Asset Collection List
Keep track of all the ASSETS you are building to ensure a smooth production process.
Organising your projects is a big part of making sure the final result is exactly what you had planned.
Especially when working with teams, the difference between successfully delivering on the desired outcome and ending up with the wrong results is directly related to how the workflow is managed.
Simply open the document and copy it to your Google Drive, then grant edit access to the key project contributors. It should have the essentials needed to keep ASSETs organized without a lot of training.
- Every header cell has a note you can hover the mouse over that explains the purpose of the column.
- The blue side is mostly for the partner to fill out, the green side is more for whoever is the liaison responsible for approving/iterating the ASSETs and helping with minting. This person should have at least Artist Moderator level access on the dashboard.
- Columns B, E, and G dynamically are set when the Marketplace URL is pasted to column F.
- Gem columns will automatically grey when ART is set as the catalyst to remind that these are incompatible items.
It may be difficult to know at such an early stage of your game's development exactly what NFTs (or ASSETs) you will need. But don't worry, the list you create isn't set in stone, you just need to establish a starting point.
Blocks for the environment.
Examples: Stone paths. Mossy cobblestone. Ore veins. Purple grass. Marble columns. Floor with blood splatter.
Examples: Pile of debris. Books. Paintings and tapestries. Cups and plates. Weapon racks. Chandeliers. Flags. Statues. Box of fruit. Overturned boat. Tents.
Examples: Tree stump. Moss. Vines. Burnt tree. Flowering tree. Rock piles. Reeds. Underwater plants.
Buildings or large structures.
Examples: Small hut. Brick house. Treehouse. Pirate ship. Skyscraper. Ancient tomb. Burnt house. Half-destroyed skyscraper. Windmill. Decorative arches. Walls. Watchtowers.
Examples: Tables and chairs. Throne. Stools. Pub bar. Torture rack. Bookshelf. Fireplace.
Examples: Villager. Guard. Scrap seller. Fisherman. Policewoman. Living snowman/woman. King or Queen. Archaeologist. Miner. Enemy skeleton. Hostile guard. Dancing Robot.
Examples: Duck. Talking Frog. Camel. Eagle. Monkey. Hostile leopard. Enemy snake. Human-eating plant. Giant pink bunny rabbit. Quest-giving koala bear.
Mechanical gameplay elements.
Examples: Pressure traps. Spike traps. Moving platforms. Ladders. Elevators. Switches, levers or buttons.
Inventorial gameplay elements.
Examples: Swords. Spears. Torch. Keys. Broken puzzle pieces. Coins. Quest items. Cheese and pickle sandwich.
Wearable gameplay elements.
Examples: Armour. Sunglasses. Shield. Magical shoes. Kawaii cat ears.
- We recomend your project aims for at least 55 ASSETs. This will give you variety.
- Create original ASSETs for use in your project. This will provide visitors with a unique experience.
- If you aren't confident creating ASSETS, you can hire an ASSET designer to help you.
- Remember that if you do choose to use an ASSET from the Marketplace it will need to be purchased from its creator if you want to publish your experience.
- Have a clear plan for ASSET sizes so that there is consistency across your experience. This will also impact some functional aspects of the experience. For example, the avatar (the playable character) should be a maximum of 2 metres in height, otherwise you might run into issues such as the inability to fit through doors, clipping through blocks or wearables and so forth. 1 metre = 32 voxels. 2 metres = 64 voxels.