Reference

Asset Sourcing and Licensing Reference

A short reference for keeping your s&box project legally clean: where assets come from, what to avoid, and how to plan replacements.

If you plan to ship your s&box project publicly (especially on Steam), you need a clean asset story. “It’s just a placeholder” tends to become permanent unless you plan for replacement early.

The red line: ripped assets

Do not use assets ripped from other games unless you have explicit permission and a license that allows it. “Everyone does it” is not a license.

If you want your project to survive attention, treat licensing as part of production—not an afterthought.

Build an asset plan that scales

Start with a simple sheet/list:

  • Asset name (what you need)
  • Source (where it comes from)
  • License (what you are allowed to do)
  • Replacement plan (if it’s temporary)

This keeps you out of the “mystery asset” trap later.

Use platform-friendly sources where possible

If you need quick, legal placeholders, look for official/community-friendly sources first. In the thread below, someone pointed to the s&box UGC model section:

https://sbox.game/ugc/model/

Even if the style doesn’t match your final target, a legal placeholder beats a risky one.

Replacement workflow (practical)

  1. Ship placeholders that are clearly labeled in your internal notes.
  2. Track replacements by milestone (alpha/beta/launch).
  3. Replace the highest-visibility assets first (player hands, core props, UI icons).

Source thread

This reference is based on the discussion in: https://sbox.game/f/general/2126/1/