# Asset Credits and Asset Licenses

**This file is the operative licence record for the project's media assets.**

The `LICENSE` file at the repository root is the MIT License, and it covers the
project's **source code**. It does not cover art, audio, fonts, or other media
assets. Every asset listed below is governed by the licence recorded against it
in these tables, and **that recorded licence controls over the project's MIT
license**.

**Media assets that are not listed here are not licensed to you by the MIT
License.** This register is still being completed, so an asset missing from it
means we have not recorded its terms yet, not that it is free to take. If you
want to use or redistribute something that is not listed, ask first
(tony@levystreet.com). Source code is the other way around: everything not
carved out here is MIT. Bundled third-party runtime dependencies carry their own
notices in [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md).

The **Redistribution** column tells you what you may do if you fork this
repository or redistribute a build of it:

| Value | What it means |
|---|---|
| `Yes` | Public domain or MIT-equivalent. Redistribute freely, commercially or not. |
| `Yes, attribution required` | Redistribute freely, but you must keep the credit and the licence notice. |
| `Yes, under SIL OFL 1.1` | Redistribute under the Open Font License. You may not sell the fonts on their own. |
| `With the project only` | Project-owned art you may keep and ship **as part of World of ClaudeCraft or a fork of it**, so your fork works out of the box. You may not extract these assets and redistribute, sell, or publish them on their own or as part of an asset pack. |
| `Non-commercial only, with attribution` | CC BY-NC 4.0. Share and adapt non-commercially with credit. **Commercial use requires the author's permission.** |
| **`No, permission required`** | **Do not redistribute.** Rights reserved, or licensed to Levy Street only. See below. |

## Do not redistribute these

If you fork this project, or redistribute the repository or a build of it, the
following assets are **not** yours to pass on. Remove or replace them first, or
get written permission.

- **The CraftPix class ability icons** (`public/ui/skills/<class>/*.webp` entries whose
  per-class `mapping.json` record names a CraftPix source pack and does not carry an overriding
  project-generated or owner-provided licence). These were **purchased by the Levy Street account**
  (callum@levystreet.com) under a CraftPix premium royalty-free licence. That
  licence permits Levy Street to use them in this game. It does **not** permit
  you to redistribute, resell, sub-license, or otherwise pass them to a third
  party, and it does not transfer to forks. Treat CraftPix's own terms at
  https://craftpix.net/file-licenses/ as controlling, and buy your own licence
  if you want to ship these icons.
- **Commercial and prestige art owned by the project.** The v0.29 Hunter, Shaman,
  and Priest class rework icons, the Season 1 Armory
  weapon models and storefront renders, the Claudium visual asset set, the
  legacy Claudium prototype weapons, the Book of Deeds achievement icons, the
  Professions 2.0 art set, the v0.36 placeholder-art completion paintings, the
  item-art consistency replacement paintings, the map and minimap marker paintings,
  and the elite dragon rank emblem. These are
  commissioned or commercially produced
  art tied to the game, store, or player prestige, and **rights in them are
  reserved**. They are not covered by the MIT licence. Ask if you want to use
  them.
- **Artwork and recordings used with permission.** The Collective Reversal and
  Hourglass of Suspension mage icons, the `fireball_form` and `counterspell`
  mage artwork, and the `temporal_clock` sound effect. These are used in World
  of ClaudeCraft under a permission granted to Levy Street, which does not
  extend to third parties. **Redistribution requires permission, and must be
  arranged through Levy Street** (tony@levystreet.com).

The **@jamiecypher** sound effects are a separate case: they are CC BY-NC 4.0,
so you *may* redistribute them non-commercially with attribution, but you may
**not** use them commercially. The perpetual commercial grant covering them runs
to World of ClaudeCraft (Levy Street) only and does not transfer to forks. See
the Audio section.

The **brand marks** (Twitch, X, Kick, YouTube, Discord, Steam, Solana, USDC) are
trademarks and are not licensed to anyone by this file. See Brand marks.

## Can I still fork and host my own world?

Yes. That is the point, and nothing above stops it.

The code is MIT, and the overwhelming majority of the world is CC0 public
domain: every KayKit, Quaternius, Kenney, ambientCG and Poly Haven pack, which
is most of the models, terrain and skies. You can do whatever you like with it.

The project's own generated props, creatures, backdrops and interface sounds are
marked `With the project only`: **keep them, ship them, run your world with
them.** They are there so a fork works out of the box. What you may not do is
lift them out and republish or sell them as standalone art.

The only assets you need to actually remove or replace are the ones marked
`No, permission required` above, plus the CC BY-NC audio if your fork is
commercial. Anything not listed in this register at all is unrecorded rather
than free, so ask before you rely on it.

