Group the top-level docs into docs/project, docs/design, docs/assets and docs/process, each with its own README index. Delete the superseded docs/screens/head-review page and sheets. Rewrite every markdown link, absolute docs path and tool/test reference to the new locations, fix the pre-existing broken anchors and remove the dead Joke Shop photo-board link. check_docs OK, Python tooling 167/167.
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Credits and Provenance
Gig Line is a local, single-player security-shift game built with Godot 4 and GDScript. This file records the asset provenance needed for the release review; it is not a legal opinion or a claim that every provider licence has already been cleared for public distribution.
Game, code and design
- Game design, systems, scenarios, dialogue and UI code: the Gig Line project.
- Engine: Godot Engine 4.7.2, MIT licence.
- The game bundles no third-party fonts; it uses Godot's default theme font.
- No third-party music, sound effects or voice recordings are bundled. Crowd ambience and radio cues are generated procedurally at runtime.
3D characters, gear and props
The local MakeHuman head prototype uses the CC0 MakeHuman/MPFB base mesh
(see docs/assets/makehuman-head-review.md); it is a
development prototype, not a shipped character.
The character, gear and prop library is generated by project-owned scripts
(tools/blender_assets.py, tools/npc_pipeline.py, tools/model_pipeline.py)
using Blender. The .blend working sources are developer artifacts and are not
shipped. The exported .glb files and baked AO maps are project assets; they do
not embed third-party models or purchased asset packs.
Development-only research previews
Two review sheets under docs/blender_previews/ compare source candidates for
the future NPC variety work. They are development documentation and are not
bundled with the game or its release packages. The underlying source models are
kept outside version control.
sheet_npc_sources_research.jpgincludes renders of Quaternius Ultimate Modular Characters (CC0 1.0, https://quaternius.com/), Kenney Blocky Characters 2.0 (CC0 1.0, https://kenney.nl/assets/blocky-characters), and CesiumMan and RiggedFigure (CC BY 4.0, © 2017 Cesium, https://github.com/KhronosGroup/glTF-Sample-Assets).sheet_npc_crowd_prototypes.jpgcontains renders of project-owned generator prototypes.
The CC-BY preview images are included only as development evidence. Any future shipped derivative of CesiumMan or RiggedFigure must keep the attribution above.
MakeHuman head source
The standalone MakeHuman head prototype is derived from the MakeHuman / MPFB base
mesh, CC0 (assets/models/blender_src/makehuman_head.glb; source
https://static.makehumancommunity.org/makehuman.html, MakeHuman base mesh,
CC0 1.0). It is cut, retopologised and re-weighted by project scripts; the exported
character GLBs remain project assets. The development source files were removed
from tmp/ after the 2026-11-05 pivot to Quaternius. The head is retained as a
tested fallback, not the active NPC base. See ADR-0017 and
docs/assets/npc-model-sourcing.md.
Quaternius NPC base source
The active NPC base migration uses Quaternius Ultimate Modular Characters and
Ultimate Modular Women (CC0 1.0, https://quaternius.com/). The three
researched GLBs are development inputs and are not shipped directly; the baked,
retargeted character GLBs are project assets. See ADR-0017 and
docs/assets/npc-model-sourcing.md for the decision, source hashes and rollout status.
The venue geometry is authored procedurally in src/game/world_builder.gd as a
stylized reconstruction. The Joke Shop is a fictional stand-in for the real
Sunset Strip block; the game does not claim endorsement by, or an exact replica
of, any real venue or tenant.
Development-only reference images
The venue reference boards under docs/screens/refs/ are development documentation and are not
bundled with the game or its release packages. Files under CC BY are attributed here as well as in
their folder sidecar:
docs/screens/refs/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg— "woo (Irvine, CA, USA)", CC BY 2.0, via Wikimedia Commons.docs/screens/refs/hollywood/el-capitan-theatre-blade-sign-day-wikimedia-2008-10.jpg— Andreas Praefcke, CC BY 3.0, via Wikimedia Commons.docs/screens/refs/hollywood/premiere-staging-street-day-wikimedia-2006-02-12.jpg— John Barreiros, CC BY 2.0, via Wikimedia Commons.- Public-domain files in the same folder: Charles W. Beam (1922) and Gary Minnaert (2006).
docs/screens/refs/hollywood/el-capitan-theatre-marquee-neighbour-day-wikimedia-2009-07-11.jpg— Alan Light, CC BY 2.0, via Wikimedia Commons.docs/screens/refs/hollywood/hollywood-boulevard-night-context-ccbysa.jpg— Downtowngal, CC BY-SA 3.0, via Wikimedia Commons; used unmodified for colour/lighting study only, no derivative asset is made from it.- CC0 files in the Hollywood folder need no attribution: Luijtenphotos (2019) and Benoît Prieur (2022).
AI-assisted images
Surface textures, skyline panoramas, UI art and concept references were produced with image-generation calls from the project's tooling. The default model slugs recorded in the source are:
bytedance-seed/seedream-4.5—tools/generate_textures.pyopenai/gpt-5-image-mini—tools/asset_pipeline.py,tools/model_pipeline.py,tools/scene_concepts.pyandtools/screen_designs.py- Judging/review calls use the model selected by
tools/openrouter_judge.pyand are development-only; they do not ship in the game.
The prompts and generation workflow live in those tools. Per-file generation metadata is not stored with every image, so the exact provider, model version and generation date of each committed bitmap cannot be reconstructed from the repository alone. Before a public 0.10.0 release, the provider terms and commercial-use/redistribution rights for those generated outputs must be reviewed and recorded. This is a release blocker, not an assumed clearance.
Reference photographs linked from the venue documents are hosted on Wikimedia Commons and were used for proportion/material study only. They are not included in the game or its release packages. If any future derivative asset copies a reference more directly, its attribution and licence must be added here.
Audio
All runtime audio is procedural (crowd bed, radio crackle and interface cues).
There are no external audio files, so there is no separate music/SFX licence to
clear. See docs/design/accessibility.md for caption and volume behaviour.
Third-party names
The game is a work of fiction. Real place names and public references are used for orientation and satire/stand-in geography; no real person, venue or brand endorses the game. Review the storefront and trademark language before release.