Game assets are the files a game shows and plays: sprites, tilesets, 3D models, textures, skies, UI, fonts, music, sound effects and visual effects. For most small games you can get all of them free under CC0, a license that lets you ship them commercially with no credit, from Kenney, Quaternius, KayKit, Poly Haven and ambientCG. What takes the work is reading each license, picking formats your engine imports well, and making assets from different sources look like one game.
We make Oryn, an AI game maker whose games come with their assets, so weigh that when we mention it. Everything about other sources below comes from their own pages as they read on November 3, 2026, and where a page wouldn't load we say so. We didn't run a fresh import test of every pack for this guide.
What counts as a game asset?
An asset is any file that holds content, as opposed to the code that runs it. Each type has its own sources and its own common format, so it helps to list what your game needs before you start downloading.
| Asset type | What it is | Typical format | Free place to start |
|---|---|---|---|
| Sprites | 2D images of characters and objects, often with animation frames in one sheet | PNG | Kenney, free sprite sheets |
| Tilesets | Grids of same-sized tiles for building 2D levels | PNG | Kenney, OpenGameArt |
| 3D models | Meshes, often with a skeleton and animations | GLB/glTF, FBX, Blend | Kenney, Quaternius, KayKit, Poly Haven |
| Textures and materials | Image maps that describe a surface (color, normal, roughness) | PNG, JPG | ambientCG, Poly Haven |
| Skyboxes and HDRIs | 360-degree images that light a 3D scene and fill the background | HDR, EXR, PNG | Poly Haven, ambientCG, Kenney |
| UI | Buttons, panels, icons, input prompts | PNG, SVG | Kenney |
| Fonts | Typefaces for menus and HUD | TTF, OTF | Google Fonts, Kenney |
| Music | Loops and full tracks | OGG, MP3 | Royalty-free game music |
| Sound effects | Short sounds tied to actions | WAV, OGG | Kenney, Freesound |
| VFX | Particle textures, smoke, sparks, light masks | PNG | Kenney |
A small 2D game might need a few dozen files. A small 3D game can run to hundreds once you count every prop and material, which is why people start from a kit. How to make a 3D game covers what that extra scope costs you.
Where to get free game assets
Five sources cover most needs, and all five state a CC0 license or something close to it. Start here before you open a marketplace.
Kenney: the default for 2D, UI and audio
Kenney's support page says all game assets on its asset pages are public domain (CC0), usable in commercial projects, with attribution not required. The asset index has filters for 2D, 3D, UI, Audio, Pixel and Textures, and ran to 14 pages when we checked. A typical pack lists its size and license on its own page: UI Pack has 430 files, Pixel Platformer has 200 files at 18×18 tiles, and the Platformer Kit has 150 3D files with animation.
It's the one source that covers nearly every row of the table above in one style. Our Kenney assets guide goes through the packs, the paid bundle and how to import them.
Quaternius: free 3D kits and animation
Quaternius listed 83 packs on November 3, 2026, from single animated characters to modular kits. Downtown City MegaKit has more than 300 modular pieces and Universal Animation Library 2 has more than 130 animations on a humanoid rig.
Read the license on each pack page. The FAQ still says all models are CC0, and 82 of the 83 pack pages said CC0 when we checked them. One new pack, Bestiary - Dungeon Monsters Kit, lists the Quaternius Asset License dated August 28, 2026. It also needs no credit and allows commercial games, but you may not redistribute the assets as an asset pack, even modified. For a finished game the practical result is much the same, and the license says later versions apply only to future releases.
Formats vary too. Only 27 of the 83 pack pages list glTF; the others list FBX, OBJ and Blend.
KayKit: stylized low-poly sets
KayKit is Kay Lousberg's line of low-poly packs, listed on his site. The Dungeon Remastered page describes more than 200 modular assets on a single 1024×1024 gradient atlas, free for personal and commercial use with no attribution (CC0), in FBX, glTF and OBJ. The downloads live on itch.io, which blocked our direct requests, so we're relying on his site for these details. Search listings for his itch.io pages show that some packs also sell a Source tier with Blender files.
Poly Haven: realistic HDRIs, textures and models
Poly Haven licenses its assets as CC0 and says you don't need to give credit. Its public API listed 997 HDRIs, 869 textures and 521 models on November 3, 2026. The site promises unclipped HDRIs of 16K or more, textures of at least 8K, and hand-made work that avoids generative AI. No signup is required.
