Using "borrowed" assets as placeholders

@BIGTIMEMASTER i wish i was amazingly colour co ordinated on my personal computer, very cool. :hushed:

This whole topic scales again when you’re working with internal and external. keeping track of your, freelancers, contractors. unity has a pretty intuitive system for that tbh ( has tags too heh.)
but that’s still only one piece of the puzzle.

it only takes one person to upload something unlicensed into your project.
Always always always, have an assigned data controller who can check this.

Or if you’re solo, dedicated yourself a few passes or a chunk of time on your assets storage ( local server etc)

No need for that. You asked about it and then you fixed it, and it was fairly minor to begin with. Nobody’s perfect, and you’re actively improving.

Permit yourself some mistakes, they happen. :slight_smile:

Thank you for saying that. If the way I was using the image was different, I probably would have known better. The way I grossly scaled and tiled the image is probably the worst offense of all. :smile:

When I get a chance, I’ll whip up a nasty MS paint starfield and be done with it until my buddy draws something beautiful.

In my case, I’m the primary designer and programmer. My friend is doing the art, and our other friend is doing SFX. I’m the only one that actually works in Unity (they just send me files), so fortunately I don’t have to worry about anyone else sabotaging the project-- only I can do that, apparently.

There’s no way I’d forget to replace the horrendous background in question (the art is nice, but the way I was using it was not), but there would still be the risk of forgetting to remove the file from the project. I can’t handle that kind of stress, so I’ll just stick to self-made (or proper free) placeholders. :slight_smile:

I’m going to make myself look even more stupid, but only because I think it’s kinda funny.

I posted earlier saying that I found the source of the image I was using, and that it was free with a free trail subscription to shutterstock. I did that during my lunch break at work. When I got home, I double-checked to make sure that was the same image, and it wasn’t. In fact, the image I had was from publicdomainpictures.net. Hah!

If I had gone to look up the source before posting this thread, I never would have learned that it’s neither common practice nor acceptable to use non-licensed assets as placeholders period, so there’s that.

I’m sure I’ll come across somebody in the WIP forums making the same mistake I did, and I’ll have this thread to refer them to. :wink:

Edit: With the discovery that the image that I unwittingly ā€œpiratedā€ was, in fact, public domain (free) after all, I am going to go ahead and upload my early WIP videos to YouTube and share them on Twitter. Not only was the image from publicdomainpictures.net, but I was able to find the image in the set that does not require any kind of subscription. It’s underCC0 1.0 Universal (CC0 1.0) Copyright, meaning anybody can use it for anything provided you don’t imply endorsement by the author.
The videos show the game in states of development that I can’t recreate. Having them on YouTube will allow me to show them (and the slow, steady progress) to the kids at work, which I hope will inspire them to be proud of themselves when they make seemingly small steps towards their goals. And, of course, because I personally like looking back at them. Free or not-- I decided that I don’t want any assets in my project going forward that haven’t been made by me or my team, so I’ve replaced the image with a hilariously crude MS Paint drawing.

heh at least you took the time to check up on it

You really should pay more attention to assets in general. Even if you dodged this situation, if you use assets which requires third-party notice or credit, you can easily get into trouble. My advise is, even if it feels painstakingly slow, when you import an asset into your project, make an entry in an .md file that you use an asset, where is it, where did you get it (unless it is absolutely free without credit). Also this is one of the reasons I never import asset packs in my projects. Only what I use.

Loud and clear. As I mentioned above, I have no interest or intent of using outside assets as placeholders going forward.

In my last game, I didn’t have somebody making the sounds for me, so any sound that I wasn’t able to create on my own, I had to find in a free library. I kept a file with the name of these files, where I got them from, and a link to the CC license attached to each one so that when the time came to write my ā€œcreditsā€ page, I was able to credit them all exactly how they indicated that they wanted to be.

I haven’t read the whole thread, but it seems like no one mentioned that you might find space images you may use on the nasa website. I’ll leave digging through the license details up to you:
https://www.nasa.gov/multimedia/guidelines/index.html

In my opinion that is completely fine as long as you keep it private and don’t forget to replace the music/asset before going public in e.g social media. Nothing wrong with taking inspiration.

You’re brave. I wouldn’t trust family or friends with anything that has the potential to get you in trouble if a screenshot of it is uploaded to social media. It’s not even necessarily that they would do it on purpose.

Even if you have a lawyer, that is no guarantuee whatsoever that you don’t get sued. People that didn’t break the law get sued all the time.
Imho both the ā€œneed forā€ and ā€œbenefit ofā€ having a lawyer is often blown out of proportion in online discussions.

Very true. And, just to reiterate, it’s not even just a matter of consequences that could befall somebody doing what I did. Just knowing that it’s bad practice and disrespectful to the artists ought to be enough to put an end to it.

I understand this position, but as others have said, it’s still using someone else’s work in a way they didn’t approve.

There is a line somewhere, and I think most people would agree that (at least, morally) it’s precise position is a little fuzzy. For example, if I had started making Cataclysm now and wanted to see if a song from Earthworm Jim fits, the 100% proper way would be to unbox my SNES, hope my EWJ cartridge still works, use the debug cheat to get to the sound test menu, and then play the song from my TV while I playtest my game. Would anyone actually do that? Of course not. I’d just look it up on YouTube, even though those aren’t official uploads.

But as far as putting files in my project that aren’t mine (or I don’t have permission to use) I’ll call that ā€œnot okā€, even if it’s private, just based on the input folks have given.

Thanks! I found the image that I was using (and others like it) on a public domain website. But I also replaced the file with a crappy MS Paint drawing anyways. That’ll do until my partner does a good-looking background.

I couldn’t find the article, but back around 2015ish there was actually an indie game company that was sued for using a AAA game’s models in their finished game. According to the developers these were put in as placeholders and were always meant to be replaced but so many staff had come and gone that no one could keep track of what asset came from where, so no one knew to replace them.

Guess what? I use boxes and greyboxing as placeholders. Funny how that’s actually better, faster and completely safe. All the professionals do it.

Its not called ā€œwhiteboxingā€ for no reason :smile:

Yup. I have a bunch of grey circles and neon green boxes as my placeholder ā€œspace junkā€ and asteroids.

The thread has gotten a little long, so I guess I don’t blame you for not being up to date on the situation, but I’ve been well-informed that using unlicensed art as placeholders isn’t OK, so I’ve removed the offending image (which, I later learned, was public domain after all).

That’s a valuable cautionary tale.