some models on Polycount don't actually have a permissions statement, meaning that if you want to be picky, it may not even be legal for Polycount to distribute them. Some have non-commercial clauses in the readme, or other encumberances.

    Some Q3 models use, or are based on, Quake 3 stock animations - I'm not sure about the copyright status of these, and whether they're a large enough proportion that the model counts as a derived work.

    As for "Free" rather than "free", I haven't seen a model on Polycount yet that's freely modifiable, or meets the FSF or OSI guidelines for free software/open source software - so if you want open-source code combined with unmodifiable graphics, that's fine, but if you want your artwork to be licensed in the same way as your code, Polycount is unlikely to help you unless you specifically ask the authors for more permission.

    1. Re:Yes, but be careful by critter_hunter · · Score: 2, Insightful

      Quite true - on the other hand, the stuff on Polycount is a great way to have something to show. If your game is playable, you have a chance to build a bit of a fanbase, and to attract artists. Then you have a chance to get some really Free artwork.

      But seeing as how the ratio to "game projects" to "game that are actually written" is very low, and that programmers (or people who think they are programmmers) appear to outnumber artists, I'd venture a guess it's pretty damn hard to get an artist to do some stuff for you. The "something to show" part is a good way to convince some people who don't know you that putting their talents at your service isn't a complete waste of time

      --
      Karma: Could be worse (could be raining)
  23. polycount by Anonymous Coward · · Score: 0

    http://dynamic.gamespy.com/~polycount/ubb/Forum1/H TML/009041.html

    Head over to polycount ;) This post is mentioned in the polycount forum.

  24. free game art by Anonymous Coward · · Score: 0

    if you still dabble in 2D games, there's always the venerable SpriteLib clip art library. it's recently been updated and contains a bunch of high-quality, pre-drawn graphic sets to make a platform game, an arkanoid clone, an asteroids clone, a combat (atari) clone and a clone of the 1943 vertically scrolling shooter.

    it's free too.

    http://www.arifeldman.com/

    the link is right off the home page.