A tool by Firecrawl · uses 14 tools · Game Development

Game level asset kit

Use when a game developer, level designer or game jam team is blocking out a scene and wants one matching set of free assets for it. Pulls PBR materials, an HDRI sky and props from Poly Haven and ambientCG, extra props from Sketchfab, ambience from BigSoundBank and NPS, and a music bed from ccMixter, then returns a kit list with direct file links, resolutions, licences and a credits file.

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# Game level asset kit

For one scene brief, such as "abandoned mill at dusk: stone and timber, mossy ground, overcast sky, river ambience, calm music, commercial release, 2K textures". Fix the texture resolution, the model format (glTF unless told otherwise) and whether the game is commercial before searching.

## 1. Surfaces

1. Search @[Poly Haven · Search assets](alexandria:polyhaven-com/graphics-assets/search_assets) with `type: textures` for each surface in the brief (ground, walls, trim). @[Poly Haven · List categories](alexandria:polyhaven-com/graphics-assets/list_categories) gives valid category paths when a plain query is too broad.
2. Search @[ambientCG · Search assets](alexandria:ambientcg-com/pbr-assets/search_assets) with `type: ["material"]` for the same surfaces, plus `decal` for grime and leaks. If the brief has a theme, @[ambientCG · List collections](alexandria:ambientcg-com/pbr-assets/list_collections) lists matched sets that read as one place.
3. For each chosen material, read @[Poly Haven · Get asset](alexandria:polyhaven-com/graphics-assets/get_asset) with `resolution` set to the target (for example 2k) or @[ambientCG · Get asset](alexandria:ambientcg-com/pbr-assets/get_asset). Keep the per-map file URLs (colour, normal, roughness, displacement, AO), sizes and `dimensions` (real-world scale) so the material tiles at the right size.

## 2. Sky and lighting

4. Search Poly Haven with `type: hdris` and ambientCG with `type: ["hdri"]` for the time of day and weather in the brief. Read the chosen HDRI's detail record for the .hdr or .exr file at the target resolution.

## 3. Props

5. Search Poly Haven with `type: models` for props in the brief, then read each with `format` set to the kit's model format for files, `polycount` and `lods`. Drop a prop whose `files` come back empty in that format.
6. Where Poly Haven has nothing, search @[Sketchfab · Search models](alexandria:sketchfab-com/models-3d/search_models) with `downloadable: true`, a `max_face_count`, and `license: cc0` or `by`. Read each pick with @[Sketchfab · Get model](alexandria:sketchfab-com/models-3d/get_model) for its `attribution` line and archive formats. Sketchfab archives download from the model page with a signed-in Sketchfab account.

## 4. Ambience and music

7. Search @[BigSoundBank · Search sounds](alexandria:bigsoundbank-com/sound-effects/search_sounds) with `sound_type: soundscape` and `duration: min_1min` for the scene's ambience, and @[NPS · Search sounds](alexandria:nps-gov/sound-effects/search_sounds) for natural sounds (water, wind, birds). Read each pick with @[BigSoundBank · Get sound](alexandria:bigsoundbank-com/sound-effects/get_sound) or @[NPS · Get sound](alexandria:nps-gov/sound-effects/get_sound) for the download URL and its `license` fields (code, `commercial_use`, `attribution_required`).
8. Search @[ccMixter · Search uploads](alexandria:ccmixter-org/audio-assets/search_uploads) for a music bed with `commercial_use: true` for a commercial game, and tags such as instrumental or ambient. Read the pick with @[ccMixter · Get upload](alexandria:ccmixter-org/audio-assets/get_upload) for its files, `bpm`, licence and attribution. ccMixter music is usually CC BY or CC BY-NC: a commercial game takes only the former.

## Write the kit

- **Kit list,** grouped as surfaces, sky, props, ambience, music: asset name, source, licence, resolution or polycount, format, real-world size where known, direct file URL (or model page for Sketchfab).
- **Download plan:** total file count and approximate size from the records' byte sizes.
- **CREDITS.md:** Poly Haven and ambientCG assets are CC0 and need no credit, but list them by name and source. Credit each BigSoundBank and NPS sound by its own record: a CC0-1.0, public-domain or us-government-work code needs no credit (NPS requests one, so use the record's `attribution`). A BigSoundBank label other than CC0-1.0, or a record whose `commercial_use` is false, or null with a code other than those three, goes under Flags. Every CC BY asset (Sketchfab models, ccMixter music, any CC BY sound) gets its record's `attribution` line verbatim.
- **Flags:** anything CC BY-SA, noncommercial (an NC code or `commercial_use` false), with an unconfirmed licence, or missing a licence in its record. Leave noncommercial, unconfirmed and unlicensed assets out of a commercial kit and say so. A noncommercial kit may keep the noncommercial ones, flagged.
- **Sources:** cite each asset to the capability and record it came from.
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Game level asset kit, a tool for AI agents | Firecrawl Alexandria