OpenGameArt.org Blog
FOSS Game Projects: How you can help us make art for your game
I know there are a lot of FOSS game projects out there that keep an eye on OGA, which makes us very happy. If you're reading this and you're a maintainer of a FOSS game project, there's a very easy way you can get more out of OGA. Namely, make a list of the art assets you need. It doesn't need to be a complete list, even -- just a few things you can think of off the top of your head. When you have your list, put it up on your forum or wiki and put a link to it on our forum, or just type up a forum post here on OGA with the list and keep an eye on it. Be sure to specify which license(s) you prefer.
You'd be surprised how often our contributors are sitting around idling in IRC, looking for ideas for things they could work on. Make that work to your advantage and get some game assets out of it. :)
Peace,
Bart
Frogatto & Friends
If you haven't checked it out already, I highly recommend taking a look at Frogatto, a free 2D platformer for Windows, Linux, and Macintosh. I've been playing it myself, and while I'm not far enough in to write a real review, what I can say is that the controls are smooth and natural and the graphics are all-around gorgeous. Plus, the game itself is just plain fun.
Of particular interest is the fact that Frogatto's engine is Open Source and completely moddable. While they've maintained the copyright on their images (they plan to sell their game on the iPhone), the engine itself is GPLed and quite feature-rich. It's also noteworthy that they contributed their previous art to OGA a while back, which you can find here.
Congrats to the Frogatto team on their 1.0 release!
EDIT: Ogrebane notes in a comment:
"It's worth mentioning that the designer and lead programmer of the FOSS TBS Battle for Wesnoth, David White, is the creator of Frogatto. Other Wesnoth contributors who are actively involved in the Frogatto project are Jetrel, crimson_penguin, Neorice, and shadowmaster."
Galactic Plunder -- HTML5 at its finest!
From time to time, I like to watch OGA's referer list just to get a good idea of where people are finding our site from, and once in a while, I'll discover something super cool. This is one of those times. :)
Meet Galactic Plunder, a game by DougX, written entirely in HTML5 and javascript, which makes use of the Canvas element and native audio. No Flash or Java plugins are necessary to play this game, although you will need an HTML5 compliant browser (the site recommends Firefox or Opera -- no word on Chrome or Safari). The game itself makes use of some works by Lamoot and Surt archived right here on OGA. :)
There's only one level of play right now, but it looks great and the gameplay is smooth! Great work, DougX!
Peace,
Bart
"Why is it taking so long for my art to show up in the archive?"
Hey folks!
Some of you may have noticed that in some cases it takes a while for a particular piece of art to be approved. Generally, we're trying to resolve some licensing questions so we know we can legally post the work. Here's how you can help:
- If you're posting a work by someone other than you (or an anonymous public domain work), leave a source link in the description so we can go check it out.
- If you're submitting a musical piece or a textured 3D model, we need to know where your samples and textures came from. Many sites that distribute free sound samples or textures have odd license clauses that render them incompatible with the Libre licenses we support on this site. In many cases, if you contact the original creator of a texture or sample, they'll be willing to relicense their work so that you can post your art here.
- Don't include a licensing restriction in the description of your submittion that the license(s) you selected don't allow for. The most common of these is "for noncommercial use only," which is incompatible with every license here, although any restriction on the manner a work can be used (save for a generic assertion of moral rights, which can vary from country to country) is generally incompatible with the license choices here on OGA. Please note that your moral rights are maintained whether you specifically mention them or not, although sometimes it's a good idea to mention it if you intend to enforce them.
- Anonymous submissions are fine with us; we want to make things as convenient as possible, including for people who would prefer not to disclose their contact information. Just understand that, if you submit a work anonymously and we have a question, we have no way of reaching you, so we may never be able to post your artwork. If you've posted an anonymous submission that hasn't been approved, we'd love to talk to you on IRC (see the top right corner of the page) so we can resolve the issue and post the work.
- If you've been submitting art regularly, we often give you permission to skip the moderation process. This is something we have to do manually, though, so sometimes we might miss someone. If you're a regular contributor and your art isn't showing up in the archive immediately, prod us about it on IRC or on the contact form.
We know licensing is crazy and confusing. It took us quite a while (and many hours of research) to determine what we can and can't accept. Most people (the ones who aren't insane enough to tackle running a medium-sized website) don't have the time to dig around through arcane licensing documents, so we're always happy to answer any licensing questions you might have. Feel free to post on the forums or talk to us in our IRC channel if you have any questions.
Peace!