The realism is the limit: these are photoscans and high-detail models, built for visual effects and high-end games, so they clash with a low-poly kit.
ambientCG: PBR materials
ambientCG releases everything under CC0, covering both the files and the preview renders, and says you don't need to give credit. Its API counted 2,038 materials on November 3, 2026, with downloads from 1K to 8K in JPG or PNG. Take the 1K or 2K version unless you have a reason not to, since a game with many 8K materials uses a lot of memory.
OpenGameArt and itch.io: more choice, more reading
OpenGameArt's FAQ says commercial, closed-source games can use its art if they follow each work's license. The site mixes CC0, CC-BY, CC-BY-SA, OGA-BY and GPL, and a work can carry several. Artists say how they want to be credited in a "Copyright/Attribution Notice" on the submission page.
itch.io has a large game assets section with free and paid packs, and creators choose the license themselves (one forum thread shows the selector in use). itch.io blocked our direct requests, so we can't give counts. Read the terms on each page and save a copy with the download, and see our itch.io guide for what to look for.
Fonts and audio
Google says in its Fonts FAQ that you can use Google Fonts commercially, including inside products you sell. Most use the SIL Open Font License, which lets you bundle a font with software as long as the notice and license travel with it and you don't sell the font on its own. Put that license file in your game's folder.
For sounds, Freesound offers Creative Commons 0, Attribution and Attribution Noncommercial, set per sound. Filter out Noncommercial if you might ever sell the game. Kenney's audio category lists ten packs, mostly effects and voice, such as Interface Sounds (100 files) and Music Jingles (85 files). For a real soundtrack, see royalty-free game music or AI game music and sound.
Where to buy game assets
Paid packs earn their price when you need something the free libraries don't have, such as realistic characters or a particular setting, and when you'd like your game to look less familiar. Each store has terms that free licenses don't.
Fab is Epic's marketplace. Its licensing docs list two licenses, Creative Commons Attribution (free) and Standard (free or for sale). Standard has two price tiers set by your revenue: Personal if you made $100,000 or less in gross revenue in the last 12 months, Professional above that. Fab's license summary, which we could only read as a search excerpt because the page blocked our requests, says use isn't limited to Unreal Engine. Some older listings can still carry the legacy UE Marketplace license, which is noted on the listing, so check before you buy for use in another engine.
The Unity Asset Store runs on its own EULA. Section 2.2.1 lets you include an asset in a product "together with substantial, original content" and only where the asset doesn't make up a substantial portion of that product. A game built almost entirely from one store pack may fall foul of that. Editor extensions and scripts are licensed per seat, for at most two computers. Community readings differ on using Asset Store art in other engines, and we didn't find a plain statement from Unity, so read the license tab of the specific asset or ask the seller.
itch.io also sells packs directly from artists, usually with simple terms written on the page. Those terms are the license, so keep a copy.
Game asset licenses explained
"Free" says what the download costs and nothing about what you may do with it. These are the terms you'll meet most often.
| License | Commercial use | Credit required | Other conditions | Seen on |
|---|---|---|---|---|
| CC0 | Yes | No | Trademarks and patents unaffected, no warranty | Kenney, KayKit, Poly Haven, ambientCG, most Quaternius packs |
| Quaternius Asset License | Yes | No | No reselling or redistributing the assets as assets | One Quaternius pack so far |
| CC-BY | Yes | Yes | Name, license link, note changes, no added restrictions | OpenGameArt, Freesound, Fab |
| OGA-BY | Yes | Yes | Like CC-BY, without the ban on technical measures such as DRM | OpenGameArt |
| CC-BY-SA | Yes | Yes | Changed versions must use the same license | OpenGameArt |
| GPL | Yes, with conditions | Yes, by notices | Written for code; effect on art unclear | OpenGameArt |
| CC-BY-NC | No | Yes | Non-commercial only | Freesound ("Attribution Noncommercial") |
| Store license | Yes, per terms | Usually no | Varies, usually no redistribution of raw files | Fab, Unity Asset Store, itch.io |
CC0
CC0 is a public domain dedication: the author waives copyright as far as the law allows, and anyone can copy, change and sell the work without asking. It has limits worth knowing. It doesn't touch trademark or patent rights, it comes with no warranty, and Creative Commons hasn't verified the status of works marked CC0. If an uploader on an open site marked someone else's art as CC0, the mark doesn't protect you, so prefer sources where the author is the publisher.
CC-BY
CC-BY 4.0 allows commercial use and changes on condition that you credit the creator, link the license, and say if you changed the work. You also can't add technological measures that stop others from doing what the license permits. That clause is why OpenGameArt created OGA-BY, a variant without it, for artists who are happy to appear on platforms that use DRM. If your game may ship with DRM, prefer CC0 or OGA-BY, or ask the artist.