## Models, textures, icons, and art

| Assets | Author | Source | License | Redistribution |
|---|---|---|---|---|
| Hunter Bear Trap and Phosphor Flask ability icons (`public/ui/skills/hunter/bear_trap.webp`, `phosphor_flask.webp`) | World of ClaudeCraft | Original art generated with OpenAI built-in image generation for PR #4488 (the flask was approved as the Molotov Cocktail painting); ownership and shipping hashes recorded in the Hunter `mapping.json` | Project asset, rights reserved | **No, permission required** |
| Hunter Play Dead and Tactical Camo ability icons (`public/ui/skills/hunter/`) | World of ClaudeCraft | Original art generated with OpenAI built-in image generation for PR #4488; ownership and shipping hashes recorded in the Hunter `mapping.json` | Project asset, rights reserved | **No, permission required** |
| Hunter Scatterbolt ability icon (`public/ui/skills/hunter/scatterbolt.webp`) | World of ClaudeCraft | Original crossbow and explosion art generated with OpenAI built-in image generation for PR #4488; prompt and provenance recorded in the Hunter `mapping.json`; Shrapnel Charge keeps its earlier painting | Project asset, rights reserved | **No, permission required** |
| Character models + animations (knight, mage, rogue, barbarian, hooded rogue), weapons/shields | Kay Lousberg (KayKit) | https://github.com/KayKit-Game-Assets/KayKit-Character-Pack-Adventures-1.0 | CC0 1.0 | Yes |
| WOC player characters (all nine classes, both body types: `public/models/chars/players/woc/` (a base and an animation library per body, a low, a medium and a top-mip-level armor file per class and body, and the modular head files) and `public/textures/skins/woc/`; built from the maintainer's Blender masters by `scripts/assets/woc_character/build_woc_split.mjs` and the head pack scripts beside it; exact file hashes, rig and clip count in `scripts/assets/woc_character/export_split.json`; Blender-authored bodies, heads and armor with Tripo-generated part textures under the paid-plan license) | World of ClaudeCraft | Project asset (the authoring `.blend` files stay with the maintainer outside the repo) | Project asset, rights reserved | **No, permission required** |
| Skeleton character models + animations, bone weapons | Kay Lousberg (KayKit) | https://github.com/KayKit-Game-Assets/KayKit-Character-Pack-Skeletons-1.0 | CC0 1.0 | Yes |
| Skeleton minion rig + FREE-tier animations (rebuilt as skeleton_minion_free.glb, backing the Bonebound Rickshaw's skel_rickshaw_puller; see scripts/assets/rebuild_kaykit_skeletons_free.mjs) | Kay Lousberg (KayKit) | KayKit_Skeletons_1.1_FREE (kaylousberg.itch.io) | CC0 1.0 | Yes |
| Dungeon modular kit (walls, floors, pillars, torches, banners, chests, furniture; also the Drakelands castle structure set) | Kay Lousberg (KayKit) | https://github.com/KayKit-Game-Assets/KayKit-Dungeon-Remastered-1.0 | CC0 1.0 | Yes |
| Graveyard/crypt props, dead trees, lanterns | Kay Lousberg (KayKit) | https://github.com/KayKit-Game-Assets/KayKit-Halloween-Bits-1.0 | CC0 1.0 | Yes |
| Extra character animation library (Rig_Medium) | Kay Lousberg (KayKit) | https://kaylousberg.itch.io/kaykit-character-animations | CC0 1.0 | Yes |
| Animated creatures (wolf, bull, fox, stag, alpaca, spider, frog, goblin, orc, yeti, giant, demon, ghost, goleling, glub, tribal, velociraptor, dragon) | Quaternius | https://poly.pizza/u/Quaternius · https://quaternius.com | CC0 1.0 | Yes |
| Stylized Nature MegaKit (trees, rocks, bushes, mushrooms, grass) | Quaternius | https://quaternius.itch.io/stylized-nature-megakit | CC0 1.0 | Yes |
| Medieval Village Pack (houses, inn, blacksmith, well, market, cart) | Quaternius | https://quaternius.com/packs/medievalvillage.html | CC0 1.0 | Yes |
| Fantasy Props MegaKit (barrels, crates, lanterns, furniture, smithy) | Quaternius | https://quaternius.itch.io/fantasy-props-megakit | CC0 1.0 | Yes |
| Nature Kit (modular cliffs), Graveyard Kit, Pirate Kit (docks/boats), Fantasy Town Kit, Castle Kit, Particle Pack (VFX sprites) | Kenney | https://kenney.nl | CC0 1.0 | Yes |
| Pirate Kit (palm trees, docks, ship, chests, cannon, anchor, beach rocks, beach house) | Quaternius | https://quaternius.com/packs/piratekit.html | CC0 1.0 | Yes |
| LowPoly Animated Fish (dolphin, shark, manta ray, whale, clownfish, blue tang, puffer, swordfish, anglerfish, koi) | Quaternius | https://poly.pizza/u/Quaternius | CC0 1.0 | Yes |
| Modular Dungeons Pack (stone walls, arches, pillar, floor tile, wall banner, trap door, horse statue, cobweb, coin piles) | Quaternius | https://poly.pizza/u/Quaternius | CC0 1.0 | Yes |
| Medieval Village MegaKit (wagon, crate, fences, vines, arch, exterior stairs, castle bases, castle stairs) | Quaternius | https://quaternius.com/packs/medievalvillagemegakit.html | CC0 1.0 | Yes |
| Survival Kit (tents, bedrolls, campfires, signpost, sand rocks) | Kenney | https://kenney.nl/assets/survival-kit | CC0 1.0 | Yes |
| Watercraft Kit (sail boats, fishing boat, rowboat, buoys) | Kenney | https://kenney.nl/assets/watercraft-kit | CC0 1.0 | Yes |
| Modular Dungeon Kit (corridor and room tiles, stairs, gates) | Kenney | https://kenney.nl/assets/modular-dungeon-kit | CC0 1.0 | Yes |
| Mini Dungeon (trap, wood structure, supports, column, banner) | Kenney | https://kenney.nl/assets/mini-dungeon | CC0 1.0 | Yes |
| Medieval Hexagon Pack (hex buildings, hex tiles, walls, bridge) | Kay Lousberg (KayKit) | https://github.com/KayKit-Game-Assets/KayKit-Medieval-Hexagon-Pack-1.0 | CC0 1.0 | Yes |
| Canyon Terrain Asset (cacti, desert tree, canyon rock formations, boulders, mesas) | loafbrr | https://loafbrr.itch.io/canyon-terrain-asset | CC0 1.0 | Yes |
| Mines and Cave Modular Set (mine carts, rails, ladder, cave rocks, entrances, supports, platforms) | loafbrr | https://loafbrr.itch.io/mines-and-cave-set | CC0 1.0 | Yes |
| Terrain PBR textures (Grass001, Ground023, Rock026, Rock051, Rock060, Ground071, Ground080, PavingStones046, Snow010A) | ambientCG | https://ambientcg.com | CC0 1.0 | Yes |
| Terrain PBR textures, biome set (Ground054, Ground095A, Ground093A, Rock029, Lava004, Gravel024, Rock035) | ambientCG | https://ambientcg.com | CC0 1.0 | Yes |
| Thornhollow battleground terrain textures (`public/textures/battleground/*.jpg`) | ambientCG | https://ambientcg.com | CC0 1.0 | Yes |
| Thornhollow wall tower (`public/models/city/wall_tower.glb`) | World of ClaudeCraft | Project-generated deterministic geometry (generator script not checked into this repository) | Project asset | With the project only |
| Laverock walking and running animation bank (`public/models/creatures/temple_laverock_locomotion.glb`) | World of ClaudeCraft | Authored on the project's original Laverock IK skeleton, with reproducible Blender sources and measured foot contact in `scripts/assets/temple_laverock_locomotion/`; no external character motion, geometry or textures | Project asset | With the project only |
| Thornhollow ground decals (`public/textures/battleground/decals/*.webp`) | World of ClaudeCraft | Project-generated deterministic shape and noise synthesis (generator script not checked into this repository) | Project asset | With the project only |
| Thornhollow Fields rune pad bodies (`public/models/battleground/rune_damage.glb`, `rune_defense.glb`, `rune_sprint.glb`) | World of ClaudeCraft | Project-generated via Tripo AI (text-to-3D), owned under the Tripo paid-plan license, then optimized to KTX2 with glTF-Transform. These three predate their generator being checked in, so no exporter script or pipeline spec is committed for them; the shipped binaries are pinned by sha256 and parsed shape in `tests/battleground_rune_models.test.ts` instead | Project asset | With the project only |
| Surface-detail PBR textures for the triplanar material families (Bark012, Bricks076A/B, Fabric030, Metal013 incl. Metalness, Plaster007; Color/NormalGL/AmbientOcclusion/Roughness/Displacement under `public/textures/structures/`) | ambientCG | https://ambientcg.com | CC0 1.0 | Yes |
| Ignivar perimeter lava (`public/textures/encounters/ignivar/ignivar_lava_original.webp`) | World of ClaudeCraft | Original project art generated with OpenAI image generation using the owner's `Lava76_10` Drive asset as material/mood reference only; the Yoge/Fab source image is not distributed and its crack/rock layout was not copied | Project asset | With the project only |
| Canopy clump-detail textures (Moss002; NormalGL/AmbientOcclusion under `public/textures/foliage/`) | ambientCG | https://ambientcg.com | CC0 1.0 | Yes |
| Tree Generator leaf-card atlases (`public/textures/foliage/leaves/*.png`) | World of ClaudeCraft | Project-generated: every pixel is painted by `scripts/assets/build_leaf_atlas.mjs`, a deterministic analytic renderer checked into this repository. Re-run it to regenerate or retune them | Project asset | With the project only |
| Tree Generator foundation trunks (`public/models/foliage/trunks/*.glb`) | World of ClaudeCraft | Project-generated: modelled parametrically in Blender by `scripts/assets/build_trunks.py`, exported to glTF, with dimensions and branch sockets baked to `src/render/tree_trunks.generated.ts` by `scripts/assets/build_tree_trunks.mjs` | Project asset | With the project only |