Bart
Art, Copyright, and Value
I just read a post on Slashdot that linked to a blog entry by composer Jason Robert Brown. It's an interesting read, and anyone with any interest in copyright ought to read it. The response on Slashdot was surprisingly hostile, which is why I'm posting my own response here, since people can't downmod me on my own blog. :)
The TL;DR version of the blog post is as follows:
- Mr. Brown discovered a number of people trading his sheet music for free on a trading website.
- Since about half of his income is from sheet music sales, he contacted the individual users trading his music and asked them to take it down. Most of them complied.
- He had a fairly long conversation with a teenage girl named Elanor who was angry because she was unable to obtain his music now that it had been taken down.
- Mr. Brown argued that, as the author and copyright holder of his works, he has the right to ask for royalties.
- Elanor argued that, as a teenager with unsupportive parents, she doesn't have access to a credit card to purchase the work online despite the fact that it costs less than $4, and that downloading the song for free doesn't hurt him at all because she wouldn't have paid for it anyway.
First off, I agree with Mr. Brown. While he uses the word "stealing" the same way the RIAA does (I would personally refer to the act in question as piracy and equate stealing with plagiarism), he is fundamentally correct. An artist should without question, for a limited time, have control over how their work is distributed (making allowances for fair use and the like).
Now, I see a lot of arguments out there that attempt to draw an exact parallel between intellectual property and material goods, and I believe these arguments are counterproductive. When I produce a material good, I have to pay for the materials that go into each item that I make. By contrast, if I write a song, distributing that song digitally costs essentially nothing. Any attempt to ignore that disctinction is utterly transparent -- we all know intuitively that material goods and intellectual property are not the same thing.
On the other hand, the issue of design costs exists in both cases. If I'm going to create a product, I first have to design that product. I may hire one designer or many, or I may even design it myself. Regardless, the time spent designing that product has value. By the same token, if you write a song, even if it's possible to make a gazillion copies of that song for free, it still took time and effort to bring that song into existence. In terms relevant to OGA and the Creative Commons, when an artist decides to release a work for free, that doesn't mean that the work has no value, it simply means that they have chosen to donate their time to the community.
But, back to Elanor. Elanor made the point that, given her current situation, she was completely unable to actually pay for a copy of the sheet music she wanted. We'll assume, for the sake of argument, that she's telling the truth. It's not a big stretch, really. As a teenager, I found myself in exactly that situation quite frequently, and I did exactly what she did (albeit with computer games). Logically, since I didn't have enough money to pay for the games I wanted, I wasn't really a lost sale, so I pirated games. Even though I regret it now, I didn't feel particularly bad about it at the time.
And why should I have? It's true, isn't it? If I don't have the money to buy the game, the publisher is never going to see that money from me anyway, so the act of pirating the game doesn't affect them at all. If we assume that I'm being trusthful and that I really don't have the money (which is, again, entirely possible as a teenager), then the argument is demonstrably true -- that is, my having that copy literally did no harm to the publisher. In fact, it's also entirely plausible that my having those games might have caused someone else to like them and go out and buy them, resulting in additional revenue for the publisher. Man, it all sounds so easy!
Of course, much like everything else, it's difficult to reduce things down to such simple points without missing key information. Clearly, even if I have absolutely no money to spend on games, I'm not the only potential game consumer. People buy computer games all the time -- it's a huge industry, so clearly there are plenty of customers out there who can afford to pay for them. For an example of this, we'll skip a few years ahead to when I'm was in college. I wasn't particularly well to do, but it's safe to say that I could afford to purchase games and music from time to time. Back when Napster was in its heyday, I would sometimes search it for some obscure song and not turn up any results. I'd search around the web and not find the song I was looking for, so I'd reluctantly go out and buy it (or perhaps order it online). In this case, had that music been available via pirate channels, it would have been a lost sale.
My point? A few teenagers making pirated copies of things they can't afford to pay for doesn't in itself equate to lost revenue. However, the availablility of pirated copies of games and media can absolutely result in lost sales, because not all people who pirate media can't afford to pay for it. Do these lost sales add up to more than the revenue gained through the free advertising of having one's work available for free on line? I have no idea, but I would imagine that it varies depending on the situation. Regardless, artists, game designers, musicians, and other creative people have a right to decide how their work is distributed, no matter how wrong-headed some people may believe it may be.
As an endnote, before anyone goes and assumes that I support the RIAA's and ASCAP's heavy-handed lawsuits and lobbying, I want to point out that this is absolutely not the case. I decided some years ago that the RIAA would never see another cent from me until they took a more reasonable stance about their copyrights, partcularly pertaining to DRM and Fair Use, and laid off of the lawsuits where they ask for $700 to $150,000 in damages per song. How, you ask, am I doing this without pirating their music? Simple. I listen to it on the radio, I borrow it from my friends, I go to concerts, or I don't listen to it at all. There's plenty of excellent free music out there by talented artists, much of which is Creative Commons licensed. There is also music published for profit by companies who are not RIAA members. The important thing to remember is that you don't need a particular piece of media (be it art, music, game, or something else). If you find that it's not worth the asking price, then don't use it at all.