A credit line that covers the requirements looks like this:
"Forest Tileset" by Jane Artist, CC BY 4.0
https://creativecommons.org/licenses/by/4.0/
Source: https://example.com/forest-tileset (recolored)
CC-BY-SA and GPL
Share-alike licenses require changed versions to go out under the same license. Whether a whole game counts as a changed version of one sprite is a legal question with no settled answer that we can point you to, so we avoid CC-BY-SA in a closed-source commercial game. OpenGameArt's FAQ says plainly that GNU hasn't given specific guidance on how the GPL applies to typical game art, such as a GPL sprite sheet. Treat GPL art as something for open-source projects.
Keep a record
Create a file in your project on day one, such as CREDITS.md, with one line per asset source: name, author, URL, license, date downloaded. It takes seconds per pack and saves you a very slow search later. If a pack's terms change, as Quaternius's did for new releases, your record shows what applied when you downloaded it.
This is general information from the license pages, and we aren't lawyers. Get advice before you bet a commercial release on an unclear license.
AI-generated assets: the rules
Steam requires disclosure
Valve's Content Survey documentation has a section on AI, read here on November 3, 2026. It concerns AI used to create content "that ships with your game, and is consumed by players". Tools that only speed up your work, and whose output doesn't reach players directly, aren't its focus. It defines two categories:
- Pre-Generated: art, sound, text or anything else made with AI tools during development that ships with the game. Valve evaluates it the same way as non-AI content.
- Live-Generated: content AI creates while the game runs. You must also tell Valve what guardrails you've put on it. Valve won't ship Live-Generated AI in Adult Only Sexual Content games.
Under the distribution agreement you also promise the game has no illegal or infringing content, which applies to AI output like everything else. So generated sprites or music are allowed on Steam, as long as you declare them and they don't infringe.
Copyright is less certain
The US Copyright Office concluded in January 2025 that AI output can be protected only where a human author determined enough of the expressive elements, for example through creative arrangement or changes, and that writing prompts alone doesn't qualify. Using AI inside a larger human-made work doesn't remove protection from the human parts.
For you, this means others may be free to copy a purely generated sprite, since you may hold no exclusive right in it. Your game as a whole, with its code, design and arrangement, is a different matter. Oryn's own terms flag the same point under German and EU law.
Read the terms of each generator as well. Commercial rights often depend on the plan, and some tools keep rights in the output. Our comparisons cover this for Meshy vs Tripo, the best AI 3D model generators and PixelLab vs Retro Diffusion.
Formats per engine
Pick formats by what your engine handles best. These are the defaults we'd use.
| Asset | Godot 4 | Unity | Unreal |
|---|---|---|---|
| 3D model | GLB (glTF 2.0) | FBX, GLB with a package | GLB or FBX |
| 2D sprites and tiles | PNG | PNG | PNG |
| Short sounds | WAV | WAV or OGG | WAV |
| Music | OGG (MP3 where CPU is tight) | OGG or MP3 | Check the engine's import docs |
| HDR sky | HDR or EXR | HDR or EXR | HDR or EXR |
The 3D row comes from Kenney's import guide, which recommends GLB for Godot and Unreal and FBX for Unity, says FBX and GLB are equal in features with GLB smaller, and advises against OBJ unless nothing else works. The other Unity and Unreal cells are common practice that we didn't verify in those engines' docs for this post.
In Godot, the docs are specific:
- 3D: glTF 2.0 is the recommended format. OBJ has no skeletons, animations or PBR materials. FBX works through the built-in ufbx importer from Godot 4.3 on.
- Images: PNG, WebP, JPEG, SVG and others. Lossless compression is the default for 2D and recommended for pixel art.
- Audio: WAV for short, repetitive effects, Ogg Vorbis for music and speech, MP3 for projects short on CPU such as mobile and web.
- Skies: a 2:1 panorama, in HDR or EXR if you want high dynamic range lighting.
Our Godot assets guide walks through the import settings and the mistakes that show up most, such as scale and blurry pixel art.
PNG atlases and sprite sheets
An atlas is one image holding many sprites, and a tileset is an atlas on a fixed grid. To import one you need three numbers: tile size, separation between tiles, and outer margin. Many Kenney downloads include a tilemap.txt with those values. Without one, measure them in an image editor before you slice, since a one-pixel error shifts every tile after the first row. Free sprite sheets covers where to find animated ones.
Keeping a consistent art style
Mismatched assets are the most visible sign of a game built from free packs. These rules keep a mix under control, in the order we'd apply them.
Choose one primary source. Pick the pack that holds your player and most of your level, then look for everything else to match it. KayKit's gradient atlas and the colored-square atlases Quaternius describes in its FAQ give flat, clean surfaces, and those sit badly beside an 8K photoscanned wall from Poly Haven.