| Tidehold town kit (`public/models/tidehold/{house_a..e,tavern,tavern_b,smithy,market,hall,shop_a,shop_b,bank}.glb`, their `.parts.glb` Edit-pieces twins and their `.lod.glb` far-distance twins) | World of ClaudeCraft | Project-generated: modelled parametrically in Blender by `scripts/assets/blender_tidehold/bl_town.py` with `bl_town_lib.py`, installed by `town_install.sh`; the `.lod.glb` twins are the same buildings' exteriors baked onto a coarse envelope by `bl_town_lod.py` (Cycles), no other sources. Its tiling maps and detail atlas (`scripts/assets/blender_tidehold/town_tex/`) are derived by `town_tex/derive_town_textures.py` from sources checked in at `town_tex/src`: Cobblestone259_06 and Tiles224_09 from the WOC Terrain Textures pack and Wood187_09, Wood189_17, Wood189_14, Wood182_07 and Planks85_02 from the WOC Asset Textures pack (the project owner's packs, credited in the WOC texture packs row below), Plaster007 (ambientCG, CC0, credited above), and the project's own dressed stone and gold maps; the slate roof, the leaded and stained glass, the doors, signs, crest and rune cells are painted procedurally by the same script. The shipped v2 set (`town_tex_v2/`) is painted procedurally in numpy by `paint_town.py`, `paint_atlas.py` and `paint_props.py` (no source images), except the wood: TownTimber/Floor/Teal/Blue are the v1 maps above, the atlas doors and sign boards are cut from Wood189_17, Wood187_09 and Wood182_07, and the interior props' wood detail is Wood187_09 with its plank seams cut out. Furniture and dressing are props of the project's `medieval_village_v2` kit (`public/models/medieval_village_v2/props`), their palette faces moved onto those tiling detail maps with their kit colours kept; the window-box plants are project-generated undergrowth meshes (`shrub_bloom`, `shrub_heather`) baked into the buildings. The shipped town files are the painted low-poly builds of those same buildings: each one's relief is baked in Blender (Cycles) onto a simplified shell and into that building's own colour, normal and emission atlases by the painted pipeline in the ClaudeCraft Studio repository (`scripts/assets/blender_tidehold/painted/`), over repaints of the kit's tiling maps made with ChatGPT image generation from those maps and the project's own style panel (every prompt and post-process setting is recorded in that repository's `scripts/assets/blender_tidehold/town_tex_painted/PROMPTS.md`). Their `.half.glb` and `.quarter.glb` files are the same models with the atlases downscaled for the lower texture tiers | Project asset | With the project only |
| Eastbrook Weekly Vault placeable model (`public/models/tidehold/vault.glb`, its `.lod.glb` far twin and `.half` / `.quarter` texture tiers) | World of ClaudeCraft | Project-generated: the geometry of the town-drawn Weekly Vault hall (`src/render/eastbrook_weekly_vault.ts`), exported as a placeable model and dressed in the painted Tidehold kit maps credited in the row above; no other sources | Project asset | With the project only |
| Fenbridge's Fenrire look of the painted Tidehold buildings (`public/models/tidehold/fenrire/{hall,house_a,shop_a,shop_b,tavern}.glb` and their `.half.glb` / `.quarter.glb` texture tiers) | World of ClaudeCraft | Project-generated: the five painted Tidehold buildings of the Tidehold town kit row above, re-baked by the same painted pipeline in the ClaudeCraft Studio repository wearing the Fenrire maps, which are repaints of the painted kit maps made with ChatGPT image generation (every prompt, post-process step and measurement is recorded in that repository's `scripts/assets/blender_tidehold/town_tex_painted_var/fenrire/README.md`), baked with edge wear off and dirt and occlusion raised. Each file is the default file of the same tier with only its baked atlases replaced, so its geometry, bounds and collision are the default model's; no other sources | Project asset | With the project only |
| Highwatch's Alpine slate look of the painted Tidehold buildings (`public/models/tidehold/highwatch/{bank,hall,house_c,shop_a,smithy,tavern_b}.glb` and their `.half.glb` / `.quarter.glb` texture tiers) | World of ClaudeCraft | Project-generated: the five painted Tidehold buildings of the Tidehold town kit row above, re-baked by the same painted pipeline in the ClaudeCraft Studio repository onto the same low-poly shells with each building's default bake settings, wearing maps of that repository's town texture library: the harbour colour set, which is repaints of the painted kit maps made with ChatGPT image generation (every prompt and post-process step is recorded in that repository's `scripts/assets/blender_tidehold/town_tex_painted_var/README.md`), with two pattern layouts of the same library in the harbour palette standing in for the roof and the wall stone, `roof_square_slate` (straight-cut slates) and `stone_ashlar` (squared blocks in level courses), which `scripts/assets/blender_tidehold/town_tex_painted_pat/make_patterns.py` draws procedurally from the painted set's own brushwork with no image model (recorded in that folder's `README.md`), and the default painted set for the maps the look does not vary (gold, the detail atlas and the prop detail maps). Each file is the default file of the same tier with only its baked atlases replaced, so its geometry, bounds and collision are the default model's; no other sources The bank is made differently, by `scripts/assets/highwatch_bank_recolour.mjs` in this repository with no image model: a colour lookup table learned pixel for pixel from the five buildings above that ship in both the default and the Highwatch look (same model, same UVs) recolours the default bank's own wall and roof colour atlases into the Highwatch palette, keeping the bank's own fine shading; every other map, its geometry, bounds and collision are the default bank's. | Project asset | With the project only |
| Highwatch adventurers' guild, Lantern Hall (`public/models/tidehold/highwatch/guild.glb`, and its `guild.half.glb` / `guild.quarter.glb` texture tiers: the great hall under its open timber roof, the trophy hall, the lantern tower and its bent spire, the columned porch with the guild's crest, the hearths and chimneys, the furnishings, the five dungeon trophies with their plaques and gilding, and the paved yard with its gateway, lamp, hitching rail and trough) | World of ClaudeCraft | Original project art built procedurally in Blender for this game (`scripts/assets/highwatch_guild/`: `build_guild.py` and its plan, shell, furnishing and yard builders on the guild's own kit, `guild_lib.py` and `guild_kit.py`, first written for the Highwatch manor, and the ferry's shared `shiplib.py`), in the project's painted world style: settled as one structure (`guild_settle.py`: the ridge sag, the eaves' droop, the spire's bend, the chimneys' taper) and its surfaces painted with the project's own hand-painted town maps in Highwatch's Alpine slate look (`scripts/assets/highwatch_guild/tex/`): unchanged copies of the ClaudeCraft Studio repository's `scripts/assets/blender_tidehold` town texture library maps (the harbour colour set `town_tex_painted_var/harbour`, the square slate pattern layout in that palette `town_tex_painted_pat/harbour/roof_square_slate`, and the default set's prop cloth `town_tex_painted`). Its textured dressing (the five trophies: the wyrm's skull, the crypt lord's mask and bell, the sea lantern and cutlass, the trident and pearl crescent, the tusked beast mask; the trophy plaques and their gilded laurels; the contracts board, the clerk's desk, the map table, the quartermaster's shelves, wares and tabard stand, the armchairs, long tables and benches, the guild's banners and crest, the yard's hitching rail and trough) are meshes with their own painted textures made in Tripo Studio (model P2, multi-view image to 3D, Smart Mesh, owned under the Tripo paid-plan license) on the project's Tripo account from front, side and back views of each the project painted with ChatGPT image generation in the style of the Mirefen tavern's stag's head (the views are not checked in), the same views its texture reference; the chandeliers, sconces, lanterns, candles, candelabra, jug, barrels, crates, sacks, firewood basket, bottles and weapon racks are pieces the project made the same way for the Mirefen tavern's painted rebuild; the two shields on the contracts board's wall are the game's own epic shield models (`public/models/weapons/shield_epic_crucible_heat_blue_iron.glb`, `shield_epic_votive_ember_warden.glb`, the epic weapon models' row), from views painted in the same stag's style, and reuses here. Each was brought down to a few hundred triangles with its paint baked onto the new surface by `scripts/assets/highwatch_guild/props/bake_low.py` (Blender, Cycles) and packed into one texture atlas by `scripts/assets/highwatch_guild/props/build_atlas.mjs`, from the Tripo exports and the pieces baked from them, a maintainer-local source pack (`tmp/asset_src/highwatch_guild_props/`, not checked in). The crest, signboard and trophies are the project's own designs. No other third-party mesh, texture, captured model data or reference image entered the build. Deterministic source, builder and fingerprint under `scripts/assets/highwatch_guild/`, contract test `tests/highwatch_guild_asset.test.ts` | Project asset, rights reserved | **No, permission required** |