This concludes my longest blog post ever. It's 3 AM, so if it needs any spelling or grammar corrections, please point them out. :)
Peace,
Bart
Plug: Art For Code

Hey folks!
I just wanted to draw everyone's attention to a site that went up recently called Art For Code. It's a site set up to allow artists to offer their time in exchange for coders submitting features to the Blender project (and potentially other projects in the future). As a coder, it's a great way to get art for your game project -- and they're FOSS-agnostic, so indie devs can get in on the deal as well!
Here's a random thought: If you're a coder who's always wanted to contribute art to OGA, fulfill one of the bounties on Art For Code and then upload the art here. You'll have improved Blender and expanded our archive, so the community wins twice! ;)
Anywa, kudos to the Art For Code project for their awesome idea. It's something that could really go places. Let's get coding. :)
Bart K.
Come chat with the OGA community!
Greets!
In case you've missed the little box int he upper right corner of the page, OpenGameArt has an IRC channel on FreeNode. We're a pretty active channel, with generally 10 to 20 people online at any given moment, including a number of great coders, artists, and musicians. We're always up for critiquing artwork and just chatting about games and art in general, so feel free to drop by!
Chat with us from your web browser here:
http://webchat.freenode.net/?channels=opengameart
...or with the IRC client of your choice.
Peace!
Bart
New commissions: "WIN" sound effects and 16x16 woodland tiles
Hey folks!
Just wanted to draw your attention to our latest commissions, namely a set of forest tiles, originally by Surt and updated by Blarumyrran, and also a set of victory sound effects and fanfares by Remaxim, here:
Peace,
Bart
Introducing Gluon Creator!
Hi folks!
I was just made aware of a project called Gluon, an ambitious Open Source game development platform that's intended to take games all the way from the design process to distribution. What's really cool and innovative about the Gluon concept is that, unlike other game distribution platforms, there's no hard divide between creators and consumers, and that's really what Open Source is all about. Plus, being based on Qt, it's very near and dear to my own heart.
They've recently released their first technology preview, which you can pick up here. For a great write-up on what Gluon is all about, check out this article on dot.kde.org. They're an active and enthusiastic group, so if you're looking to get into some coding, they're looking for contributors. :)
Peace,
Bart
New 16x18 sprites commissioned!
Greets! Just wanted to draw your attention to a recent OGA commission by Antifarea. These little guys and gals are particularly suited for use on portable systems such as mobile phones, and also for small, casual type games. They're a perfect fit for Surt's 16x16 town tiles.
We've got more 16x16 content coming, so keep an eye out. And, as usual, your contributions are encouraged! :)
Peace,
Bart
This week's Friday Challenge! -- "Minimalist"
Greetings from OpenGameArt!
This week's Friday Challenge! theme is "Minimalist." We'd like to invite all out users to submit an entry. As usual, we'll accept any medium (2D, 3D, or audio), and whatever the prompt inspires you to create.
Check out the forum thread here:
http://opengameart.org/forumtopic/friday-challenge-apr-16-2010-minimalist
Peace,
Bart
Introducing the OGA Friday Challenge!
Hey folks!
OGA administrator and contributor pfunked has agreed to run a weekly event called the Friday Challenge!, in which we will give our community a prompt through the Friday Challenge Forum and then accept any and all types of submissions (any genre or medium) until that Friday. Our first challenge, "Touch of Nature", is already underway. Check it out, read the (very brief) FAQ, and give it a shot. :)
Peace,
Bart
Upcoming feature: DRM
Greets!
I'm very excited to announce a new feature that's been in the works for some time now, and will likely be pushed out to production in the next couple of weeks. By popular demand, we are now including Digital Rights Management on all of the art we archive. This will allow incredible new options for our art, such as:
- Only working on certain devices, like as the MicroApple ZunePod
- Demanding a 60-digit serial number at inopportune moments
- Only being usable on alternating Tuesdays
- Randomly failing on some systems
- Causing games to freeze up and dump you out to a command prompt the moment there's a glitch in your internet connection
- Limiting art to being installed on a total of two devices
- The ability to remove features from games you already own
Until now, features such as these have only been available on closed, proprietary devices. How many times have we heard people say things like, "man, I wish I could only listen to this music on my ZunePod" or "why isn't there a feature in Linux that shuts it down if it thinks my copy isn't 'genuine'?" or "gee, I wish this single-player game required me to be connected to the Internets at all times"? Now, OpenGameArt.org is bringing you what you've been demanding -- a proprietary experience in Open Source software!
