Dev Note: Handling Licensed Assets in The Wilds

GitHub: EvilGeniusGames/TheWildsCreatureExpansion

One important consideration we’re working through is how to manage licensed creature assets inside the project.

The models we’re using are final production assets from ProtoFactor, and while we have a valid license to use them in this mod, that license does not permit redistribution — including uploading the source FBX files or textures to GitHub.

To stay compliant, we’re setting up the project structure so that licensed assets are excluded from version control and only exist locally during development. This likely means:

  • Adding all asset folders to .gitignore.
  • Providing placeholder proxies in the public repo, if needed for build integrity.
  • Documenting asset paths and setup steps for collaborators without redistributing the original content.

It’s not ideal for full open-source collaboration, but licensing terms have to be respected. All mod logic, systems, blueprints, and tooling will remain fully available in the repo — only raw media assets are excluded.

If you’re running into similar issues in your own projects, feel free to reach out. We’ll likely publish a more formal asset-handling guide as the project matures.

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