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Assets·2 min read

Bring your own assets, or generate them

Three sources of art and audio, how to get them wired into the game rather than parked in a folder, and what to check before you publish commercially.

There are three ways art and audio get into a Oryn project, and they are not alternatives — most projects end up using all three. The part that matters in every case is the same: an asset is only useful once something in the game references it.

Bundled libraries

Oryn ships game-ready libraries for prototyping — models, UI glyphs, textures, sounds, and modular level pieces. This is the fastest route to something that looks intentional, because the pieces are built to combine, and it is the default source for a first build.

The tradeoff is recognisability: widely used free packs look like widely used free packs. That is a fine cost for a prototype and a real one for a game you intend to sell.

Generated assets

Oryn can generate assets and wire them into scenes, UI, audio, and gameplay. Generation is strongest for the specific things a library will not contain — a particular character, an icon set matched to your palette, a texture matched to your art direction.

Describe generated assets the way you would describe the game's look: the style, the palette, the silhouette, and what it needs to sit next to. Assets requested in isolation come back correct and mismatched.

Your own files

You can upload images, audio, models, and other supported game files, then ask for them to be placed or connected in the project. Uploading is only half the job — say what the file is for in the same breath.

Weak:
  [uploads player.png]

Strong:
  [uploads player.png]
  This replaces the player sprite. It is 32x32, faces right,
  and the origin should sit at the feet so it lines up with
  the existing collision box.

Check licences before you sell

You can use Oryn projects commercially. Third-party assets carry their own licences though, and that is on you to verify — attribution requirements and non-commercial restrictions both exist in otherwise-free packs.

Keeping a project visually coherent

  • Fix the palette early and refer back to it — "use the existing accent colour" beats naming a new one each time.
  • Keep one source of truth for scale, so a new model does not arrive twice the size of everything else.
  • Replace placeholder assets in groups rather than one at a time; a single upgraded asset makes the rest look worse.
  • Say what an asset sits next to. Context is what makes a generated asset match.

Previous

Iterate without breaking what already works

Next

Export the Godot project and share the build

Try it on a real project

The fastest way to understand any of this is one small brief and one playable build.

Start buildingRead the FAQ
GamesGuidesBlogReviewsAffiliatesFAQPricingTermsPrivacyGuidelinesWithdrawalCancel contracts hereImprint
.dev
Made within Mannheim, Germany
Games
Pricing
←All guides

Assets·2 min read

Bring your own assets, or generate them

Three sources of art and audio, how to get them wired into the game rather than parked in a folder, and what to check before you publish commercially.

There are three ways art and audio get into a Oryn project, and they are not alternatives — most projects end up using all three. The part that matters in every case is the same: an asset is only useful once something in the game references it.

Bundled libraries

Oryn ships game-ready libraries for prototyping — models, UI glyphs, textures, sounds, and modular level pieces. This is the fastest route to something that looks intentional, because the pieces are built to combine, and it is the default source for a first build.

The tradeoff is recognisability: widely used free packs look like widely used free packs. That is a fine cost for a prototype and a real one for a game you intend to sell.

Generated assets

Oryn can generate assets and wire them into scenes, UI, audio, and gameplay. Generation is strongest for the specific things a library will not contain — a particular character, an icon set matched to your palette, a texture matched to your art direction.

Describe generated assets the way you would describe the game's look: the style, the palette, the silhouette, and what it needs to sit next to. Assets requested in isolation come back correct and mismatched.

Your own files

You can upload images, audio, models, and other supported game files, then ask for them to be placed or connected in the project. Uploading is only half the job — say what the file is for in the same breath.

Weak:
  [uploads player.png]

Strong:
  [uploads player.png]
  This replaces the player sprite. It is 32x32, faces right,
  and the origin should sit at the feet so it lines up with
  the existing collision box.

Check licences before you sell

You can use Oryn projects commercially. Third-party assets carry their own licences though, and that is on you to verify — attribution requirements and non-commercial restrictions both exist in otherwise-free packs.

Keeping a project visually coherent

  • Fix the palette early and refer back to it — "use the existing accent colour" beats naming a new one each time.
  • Keep one source of truth for scale, so a new model does not arrive twice the size of everything else.
  • Replace placeholder assets in groups rather than one at a time; a single upgraded asset makes the rest look worse.
  • Say what an asset sits next to. Context is what makes a generated asset match.

Previous

Iterate without breaking what already works

Next

Export the Godot project and share the build

Try it on a real project

The fastest way to understand any of this is one small brief and one playable build.

Start buildingRead the FAQ
GamesGuidesBlogReviewsAffiliatesFAQPricingTermsPrivacyGuidelinesWithdrawalCancel contracts hereImprint
.dev
Made within Mannheim, Germany

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