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 Delete the superseded docs/screens/head-review page and sheets.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