You can thank us later.
Bart
P.S. Happy April Fools' Day. ;)
Happy birthday OpenGameArt!
Hey folks!
Just wanted to let everyone know that, as of today, OpenGameArt.org is 1 year old! I think this is a good time to say thank you to all of the art contributors, donors, and community members who have made this site what it is. Here's to many more years!
Bart
P.S. We're in the planning phase of OGA 2.0, which will have more tools for the art and development communities along with the archive that made the site popular. If you have any ideas for improvements or collaboration features, drop us a line, either here, or on our IRC channel.
A fun little game to check out...
Just wanted to give props to Anton Lapshin for developing Bart's Game, based on an idea by yours truly and conceived right here on the OpenGameArt Forums. The basic idea is that it's an arcade/puzzle game in which there's a human in a maze inhabited by monsters. The catch is that you don't control the human at all (who is constantly freaked out and running in random directions) and instead you move the walls of the maze to corral the human toward the exit while preventing the monsters from catching him. Check it out!
Please note that, while it works in its current form, it's still under heavy development.
Peace,
Bart
Apologies for the downtime.
We had a brief problem this morning with backups filling up the hard drive. I've freed some space, so we should be good to go again.
Bart
OpenGameArt.org is looking for donations
Hey folks!
I'd like to start pushing toward creating more 3D content for the community, including high-poly, rigged 3D models (perferably with textures and basic animations). As things stand, we just don't have the budget to do that right now, as such a job would run between $1000 and $3000 or more for male and female models.
So, this is where donations come in. To the right of this blog entry, there is a "Donations" box, and contained therein is a button marked "Donate to OpenGameArt.org". In particular, I'd like to nudge people toward the small subscriptions ($3 or $5 per month) which, despite the small denominations, would go a long way toward purchasing more art for the FOSS community, particularly if a lot of people decided to help us out.
Also, I've mentioned this in the past, but it bears repeating: For the forseeable future (as long as our bandwidth usage doesn't exceed the capabilities of the fairly hefty dedicated server I'm renting), every penny of the donations to OGA will go toward commissioning art for the community. In addition to that, I will continue to put money from my own pocket toward commissions on a monthly basis as I am able to do so. You can see more about our costs in the "More Information" section of the donation page.
Finally, if you're interested in creating some art for OGA, we are always thrilled to accept art contributions. If you'd be willing to donate some of your time and talent but don't know what to contribute, consider stopping by our IRC channel (linked in the upper right corner of the site) and asking around. There's always something to do. :)
Peace,
Bart
More fonts.
Yesterday I put in a plug for the Open Font Library. Today I discovered another free-as-in-speech font site that's worth checking out: The League of Movable Type. As of this post, their archive is pretty small (only 7 fonts), but each one of them is very well done. In particular, those of you out there who are working on sci-fi games may want to take a look at Orbitron, which is the sort of font that goes on the side of a space ship The fonts on this site are OFL licened, which means that they're usable in both open source and proprietary projects.
Anyway, I encourage you to check them out -- and keep an eye on them, because it looks like they update frequently!
Peace,
Bart
Where to find fonts for your games
It's been mentioned several times in the past that one necessary thing OGA lacks is a decent selection of fonts. In fact, I would venture to say that in general it's been very difficult to find good, free fonts out on the internet. Of course, there are a lot of sites out there with tons of "free" fonts, but when you look closely at them, you'll discover that the random and arbitrary licensing restrictions on most of said fonts prevent you from using them for any sort of serious work, either Open Source or commercial.
So what's a FOSS developer to do? Well, until recently, the only options were to (a) rely on certain standard font families that come preinstalled on most machines, (b) package some of the few existing fonts (such as the Liberation fonts) that are known to be safely licensed, or (c) roll your own, which is a ton of work.
Enter the Open Font Library. As of the time of this post, the Open Font Library hosts 170 different fonts (and growing), all licensed in such a way (either Public Domain or the Debian-approved SIL Open Font License) that they're completely safe to use in any Open Source or proprietary software, commercial or otherwise.
But don't take my word for it. Go check the site out for yourself, and if you're feeling up to it, contribute a font of your own!
Bart
3D Sci-Fi props contest winner
Congratulations to Osmic, winner of the OGA 3D Sci-Fi Props contest! This was far more extensive than we were expecting -- you could furnish most of a space station with this stuff! :)

For this amazing entry, Osmic will receive a $75 Amazon gift certificate. The objects can be downloaded at this link:
http://opengameart.org/content/sci-fi-prop-set-0












