# Third-party art ## Kenney Nature Kit Author: Kenney. Source: https://kenney.nl/assets/nature-kit License listed by author: CC0 1.0 — https://creativecommons.org/publicdomain/zero/1.0/ Eight selected GLB models and the supplied license are retained in `Art/ThirdParty/KenneyNature`. `Scripts/prepare_nature.py` rescales them and exports FBX derivatives: PineA/B/C, TreeTall, RockA/B, Grass and Bush. The original archive hash is pinned in `Art/ThirdParty/manifest.json`. ## Quaternius Ultimate Animated Character Pack Author: Quaternius. Source: https://quaternius.com/packs/ultimatedanimatedcharacter.html License listed by author: CC0 1.0 — https://creativecommons.org/publicdomain/zero/1.0/ The author's linked public Google Drive provides `Worker_Male.fbx`. The original file and a source/license note are retained in `Art/ThirdParty/Quaternius`; its hash and download URL are pinned in the manifest. Unreal imports the skeletal mesh at 0.55 scale and ten named runtime animation sequences. The source contains seventeen animation clips. Imported worker materials are explicitly opaque because the FBX's transparency values otherwise hide the character in Blender previews. ## Original project assets Vehicle meshes, roadside props, creature meshes, creature skeletal animation loops and synthetic audio were generated for this project. `Art/*Preview.png` files are offline Blender reviews, not gameplay captures. No paid asset, subscription, or marketplace purchase was made. Unreal Engine content and engine licensing remain separate from these CC0 source assets. ## Kenney roadside expansion and input prompts - Retro Urban Kit: https://kenney.nl/assets/retro-urban-kit - City Kit (Industrial): https://kenney.nl/assets/city-kit-industrial - Input Prompts: https://kenney.nl/assets/input-prompts All three are CC0-1.0. Author license files accompany the retained source assets under `Art/ThirdParty/`. The expansion manifest pins official download URLs, archive hashes and individual source hashes. `Scripts/prepare_roadside_assets.py` changes scale and exports selected models to FBX, preserving UVs and embedding their textures. Input PNGs are copied to `Art/UI` and imported into `/Game/UI`. No paid assets were purchased. ## Kenney Impact Sounds Source: https://kenney.nl/assets/impact-sounds — CC0-1.0. Selected original OGG files and the author's license are retained under `Art/ThirdParty/impact-sounds`, with archive and per-file hashes in the expansion manifest. PCM WAV derivatives under `Art/Audio/Foley` provide concrete/grass footsteps, collection, cargo, landing and impact sounds. No synthesized replacement is used for these events. ## Unreal Engine template effects `Content/Variant_Combat/VFX` and `Content/Variant_Horror/Blueprints/Light/Assets` are copied from the installed Epic Unreal Engine 5.8 templates (Third Person Combat and First Person Horror). These are Epic engine template assets, governed by the applicable Unreal Engine license; they are not CC0. They supply Niagara impact and dust effects and their materials. `Scripts/import_presentation.py` checks the referenced game asset dependencies. ## Kenney Furniture Kit Source: https://kenney.nl/assets/furniture-kit — Furniture Kit 2.0, CC0-1.0. The original radio and desk GLB files and license are retained in `Art/ThirdParty/furniture-kit`. Archive and file hashes are pinned in the expansion manifest. `Scripts/prepare_radio_assets.py` normalizes size and exports the FBX derivatives used by station receivers. No paid asset was purchased. ## Kenney Blaster Kit signal canister Source: https://kenney.nl/assets/blaster-kit — Blaster Kit 2.1, CC0-1.0. The grenade-b GLB and original palette are adapted as a grounded emergency signal canister. Original files and license are retained in `Art/ThirdParty/blaster-kit`, with archive/file SHA-256 hashes in the expansion manifest. `Scripts/prepare_flare_assets.py` preserves UVs and normalizes the model to 28 cm. No paid asset was purchased. ## Kenney Particle Pack Source: https://kenney.nl/assets/particle-pack — CC0-1.0. `flare_01.png` supplies the additive burning-core sprite on the signal canister. The original image and license are retained in `Art/ThirdParty/particle-pack`; pinned hashes are in the expansion manifest. The runtime uses Unreal's material billboard component and a warm emissive material.