| The pantile town look of the painted Tidehold buildings (`public/models/tidehold/pantile/{house_a,shop_a,tavern}.glb` and their `.half.glb` / `.quarter.glb` texture tiers) | World of ClaudeCraft | Project-generated: three painted Tidehold buildings of the Tidehold town kit row above, re-baked by the same painted pipeline in the ClaudeCraft Studio repository onto the same low-poly shells with each building's default bake settings, wearing maps of that repository's town texture library: the market colour set, which is repaints of the painted kit maps made with ChatGPT image generation (every prompt and post-process step is recorded in that repository's `scripts/assets/blender_tidehold/town_tex_painted_var/README.md`), with eight pattern layouts of the same library in the market palette standing in for the roof, wall stone, plaster, timber, floors, paving, awning cloth and painted boards, `roof_pantile` (barrel tiles in runs down the roof), `stone_brick` (brick in running bond), `plaster_trowel` (bold trowel sweeps), `timber_narrow` (narrow planks), `floor_basket` (basketweave parquet), `flag_hex` (hexagon tiles), `cloth_stripes` (awning stripes with a second dye) and `boards_wide` (wide painted boards), which `scripts/assets/blender_tidehold/town_tex_painted_pat/make_patterns.py` draws procedurally from the painted set's own brushwork with no image model (recorded in that folder's `README.md`), and the default painted set for the maps the look does not vary. Each building wears its own copy of the painted set's detail atlas, its stained-glass rosettes swapped between same-size cells and its lancets' blue glass turned violet, made from that atlas by a deterministic script with no image model. Each file is the default file of the same tier with only its baked atlases replaced, so its geometry, bounds and collision are the default model's; no other sources | Project asset | With the project only |
| The shakes town look of the painted Tidehold buildings (`public/models/tidehold/shakes/{hall,house_a,tavern}.glb` and their `.half.glb` / `.quarter.glb` texture tiers) | World of ClaudeCraft | Project-generated: three painted Tidehold buildings of the Tidehold town kit row above, re-baked by the same painted pipeline in the ClaudeCraft Studio repository onto the same low-poly shells with each building's default bake settings, wearing maps of that repository's town texture library: the Fenrire colour set, which is repaints of the painted kit maps made with ChatGPT image generation (every prompt, post-process step and measurement is recorded in that repository's `scripts/assets/blender_tidehold/town_tex_painted_var/fenrire/README.md`), with eight pattern layouts of the same library in the Fenrire palette standing in for the roof, wall stone, plaster, timber, floors, paving, awning cloth and painted boards, `roof_shakes` (split wooden shakes with ragged butts), `stone_rubble` (coursed rubble), `plaster_trowel` (bold trowel sweeps), `timber_narrow` (narrow planks), `floor_herringbone` (parquet zigzag), `flag_diamond` (square tiles laid on the diagonal), `cloth_lozenge` (harlequin lozenges with a second dye) and `boards_diagonal` (braced boards on the slant), which `scripts/assets/blender_tidehold/town_tex_painted_pat/make_patterns.py` draws procedurally from the painted set's own brushwork with no image model (recorded in that folder's `README.md`), and the default painted set for the maps the look does not vary. Each building wears its own copy of the painted set's detail atlas, its stained-glass rosettes swapped between same-size cells and its lancets' blue glass turned emerald, made from that atlas by a deterministic script with no image model. Each file is the default file of the same tier with only its baked atlases replaced, so its geometry, bounds and collision are the default model's; no other sources | Project asset | With the project only |
| The diamond town look of the painted Tidehold buildings (`public/models/tidehold/diamond/{hall,house_c,shop_a,smithy,tavern}.glb` and their `.half.glb` / `.quarter.glb` texture tiers) | World of ClaudeCraft | Project-generated: five painted Tidehold buildings of the Tidehold town kit row above, re-baked by the same painted pipeline in the ClaudeCraft Studio repository onto the same low-poly shells with each building's default bake settings, wearing six pattern layouts of that repository's town texture library in the default painted palette, standing in for the roof, wall stone, dressed stone, timber, floors and paving, `roof_diamond` (diamond slates hung on the point), `stone_ashlar` (squared blocks in level courses), `dressed_tooled` (drafted, with upright chisel furrows), `timber_hewn` (hewn baulks), `floor_herringbone` (parquet zigzag) and `flag_herringbone` (paving bricks laid herringbone), which `scripts/assets/blender_tidehold/town_tex_painted_pat/make_patterns.py` draws procedurally from the painted set's own brushwork with no image model (recorded in that folder's `README.md`), and the default painted set for the maps the look does not vary. Each building wears its own copy of the painted set's detail atlas, its stained-glass rosettes swapped between same-size cells and its lancets' blue glass turned rose, made from that atlas by a deterministic script with no image model. Each file is the default file of the same tier with only its baked atlases replaced, so its geometry, bounds and collision are the default model's; no other sources | Project asset | With the project only |
| The brick town look of the painted Tidehold buildings (`public/models/tidehold/brick/{hall,house_a,shop_a,smithy,tavern}.glb` and their `.half.glb` / `.quarter.glb` texture tiers) | World of ClaudeCraft | Project-generated: five painted Tidehold buildings of the Tidehold town kit row above, re-baked by the same painted pipeline in the ClaudeCraft Studio repository onto the same low-poly shells with each building's default bake settings, wearing seven pattern layouts of that repository's town texture library in its harbour colour set, standing in for the wall stone, plaster, dressed stone, timber, floors, paving and painted boards, `stone_brick` (brick in running bond), `plaster_trowel` (bold trowel sweeps), `dressed_punched` (a field of pick marks), `timber_narrow` (narrow planks), `floor_wide` (wide boards), `flag_herringbone` (paving bricks laid herringbone) and `boards_wide` (wide painted boards behind two rails), which `scripts/assets/blender_tidehold/town_tex_painted_pat/make_patterns.py` draws procedurally from the painted set's own brushwork with no image model (recorded in that folder's `README.md`), and the harbour colour set and the default painted set for the maps the look does not vary. Each building wears its own copy of the painted set's detail atlas, its stained-glass rosettes swapped between same-size cells and its lancets' blue glass turned teal, made from that atlas by a deterministic script with no image model. Each file is the default file of the same tier with only its baked atlases replaced, so its geometry, bounds and collision are the default model's; no other sources | Project asset | With the project only |
| The thatch town look of the painted Tidehold buildings (`public/models/tidehold/thatch/{hall,house_a,house_b,smithy,tavern}.glb` and their `.half.glb` / `.quarter.glb` texture tiers) | World of ClaudeCraft | Project-generated: five painted Tidehold buildings of the Tidehold town kit row above, re-baked by the same painted pipeline in the ClaudeCraft Studio repository onto the same low-poly shells with each building's default bake settings, wearing five pattern layouts of that repository's town texture library in its old town colour set, standing in for the roof, wall stone, timber, floors and paving, `roof_thatch` (thatch in four courses), `stone_rubble` (coursed rubble), `timber_hewn` (hewn baulks), `floor_wide` (wide boards) and `flag_cobble` (rounded street cobbles), which `scripts/assets/blender_tidehold/town_tex_painted_pat/make_patterns.py` draws procedurally from the painted set's own brushwork with no image model (recorded in that folder's `README.md`), and the old town colour set and the default painted set for the maps the look does not vary. Each building wears its own copy of the painted set's detail atlas, its stained-glass rosettes swapped between same-size cells and its lancets' blue glass turned ruby, made from that atlas by a deterministic script with no image model. Each file is the default file of the same tier with only its baked atlases replaced, so its geometry, bounds and collision are the default model's; no other sources | Project asset | With the project only |
| Gourdlight Eve seasonal kit (`public/models/props/gourdlight_decor.glb`: the carved pumpkins, gourds, lanterns, festival poles, garland pieces, corn shock, hay bale and the keeper's market stall; `public/models/props/gourdlight_pumpkin_head.glb`; the item paintings `public/ui/items/{carved_pumpkin_head,gourdlight_sweet,gourdlight_treat_pouch,jar_of_mischief}.webp`) | World of ClaudeCraft | Project-generated: original deterministic procedural Blender models (no imported meshes or textures, vertex coloured) built by `scripts/assets/gourdlight_eve/model.py`, `stall.py` and `corn_shock.py`, exported by `export_gourdlight_eve.mjs`; the item paintings are renders of the same models and of props built in `scripts/assets/gourdlight_eve/icons.py`; no image generation or third-party references were used. | Project asset | With the project only |