Fix the camera and scale first. Decide the view (side, top-down, isometric, third-person) and the unit size before you collect art. In 2D, a tile size difference is hard to hide: Kenney's Pixel Platformer uses 18×18 tiles, so a 16×16 character pack from elsewhere needs its own decisions about pixel size. Keep the same pixel size on screen across every sprite.
Limit the palette. Write down a small set of colors and check new assets against it. A recolor is often all a mismatched sprite needs. In 3D, swapping an atlas image recolors a whole kit at once.
Match detail density. Compare the assets at game camera distance, side by side. A detailed prop on simple ground looks like a mistake even when both are good on their own.
Unify with a shared treatment. Use the same lighting, fog, color grade and outline across the whole game. Compare a screenshot with and without them, because this is often what ties two 3D packs together.
Test early with the ugliest combination. Put the most different assets in one screenshot before you commit. If they fight there, change the plan while it's still cheap.
Generating assets with AI
Generation fits the things a library won't have: your specific hero, an icon set in your palette, a texture that matches your art direction. It's a poorer fit for large sets that must match exactly, unless the tool lets you hold a reference, since each result can drift.
Use this order for any generator:
Write down the style first
Note the palette, camera angle, proportions and what the asset sits next to. An asset requested in isolation may be fine alone and still not match the rest of the game.
Generate one, then test it in the engine
Put the first sprite or model in a scene at game size. Fix the prompt or reference before you make twenty more, because each later correction has to be repeated across all of them.
Check the technical parts
For sprites, look at the background transparency, frame alignment and pivot. For 3D, look at scale, polygon count and whether the skeleton works. Generated models often need cleanup.
Record it
Log the tool, plan and date in your credits file, so your Steam disclosure and any commercial-rights question can be answered later.
Where to go next depends on the asset type: Meshy vs Tripo and the best AI 3D model generators for models, PixelLab vs Retro Diffusion for pixel art, and AI game music and sound, AI sound effects generators or how to make game music for audio.
Getting assets with the game instead
In Oryn, you describe the game and assets arrive with it. Planning asks you for an art style and draws reference images. The build then generates the pictures, sprites and textures your mockup calls for, picks from a library of tens of thousands of models, sprites, materials, skies and sounds from sources such as Kenney, KayKit, Quaternius, Poly Haven and ambientCG, filtered to that art style, and gives every new game its own generated soundtrack. You can also upload your own files, and each game ships a CREDITS.md listing the engine and asset sources.
The trade-offs are real. A first build takes about 30 minutes, widely used free packs still look like widely used free packs, and anything generated falls under the same Steam disclosure and copyright points as above. Hand-picking from the sources here gives you more control and costs no credits.
A simple workflow for your first game
- List every asset the game needs, grouped by the types in the first table.
- Pick one primary pack that fits your camera and style.
- Fill the gaps from the other CC0 sources, then AI or paid packs for what's left.
- Log each source in
CREDITS.mdas you download it. - Import one asset of each type and test it before bringing in the rest.
- Check the export guide for your platforms, and remember that phones need smaller textures than desktops.
Frequently asked questions
Where can I get free game assets?
Kenney, Quaternius, KayKit, Poly Haven and ambientCG are the best places to start, since they state CC0 or similarly open terms on their own pages as of November 2026. OpenGameArt and itch.io offer far more, but licenses differ from pack to pack.
Can I use free game assets in a commercial game?
It depends on the license. CC0 allows it with no credit, CC-BY allows it with credit, and non-commercial licenses such as CC-BY-NC don't. Check each asset's page and keep a record of the license when you download it.
What are the best free 2D game assets?
Kenney is the easiest starting point, with CC0 sprites, tilesets, UI and pixel art in matching styles. itch.io has more variety in style, and OpenGameArt has a large archive, but check licenses there. See our guide to free sprite sheets.
Do I have to credit game assets?
Not for CC0 assets from Kenney, Quaternius, KayKit, Poly Haven or ambientCG, though the creators appreciate it. CC-BY and OGA-BY require credit, usually in your game's credits and store page or a credits file, with a link to the license.
Can I use AI-generated assets in a Steam game?
Yes, if you disclose them. Valve's Content Survey asks about Pre-Generated AI content that ships with the game and Live-Generated content made while it runs, and the game must not contain illegal or infringing content.
Which 3D format should I use in Godot?
glTF 2.0, usually as a single .glb file. Godot's docs recommend it. FBX works through the built-in importer from Godot 4.3 on, and OBJ lacks skeletons, animations and PBR materials. See our Godot assets guide.