Avicely Post: art and asset credits

Every third-party asset in the game is listed here with where it came from and its licence. Nothing comes from

Studio Ghibli, Abeto or any other copyrighted game or film. Characters, buildings, the planet, the story and the

audio are original. They are made procedurally in code (© Avicely).

Shipped files are re-encoded (WebP, resized, meshopt-compressed). The build pipeline is in scripts/build-textures.py

and scripts/build-rock-glb.mjs. The original downloads are kept in assets-src/.

PBR textures: Poly Haven (CC0 1.0)

Licence: CC0 1.0 Universal (public domain), https://polyhaven.com/license. Each texture uses its diffuse, normal (GL)

and roughness maps at 1k.

Used forAssetSource pageDownloaded file (diffuse; normal and roughness are its siblings)
terrain: grassLeafy Grasshttps://polyhaven.com/a/leafy_grasshttps://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/leafy_grass/leafy_grass_diff_1k.jpg
terrain: paths, river banksPark Dirthttps://polyhaven.com/a/park_dirthttps://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/park_dirt/park_dirt_diff_1k.jpg
terrain: beaches, sea and river bedCoast Sand 01https://polyhaven.com/a/coast_sand_01https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/coast_sand_01/coast_sand_01_diff_1k.jpg
terrain: mountain rockMossy Rockhttps://polyhaven.com/a/mossy_rockhttps://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/mossy_rock/mossy_rock_diff_1k.jpg
terrain: paved squaresGrey Stone Pathhttps://polyhaven.com/a/grey_stone_pathhttps://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/grey_stone_path/grey_stone_path_diff_1k.jpg
buildings: plaster wallsClay Plasterhttps://polyhaven.com/a/clay_plasterhttps://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/clay_plaster/clay_plaster_diff_1k.jpg
buildings: timber, decks, polesJapanese Cedar Plankshttps://polyhaven.com/a/japanese_cedar_plankshttps://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/japanese_cedar_planks/japanese_cedar_planks_diff_1k.jpg
buildings: roofs (kawara-style tiles)Grey Roof Tileshttps://polyhaven.com/a/grey_roof_tileshttps://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/grey_roof_tiles/grey_roof_tiles_diff_1k.jpg
stone bases, lanterns, stepsJapanese Stone Wallhttps://polyhaven.com/a/japanese_stone_wallhttps://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/japanese_stone_wall/japanese_stone_wall_diff_1k.jpg

3D model: Poly Haven (CC0 1.0)

Used forAssetSource pageDownloaded file
boulders on hills, coast and river banks (instanced)Namaqualand Boulder 02https://polyhaven.com/a/namaqualand_boulder_02https://dl.polyhaven.org/file/ph-assets/Models/gltf/1k/namaqualand_boulder_02/namaqualand_boulder_02_1k.gltf (+ .bin and 1k textures)

Processing: welded and decimated from about 98k to about 1.1k triangles with meshoptimizer. Textures were resized to

512 px WebP and the mesh was meshopt-compressed, all with gltf-transform.

Leaf sprite: ambientCG (CC0 1.0)

Used forAssetSource pageDownloaded file
leaf-cluster cards for every tree, bush, bamboo and sakura canopyLeaf 001https://ambientcg.com/view?id=Leaf001https://ambientcg.com/get?file=Leaf001_1K-JPG.zip

Licence: CC0 1.0, https://docs.ambientcg.com/license/. The cluster texture is made by copying the leaf (colour +

opacity maps) about 170 times at random sizes and angles (scripts/build-textures.py).

Code-side assets from the three.js examples (MIT)

Licence: MIT, © 2010–2025 three.js authors, https://github.com/mrdoob/three.js/blob/dev/LICENSE.

Used forAssetSource
water surface normal map (sea, river)waternormals.jpghttps://raw.githubusercontent.com/mrdoob/three.js/r180/examples/textures/waternormals.jpg
daytime sky (Preetham model), blended with the game's own dusk/night paletteSky.jshttps://github.com/mrdoob/three.js/blob/r180/examples/jsm/objects/Sky.js (bundled from the three npm package)
post effects on High: GTAO, bloom, output pass; glTF loader; meshopt decoderGTAOPass.js, UnrealBloomPass.js, OutputPass.js, GLTFLoader.js, meshopt_decoder.module.jsthree r180 examples/jsm (meshopt decoder © Arseny Kapoulkine, MIT)

Fonts

Geist Regular and SemiBold, © Vercel, SIL Open Font License 1.1 (see GEIST-LICENSE.txt next to the game).

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