| Gourdlight Eve field boss and mount (`public/models/creatures/gourdlight_{thatchgrin,strawling,swelling_gourd}.glb`, including Old Thatchgrin's burlap weave textures; `public/models/mounts/emberbristle_broom.glb`) | World of ClaudeCraft | Project-generated: original deterministic procedural Blender models, rigs and clips built by `scripts/assets/gourdlight_eve/scarecrow.py`, `scarecrow_clips.py`, `swelling_gourd.py` and `broom.py`; the weave tiles are generated in code by `burlap_weave.py`; no imported meshes, image generation or third-party references | Project asset | With the project only |
| WOC Terrain Textures and WOC Asset Textures packs (the source images under `scripts/assets/blender_tidehold/`, and `scripts/assets/blender_tidehold/town_tex/src`, among them Planks85, Tiles224, Wood182 to Wood189, Cobblestone259_06, T_Bricks12 (shipped as GreyStone) and Lava76_09 (shipped as ForgeLava), and the maps baked from them into the Tidehold kit) | World of ClaudeCraft (SPACEY) | The project owner's texture packs, confirmed by the maintainer on 2026-10-13 as owned by the project and cleared for redistribution with it when ClaudeCraft Studio was made public | Project asset | With the project only |
| Worn-metal surface-detail PBR texture (RustCoarse01, from rust_coarse_01; NormalGL/AmbientOcclusion/Roughness/Displacement under `public/textures/structures/`) | Poly Haven | https://polyhaven.com/a/rust_coarse_01 | CC0 1.0 | Yes |
| Medieval wood surface-detail PBR texture (MedievalWood, from medieval_wood; Color/NormalGL/AmbientOcclusion/Roughness/Displacement under `public/textures/structures/`) | Poly Haven | https://polyhaven.com/a/medieval_wood | CC0 1.0 | Yes |
| HDRI environment maps (kloofendal_48d_partly_cloudy_puresky, belfast_open_field, kiara_1_dawn, dikhololo_night) | Poly Haven | https://polyhaven.com | CC0 1.0 | Yes |
| Vale Cup practice-pitch skybox (env/space_galaxy.jpg, the 360 degree Milky Way panorama) | ESO / S. Brunier | https://www.eso.org/public/images/eso0932a/ | CC BY 4.0 | Yes, attribution required |
| Water normal maps (waternormals.jpg, Water_1/2_M_Normal.jpg) | three.js authors | https://github.com/mrdoob/three.js (r165, examples/textures) | MIT | Yes, attribution required |
| Basis Universal KTX2 transcoder (`public/basis/basis_transcoder.js`/`.wasm`, copied from three r165 `examples/jsm/libs/basis/`) | Binomial LLC | https://github.com/BinomialLLC/basis_universal | Apache-2.0 | Yes, attribution required |
| Biome backdrop panoramas (vale_backdrop.webp, marsh_backdrop.webp, peaks_backdrop.webp and 4K variants) | World of ClaudeCraft | Project-generated procedural painterly sky panorama art | Project asset | With the project only |
| Fel meteor POWERFUL VFX sprite (`public/vfx/fel_meteor_impact.png`) | World of ClaudeCraft | Original project art generated with OpenAI image generation from a text-only prompt, converted to a grayscale additive 512px runtime texture and tinted in-engine | Project asset | With the project only |
| Loading-screen artwork (`public/textures/loading/*.webp`) | World of ClaudeCraft | Project-generated with OpenAI image generation from World of ClaudeCraft gameplay captures and project-owned character and creature references, maintainer-selected and optimized locally | Project asset | With the project only |
| Website fractured portal (`public/website-fractured-portal-v1.svg`, `public/website-fractured-portal-v2.svg`, `public/website-fractured-portal-v3.svg`, `public/website-fractured-portal-v4.webp`, `public/website-fractured-portal-v5.webp`) | World of ClaudeCraft | OpenAI built-in image generation; v1 to v3 use authored SVG transparency masks; v4 is a native-alpha hollow frame; v5 contains a dark magical interior with transparent exterior and displays the original project logo separately; prompts in `docs/design/website-fractured-portal.md` | Project asset, rights reserved | **No, permission required** |
| Website feature icons (`public/website-feature-classes-v1.webp`, `public/website-feature-open-v1.webp`) | World of ClaudeCraft | OpenAI built-in image generation; transparent artwork optimized to WebP; prompts in `docs/design/website-feature-icons.md` | Project asset, rights reserved | **No, permission required** |
| Website stone gateway (`public/website-stone-gateway-v2.svg`) | World of ClaudeCraft | OpenAI built-in image generation referencing the project logo and Eastbrook loading artwork; optimized WebP embedded in an authored SVG silhouette; prompt in `docs/design/website-stone-gateway.md` | Project asset, rights reserved | **No, permission required** |
| Website parchment scroll (`public/website-parchment-scroll-v1.svg`, `public/website-parchment-scroll-v2.svg`) | World of ClaudeCraft | OpenAI built-in image generation; v2 references first-party Eastbrook loading artwork; optimized locally to WebP and embedded in an authored SVG silhouette; prompts in `docs/design/website-parchment-scroll.md` | Project asset, rights reserved | **No, permission required** |
| Eastbrook website hero (`public/website-hero-eastbrook-v1.webp`) | World of ClaudeCraft | OpenAI built-in image generation using first-party Eastbrook loading art and an in-game town screenshot, preserving the blue-roofed town square, hall, well and market motifs; optimized locally to WebP | Project asset, rights reserved | **No, permission required** |
| Galecrest website hero (`public/website-hero-galecrest-v1.webp`) | World of ClaudeCraft | OpenAI built-in image generation using first-party loading art style and the canonical Galecrest zone description: Wickharbor, sheltered fishing cove, grey sea cliffs and the Old Beacon; optimized locally to WebP | Project asset, rights reserved | **No, permission required** |
| Drakelands website hero (`public/website-hero-drakelands-v1.webp`) | World of ClaudeCraft | OpenAI built-in image generation using first-party Drakemaw Caldera loading art and canonical Bloodglass Fields/Drakemaw zone motifs; optimized locally to WebP | Project asset, rights reserved | **No, permission required** |
| Thornpeak website hero (`public/website-hero-thornpeak-v1.webp`) | World of ClaudeCraft | OpenAI built-in image generation using first-party Thornpeak loading art and canonical Highwatch mountain-zone motifs; optimized locally to WebP | Project asset, rights reserved | **No, permission required** |
| Elite dragon rank emblem (`public/ui/ranks/elite-dragon-frame.webp`) | World of ClaudeCraft | Project-generated with OpenAI image generation and optimized locally | Project asset, rights reserved | **No, permission required** |
| Warfare Season 2 Warrior item icons (`public/ui/items/vanguard_warrior_*.webp`) | World of ClaudeCraft | Individually generated with OpenAI built-in image generation, visually reviewed and normalized through the item converter; exact prompts, source/master/shipping hashes and review evidence in `docs/achievements/warfare-season2-warrior-icons-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Warfare Season 2 Rogue item icons (`public/ui/items/vanguard_rogue_*.webp`) | World of ClaudeCraft | Individually generated with OpenAI built-in image generation, visually reviewed and normalized through the item converter; exact prompts, source/master/shipping hashes and review evidence in `docs/achievements/warfare-season2-rogue-icons-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Warfare Season 2 Druid item icons (`public/ui/items/vanguard_druid_*.webp`) | World of ClaudeCraft | Individually generated with OpenAI built-in image generation, visually reviewed and normalized through the item converter; exact prompts, source/master/shipping hashes and review evidence in `docs/achievements/warfare-season2-druid-icons-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Buried Hoards arcane icons (four objects, three tiers) | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/hoard-arcane-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Buried Hoards frost icons (four objects, three tiers) | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/hoard-frost-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Buried Hoards ember icons (four objects, three tiers) | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/hoard-ember-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Buried Hoards storm icons (four objects, three tiers) | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/hoard-storm-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Buried Hoards brute icons (four objects, three tiers) | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/hoard-brute-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Buried Hoards venom icons (four objects, three tiers) | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/hoard-venom-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Buried Hoards necro icons (four objects, three tiers) | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/hoard-necro-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Buried Hoards tide icons (four objects, three tiers) | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/hoard-tide-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Faction rift vendor icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/faction-rift-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Faction church vendor icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/faction-church-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Faction automaton vendor icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/faction-automaton-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Clue item icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/clue-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Rewards item icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/rewards-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Bastion dungeon item icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/dungeon-bastion-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Temple dungeon item icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/dungeon-temple-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Wildheart dungeon item icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/dungeon-wildheart-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Gravewyrm dungeon item icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/dungeon-gravewyrm-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Crypt dungeon item icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/dungeon-crypt-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Bastion-blues dungeon item icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/dungeon-bastion-blues-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Temple-blues dungeon item icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/dungeon-temple-blues-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Crypt-blues dungeon item icons | World of ClaudeCraft | Individually painted with OpenAI built-in image generation; exact prompts, replacement lineage and hashes in `docs/achievements/dungeon-crypt-blues-painted-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Friendship referral reward icons (five former temporary aliases) | World of ClaudeCraft | Individually generated with OpenAI built-in image generation, reviewed and normalized through the item converter; exact prompts, hashes and evidence in `docs/achievements/referral-reward-icons-v045-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Warfare Season 2 Warlock item icons (`public/ui/items/vanguard_warlock_*.webp`) | World of ClaudeCraft | Individually generated with OpenAI built-in image generation, visually reviewed and normalized through the item converter; exact prompts, source/master/shipping hashes and review evidence in `docs/achievements/warfare-season2-warlock-icons-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Warfare Season 2 Mage item icons (`public/ui/items/vanguard_mage_*.webp`) | World of ClaudeCraft | Individually generated with OpenAI built-in image generation, visually reviewed and normalized through the item converter; exact prompts, source/master/shipping hashes and review evidence in `docs/achievements/warfare-season2-mage-icons-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Warfare Season 2 Shaman item icons (`public/ui/items/vanguard_shaman_*.webp`) | World of ClaudeCraft | Individually generated with OpenAI built-in image generation, visually reviewed and normalized through the item converter; exact prompts, source/master/shipping hashes and review evidence in `docs/achievements/warfare-season2-shaman-icons-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Warfare Season 2 Priest item icons (`public/ui/items/vanguard_priest_*.webp`) | World of ClaudeCraft | Individually generated with OpenAI built-in image generation, visually reviewed and normalized through the item converter; exact prompts, source/master/shipping hashes and review evidence in `docs/achievements/warfare-season2-priest-icons-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Warfare Season 2 Hunter item icons (`public/ui/items/vanguard_hunter_*.webp`) | World of ClaudeCraft | Individually generated with OpenAI built-in image generation, visually reviewed and normalized through the item converter; exact prompts, source/master/shipping hashes and review evidence in `docs/achievements/warfare-season2-hunter-icons-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Warfare Season 2 Paladin item icons (`public/ui/items/vanguard_paladin_*.webp`) | World of ClaudeCraft | Individually generated with OpenAI built-in image generation, visually reviewed and normalized through the item converter; exact prompts, source/master/shipping hashes and review evidence in `docs/achievements/warfare-season2-paladin-icons-2026-10-22/accepted-art.json` | Project asset, rights reserved | **No, permission required** |
| Leaderboard podium medals (`public/ui/leaderboard/medal_{gold,silver,bronze}.webp`) | World of ClaudeCraft | Project-generated with OpenAI image generation (ChatGPT) from a text-only prompt, downscaled to 256px WebP locally; the bronze disc is the generated gold disc with only its rim and laurel recolored to copper | Project asset, rights reserved | **No, permission required** |
| Eastbrook Vale rebuild master concept, nine turnaround sheets, full-color surface-atlas source, and comparison evidence (`docs/screenshots/eastbrook-vale-rebuild/concepts/`, `turnarounds/`, and `materials/`) | World of ClaudeCraft | Original project art generated with OpenAI image generation using only World of ClaudeCraft captures and project-generated style/scale anchors; the full-color atlas source and any comparison containing it are provenance evidence, not the redistributable shipping texture; prompts and provenance are committed under `docs/design/eastbrook-vale-rebuild/` | Project asset, rights reserved | **No, permission required** |
| Eastbrook finishing-pass master concept and Ravenpost mailbox / noticeboard turnaround sheets (`docs/screenshots/eastbrook-vale-rebuild/polish/concepts/` and `polish/turnarounds/`) | World of ClaudeCraft | Original project art generated with OpenAI image generation using only accepted World of ClaudeCraft concepts, turnarounds, and in-game captures; no proprietary-game screenshots or third-party art entered the lineage; exact prompts, hashes, and provenance are committed under `docs/design/eastbrook-vale-rebuild/` | Project asset, rights reserved | **No, permission required** |
| Ignivar raid expansion automata, Forgefather, warhammer, and grand-forge concepts (`docs/screenshots/ignivar-raid-expansion/concepts/`) | World of ClaudeCraft | Original project art generated with OpenAI built-in image generation using only the first-party Ignivar turnaround as a style reference; the six exact prompts, hashes, acceptance decision, and paid-generation stop state are committed beside the concepts | Project asset, rights reserved | **No, permission required** |
| Eastbrook shared surface atlas (`public/textures/eastbrook_surface_atlas.webp`; accepted source and comparison under `docs/screenshots/eastbrook-vale-rebuild/materials/`) | World of ClaudeCraft | Original project art generated with OpenAI image generation from first-party World of ClaudeCraft references, then deterministically converted to a high-key grayscale detail multiplier via `scripts/assets/eastbrook_town`; exact prompt and provenance are committed under `docs/design/eastbrook-vale-rebuild/` | Project asset | With the project only |
| Fenbridge rebuild master concept and fourteen isolated turnaround sheets (`docs/design/fenbridge-rebuild/references/`) | World of ClaudeCraft | Original project art generated with OpenAI image generation from a user-supplied mood reference, with explicit non-copying constraints; the source attachment is not redistributed, and exact prompts, hashes, admission results, and provenance are committed under `docs/design/fenbridge-rebuild/` | Project asset, rights reserved | **No, permission required** |
| Fenbridge shared surface maps (`public/textures/fenbridge_surface_atlas.webp`, `fenbridge_surface_normal.webp`, `fenbridge_surface_roughness.webp`; source board under `docs/design/fenbridge-rebuild/materials/`) | World of ClaudeCraft | Concept-authored 4x4 material board generated with OpenAI image generation from the Fenbridge master concept and Eastbrook atlas layout, then deterministically baked into albedo/normal/roughness WebP maps by `scripts/assets/fenbridge_town`; shipping hashes are pinned in the asset contract | Project asset | With the project only |
| Meshy creature models (tolling_bell, spider_egg_sac from the Drowned Litany, yumi_cat from Protect Yumi, in `public/models/creatures/`) | World of ClaudeCraft | Project-generated via Meshy AI (text-to-3D; the humanoids and yumi_cat rigged and animated), owned under the Meshy paid-plan license | Project asset | With the project only |
| Legacy Claudium prototype weapon models and source images (emberfang, Red Skull, and Purple sets, in `public/models/weapons/` and `public/ui/weapons/`) | World of ClaudeCraft | Project-generated and normalized through the PR 1405 asset pipeline | Project asset, rights reserved | **No, permission required** |
| Starter weapon models (the five starting weapons, the starting shield, the hunter's crossbow and the warlock's spellbook: `public/models/weapons/{sword,dagger,hammer,axe,staff,shield,crossbow,spellbook}_starter.glb`, with the five weapon previews under `public/ui/weapons/`) | World of ClaudeCraft | Project-generated: reference turnarounds made with OpenAI image generation from text-only prompts, reconstructed with Tripo AI (multiview image-to-3D) under the Tripo paid-plan license, then encoded with meshopt and KTX2. The generator scripts and the source images are not checked into this repository; the shipped binaries are pinned by parsed shape in `tests/starter_weapon_models.test.ts` | Project asset, rights reserved | **No, permission required** |
