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Open Game Art (opengameart.org)
251 points by based2 on Oct 30, 2016 | hide | past | favorite | 15 comments



Love it. There's a growing trend of open design. Another example is http://www.logodust.com where we open source logo designs


I really like logo dust, thanks for the link!


I like that one of the search parameters is "license", so you can look for stuff that's permissive enough for your project.


The bottom comment on a previous discussion is someone pointing out that sometimes unlicensed game asset rips get on the site (And getting downvoted for it because they couldn't have an example)

Anecdotal evidence, but I saw an asset I recognized from a AAA game on there years ago. I'd be a little careful using the more obscure assets for a commercial project.


I like the website a lot, although I see two small issues with it:

1) sometimes things that are packs are uploaded as separate assets, so you can have few pages of art dump from some open source game project

2) some low-effort assets should be removed or put into some kind of staging area. By low effort I mean people using the MS Paint spray to paint some white dots on black background and call it "starry background", or some basic Perlin noise with colours pushed as "some colorful abstract background, maybe someone will find this useful".



I was wrongly expecting something about video game as art.

To me it is really strange that video game as a new medium for art has not taken more traction yet. Every ingredient seems to be there for the recipe: novelty of the medium, specific set of constraints that need to be overcome, ability for a single person to create their vision, etc.

I know some of them are already, e.g. Machinarium, but is still marginal it's it not?


All new artforms are derided as not being "true" art by the establishment, who are invested in the status quo. Even contemporary art, intended to expand our ideas about art, is often only accepted under certain existing categories; performance art, mixed media, others.

Once could hypothesise that when non-gamers think of games, they think of the most popular games, which means the most commercially viable. I would equate it to thinking of advertising illustration or graphic design when talking about "visual art".

Of course, people often think games should be fun in some way, so the kookier games that are artistic expressions might not become popular, because people don't want to experience those works.

Some examples of games I consider arty:

- Moirai [0]

- Sisters of the Amniotic Lens [1]

- Gone home [2]

- The Stanley Parable [3]

[0] http://store.steampowered.com/app/496920/

[1] http://store.steampowered.com/app/287140/

[2] http://store.steampowered.com/app/232430/

[3] http://store.steampowered.com/app/221910/


Thanks for these suggestion, I'll check them out. There is also an interesting trend with pico8 "pixel games", for me some of them have a "thing", a bit like chiptune music.



To be precise, 99.999% of everything that is produced by someone and considered art by someone else is not considered noteworthy art by the "art world", simply because it's really a very small and narrow world. Most paintings, videos and performances are just as unrecognized.


I've used this site in many personal projects. Very nice and easy to find what you're looking for.


The problem is with open art is, that it is never unique, as in easy adaptable to a unique colourscheme and look. And it always has this patchy look. If this models, textures where curated to fit into colour schemes and looks, that could be used, that would be awesome.


The UI is so similar to the ones we had in early 2000s in Game Dev communities. So many memories!


great site with a decent repository of assets. Some are from the 2012 Liberate Pixel Cup, which I participated in when learning python. I wish they would do another cup.




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