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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.

Dev Blog: The Wilds Creature Expansion — Week One

GitHub: EvilGeniusGames/TheWildsCreatureExpansion

This week has been about laying the groundwork for The Wild Creature Expansion, the first module in The Wilds mod series for Satisfactory.

  • Editor Setup: I’ve got the Unreal Engine 5.3.1 editor and mod tools installed and configured with Alpakit, targeting Satisfactory 1.1 A few false starts, but everything is building and launching cleanly now.
  • Asset Prep: I’m working with final FBX assets from ProtoFactor, which include rigs and baked animations. Right now, the goal is to get the first creature imported and rendering properly in the editor.
  • Animation System: I’ve started learning Unreal’s animation tools — animation blueprints, state machines, and retargeting. It’s a lot deeper than expected, so there’s a learning curve, but I’m starting to piece things together.
  • Unity Viewer: Built a quick Unity scene to preview creatures, textures, and animations to speed up evaluation before doing full Unreal imports.

Initial focus will be on creatures for the Dune Desert biome. One early concept, the Terror Pod, is a swamp ambush creature — it hides underwater with just a flower-like lure showing. At night, its glowing orange vents make it visible, but during the day it’s nearly invisible.

Next week’s goal is to get a creature fully visible and idle in the world — and continue learning the animation pipeline.

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