| Common and uncommon "field" weapon models (ten plain shapes in up to three painted looks, `public/models/weapons/{sword,dagger,hammer,axe,staff,spear,wand,shield}_field_*.glb`, with the weapon previews under `public/ui/weapons/`) | World of ClaudeCraft | Project-generated: reference turnarounds made with OpenAI image generation in the style of the project's own armor art, reconstructed with Tripo AI (multiview image-to-3D) and repainted per look with Tripo texturing under the Tripo paid-plan license, then encoded with meshopt and KTX2. The two-hand maul's bare haft was shortened in project tooling. The generator scripts and the source images are not checked into this repository; the shipped binaries are pinned by parsed shape in `tests/field_weapon_models.test.ts` | Project asset, rights reserved | **No, permission required** |
| Rare weapon models (two designs per weapon type in up to three painted finishes, and two rare shield designs: `public/models/weapons/{sword,dagger,hammer,axe,staff,spear,wand,shield}_rare_*.glb`, with the weapon previews under `public/ui/weapons/`) | World of ClaudeCraft | Project-generated: concept sheets made with OpenAI image generation in the style of the project's own armor art, reconstructed with Tripo AI (multiview image-to-3D) and repainted per finish with Tripo texturing under the Tripo paid-plan license, then encoded with meshopt and KTX2 at 512 px. Thirteen further finishes (`sword_rare_a_{jade,spectral,molten,royal,ivory,anvil}`, `dagger_rare_a_{frost,bone}`, `staff_rare_a_obsidian` and `shield_rare_a_{glacier,deepice,dawn,crucible}`) are recolours of those painted textures made in project tooling, with no further generation, and the two-hand maul finishes had their bare haft shortened the same way. The generator scripts and the source images are not checked into this repository; the shipped binaries are pinned by parsed shape in `tests/rare_weapon_models.test.ts` | Project asset, rights reserved | **No, permission required** |
| Epic weapon models (one design per named weapon line in up to three painted finishes, and two epic shield designs: `public/models/weapons/{sword,dagger,hammer,axe,staff,wand,shield}_epic_*.glb`, with the weapon previews under `public/ui/weapons/`) | World of ClaudeCraft | Project-generated: concept sheets made with OpenAI image generation from the items' own art briefs and names, reconstructed with Tripo AI (image-to-3D) and repainted per finish with Tripo texturing under the Tripo paid-plan license, then encoded with meshopt and KTX2 at 512 px. The generator scripts and the source images are not checked into this repository; the shipped binaries are pinned by parsed shape in `tests/epic_weapon_models.test.ts` | Project asset, rights reserved | **No, permission required** |
| Bag icons (`public/ui/items/{backpack,linen_pouch,travelers_knapsack,wolfhide_satchel,gravewoven_bag,mistcallers_duffel}.webp`, encoded to 128px WebP via `scripts/convert_item_icons_webp.mjs`) | World of ClaudeCraft | Project art created for this game; provenance per icon in `public/ui/items/mapping.json` | Project asset | With the project only |
| Historical CraftPix item identity references for the item-art consistency replacements (255 pre-task icons, no longer current shipping assets) | CraftPix | https://craftpix.net; exact pre-task pack mapping, owner, hash, and byte count are retained in the [item-art consistency lineage](docs/achievements/item-art-consistency-2026-08-09/) | CraftPix premium (royalty-free commercial), purchased by Levy Street account (callum@levystreet.com); historical reference lineage retained | **No, permission required** |
| Professions 2.0 commissioned art set (`public/ui/professions/*.webp` except `gather_farming.webp`, the `woc_professions_art` material icons recorded in `public/ui/items/mapping.json`, and the inline maker's-mark glyph in `src/ui/ui_icons.ts`) | World of ClaudeCraft | Maintainer-commissioned original art created for this game and normalized through the profession/item pipelines; provenance per raster in the corresponding mapping file | Project asset, rights reserved | **No, permission required** |
| Masterwrought art-completion wave (181 painted assets across `public/ui/items/`, `public/ui/deeds/`, `public/ui/professions/gather_farming.webp`, `public/ui/auras/well_fed.webp`, `public/ui/map-markers/farm_patch.webp`, and `public/ui/chrome/{perfecting,harvest-journal}.webp`) | World of ClaudeCraft | Original project art generated with OpenAI built-in image generation from exact World of ClaudeCraft identity and style references, locally reviewed at shipping and tiny display sizes, normalized through the repository asset pipelines, and hash-pinned in the [Masterwrought art-completion evidence](docs/achievements/masterwrought-art-completion-2026-09-02/). The evidence also preserves the ownership and byte lineage for all 84 superseded placeholder assets | Project asset, rights reserved | **No, permission required** |
| Bank-storage painted bag catalog (`public/ui/items/{wayfarers_backpack,burlap_reagent_pouch,necromancers_reagent_satchel,duskweave_bag,resonant_weave_bag,foragers_haversack,loombound_reagent_satchel}.webp`, batch `bank-storage-painted-bags-2026-08-25` in `public/ui/items/mapping.json`) | World of ClaudeCraft | Seven distinct paintings generated with OpenAI built-in image generation from the exact project-owned placeholder identity inputs and ordered World of ClaudeCraft style references recorded in the [accepted-art lineage](docs/achievements/bank-storage-painted-bags-2026-08-25/accepted-art.json); exact prompts, source and shipping hashes, processing, review evidence, and the superseded `woc_original_svg` placeholder owners and byte pins are retained without rewriting the historical evidence | Project asset, rights reserved | **No, permission required** |
| Field Kit gathering-tool icon (`public/ui/items/field_kit.webp`, batch `intentional-gathering-field-kit-2026-09-06` in `public/ui/items/mapping.json`) | World of ClaudeCraft | One original painting generated with OpenAI built-in image generation from a text-only prompt describing three existing house-style icons as style anchors (viewed by the reviewing parent, not supplied as image inputs); exact prompt, source/master/shipping hashes, processing, and review evidence are retained in the [accepted-art lineage](docs/achievements/intentional-gathering-field-kit-2026-09-06/accepted-art.json). No prior icon is replaced | Project asset, rights reserved | **No, permission required** |
| Generated item icon rebrand (`public/ui/items/*.webp`, exact IDs under `generatedBatches` in `public/ui/items/mapping.json`, including `silkspun_satchel`, `last_keep_signet`, `firebottle`, `sharp_claw`, `curved_tusk`, and `pristine_claw`) | World of ClaudeCraft | Project-generated with OpenAI built-in image generation, reviewed and optimized locally; licensed CraftPix Premium references retain their third-party lineage in the mapping and linked provenance records, the release v0.34.0 additions are prompt-and-hash pinned in `docs/achievements/release-v034-additional-art.json`, the text-only `quest-objective-dedupe-zone-quest-items-2026-08-04` batch has no external image lineage, and the four v0.36 replacements retain exact prompts, ordered reference roles, hashes, and processing in the [v0.36 placeholder-art completion lineage](docs/achievements/placeholder-art-completion-2026-08-09/), and the Crucible raid batches retain per-item prompts and hashes in the [crucible set-icon lineage](docs/achievements/crucible-set-icons-2026-08-29/) (the crucible-raid-weapons-2026-08-28 and ignivar-varkhul-drop-renders-2026-08-28 batches record their provenance inline in the mapping) | Project asset, rights reserved | **No, permission required** |
| Item-art consistency replacement paintings (`public/ui/items/*.webp`, exact IDs in the `item-art-consistency-2026-08-09` generated batch in `public/ui/items/mapping.json`) | World of ClaudeCraft | Original replacement paintings generated with OpenAI built-in image generation from 255 licensed CraftPix icons, nine project-owned mount renders, and ten prior project-generated paintings as subject-identity references, plus approved World of ClaudeCraft house-style references, then reviewed and optimized locally; exact prompts, ordered reference roles, old and new hashes and owners, processing, retries, and visual-review evidence are retained in the [item-art consistency lineage](docs/achievements/item-art-consistency-2026-08-09/). Every repository reference retains its separately recorded authorship and license, mount model credits remain in their existing rows, and reference use does not transfer or reclassify authorship | Project asset, rights reserved | **No, permission required** |
| Class ability icons (`public/ui/skills/<class>/*.webp`, excluding entries with an explicit project-generated or owner-provided licence in the per-class mapping; re-encoded from the source-pack PNGs to WebP via `scripts/convert_skill_icons_webp.mjs`; all 9 classes: paladin, hunter, priest, warlock, rogue, warrior, mage, druid, shaman; source packs paladin/archer/priest/warlock/thief/warrior/berserker/demon/druid/pyromancer/cryomancer/aeromancer/lightning-mage/earth-magician/100-rpg-skill-icons/100-skill-icons-pack-for-rpg + per-ability fill sets) | CraftPix | https://craftpix.net | CraftPix premium (royalty-free commercial), purchased by Levy Street account (callum@levystreet.com) | **No, permission required** |
| v0.29 Hunter, Shaman, and Priest class rework ability icons (31 files recorded as project-generated in the corresponding `public/ui/skills/<class>/mapping.json`; 12 further rework ids ship the accepted release art recorded in the generated-additions row below) | World of ClaudeCraft | Project-generated with OpenAI image generation through Codex, matched against existing class art, and normalized locally to 128px WebP | Project asset, rights reserved | **No, permission required** |
| Generated class ability additions (`public/ui/skills/<class>/*.webp`, exact `woc_openai_missing_painted_icons_2026_08_01` and `woc_openai_release_v034_audit_2026_08_02` entries in each class's `mapping.json`) | World of ClaudeCraft | Project-generated with OpenAI built-in image generation from the exact repository references recorded per ability; reviewed, normalized, and optimized locally; prompt, reference-role, source-hash, and shipping-hash records in `docs/achievements/missing-painted-icons-accepted-art.json` and `docs/achievements/release-v034-additional-art.json` | Project asset, rights reserved | **No, permission required** |
| v0.29 Hunter, Shaman, and Priest class rework ability icons (31 files recorded as project-generated in the corresponding `public/ui/skills/<class>/mapping.json`; 12 further rework ids ship the accepted release art recorded in the generated-additions row below) | World of ClaudeCraft | Project-generated with OpenAI image generation through Codex, matched against existing class art, and normalized locally to 128px WebP | Project asset, rights reserved | **No, permission required** |
| Paladin overhaul and talent ability icons (entries marked as OpenAI-generated original project artwork in `public/ui/skills/paladin/mapping.json`) | World of ClaudeCraft | Original project art generated with OpenAI image generation and optimized locally | Project asset, rights reserved | **No, permission required** |
| Generated Warlock spell and talent icons (exact IDs under `generatedBatches` in `public/ui/skills/warlock/mapping.json`) | World of ClaudeCraft | Project-generated with OpenAI image generation from the authored spell and talent descriptions, then reviewed and optimized locally | Project asset, rights reserved | **No, permission required** |
| Warlock pet signature action icons (`emberkin_felbolt`, `gloomshade_abyssal_chain`) | World of ClaudeCraft | Original project art generated with OpenAI built-in image generation from the exact subject and style references, prompts, and ownership records in `public/ui/skills/warlock/mapping.json`, then reviewed at 128px, 40px, 28px, and 28px grayscale and optimized locally | Project asset, rights reserved | **No, permission required** |
| Shared pet action-bar command icons (`public/ui/skills/pet/*.webp`) | World of ClaudeCraft | Eight original command paintings generated with OpenAI built-in image generation from the exact mechanics and repository references recorded in `public/ui/skills/pet/mapping.json`, then reviewed at 128px and the 32px to 48px action-bar sizes and optimized locally; exact prompts and hashes are retained in the [v0.39 first-pass icon lineage](docs/achievements/release-v039-icon-art-first-pass-2026-08-16/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| Exact runtime aura paintings (`public/ui/auras/*.webp`) | World of ClaudeCraft | Original aura art generated with OpenAI built-in image generation from the exact runtime meaning and repository references recorded in `public/ui/auras/mapping.json`, then reviewed at 13px to 40px aura-display sizes and optimized locally; exact prompts and hashes are retained in the [v0.39 first-pass icon lineage](docs/achievements/release-v039-icon-art-first-pass-2026-08-16/accepted-art.json), [v0.39 second-pass icon lineage](docs/achievements/release-v039-icon-art-second-pass-2026-08-16/accepted-art.json), and [Masterwrought Well Fed lineage](docs/achievements/masterwrought-art-completion-2026-09-02/accepted-aura-art.json) | Project asset, rights reserved | **No, permission required** |
| v0.39 second-pass legacy class-icon replacements (58 exact entries in the Druid, Hunter, Mage, Priest, Rogue, Shaman, Warlock, and Warrior `public/ui/skills/<class>/mapping.json` files) | World of ClaudeCraft | Original replacement paintings generated with OpenAI built-in image generation from the live mechanics and approved repository references, reviewed at 128px, 48px, 32px, 16px, grayscale, and circular crops where used, then optimized locally; the exact superseded owners and hashes, prompts, references, source hashes, accepted hashes, retry history, and review decisions are sealed by the [v0.39 second-pass icon lineage](docs/achievements/release-v039-icon-art-second-pass-2026-08-16/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| v0.39 second-pass gameplay UI paintings (`public/ui/currency/*.webp`, `public/ui/delve-affixes/*.webp`, `public/ui/fiesta/**/*.webp`, and `public/ui/reliquary/perfect_specimen.webp`) | World of ClaudeCraft | Original currency, Delve-affix, Fiesta, and Reliquary paintings generated with OpenAI built-in image generation from the exact mechanic and repository references recorded in each family mapping, reviewed at the relevant 11px to 128px runtime sizes with grayscale and circular-crop checks where applicable, and optimized locally; exact catalog hashes and the generation outcome are sealed by the [v0.39 second-pass icon lineage](docs/achievements/release-v039-icon-art-second-pass-2026-08-16/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| Collective Reversal and Hourglass of Suspension ability icons (`public/ui/skills/mage/collective_reversal.webp`, `public/ui/skills/mage/temporal_hourglass.webp`) | World of ClaudeCraft project owner | Owner-provided original artwork | Used with permission (Levy Street) | **No, permission required** |
| Season 1 Armory weapon models, source images, generated store thumbnails, and promotional card (Guildmark, Emberwrought, Hoarfrost, and Fallen Star collections, in `public/models/weapons/`, `public/ui/weapons/`, and `public/ui/store/`) | World of ClaudeCraft | Project-generated via `scripts/asset_pipeline` (Tripo AI 3D); storefront renders composited locally, with the text-free promo background derived through OpenAI image editing | Project asset, rights reserved | **No, permission required** |
| Membership and Refer a Friend promotional cards (`public/ui/store/membership-promo.webp`, `public/ui/store/referral-promo.webp`) | World of ClaudeCraft | Project-generated with Tripo3d text-to-image (owned under the Tripo3d paid-plan license) from prompts describing the Membership and Friendship armour sets in the style of the Season 1 Armory promo, then cropped, framed and optimized locally | Project asset, rights reserved | **No, permission required** |
| Tripo3d vegetation prop models (`public/models/props/reeds.glb`) | World of ClaudeCraft | Project-generated via Tripo3d (text-to-3D), owned under the Tripo3d paid-plan license | Project asset, rights reserved | **No, permission required** |
| Mirefen mudfin hut models (`public/models/props/mudfin_hut_a.glb`, `mudfin_hut_b.glb`) | World of ClaudeCraft | Project-generated: front, left and back concept sheets made with OpenAI image generation in the style of the project's own painted building moodboard, reconstructed by the art lead with Tripo3d (multiview image-to-3D) under the Tripo3d paid-plan license, then simplified, resized and encoded with meshopt and KTX2 by `scripts/assets/build_mudfin_huts.mjs` and `scripts/assets/compress_glb_textures.mjs`. The Tripo source files are not checked into this repository; the shipped binaries are pinned by sha256 and parsed shape in `tests/mudfin_hut_models.test.ts` | Project asset, rights reserved | **No, permission required** |
| Claudium visual asset set (`public/claudium/`: coin, UI icons, and denomination stacks; excludes the two payment-rail brand icons noted under Brand marks) | World of ClaudeCraft | Project-generated via the Higgsfield MCP connector (Recraft V4.1 stills), composited and web-optimized locally; owned under the Higgsfield paid-plan license | Project asset, rights reserved | **No, permission required** |
| Sampled interface and event sound effects (`public/audio/sfx/ui_*.mp3`, except `ui_level_up.mp3` and `ui_achievement.mp3`, credited under Audio below) | World of ClaudeCraft | Project-generated deterministic FFmpeg synthesis via `scripts/gen_ui_sfx.mjs` | Project asset | With the project only |
| Integration 45 foundations deed crests (`exp_the_last_keep`, `exp_dawnhold_castle`, `soc_strongbox_outfitter`, `soc_four_bags_deep`, `prog_ready_for_an_adventure`) | World of ClaudeCraft | 5 separate original crests generated with OpenAI built-in image generation using native transparency, reviewed at source and small UI sizes, and converted through the deed pipeline. Exact prompts, project-owned references, source/master/shipping hashes and review evidence are in the [accepted-art record](docs/achievements/deed-foundations-icons-v045-2026-10-22/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| Integration 45 crucible deed crests (`dgn_ignivar`, `dgn_ignivar_heroic`, `dgn_varkhul`, `dgn_varkhul_heroic`, `dgn_varkhul_flawless`, `hid_forgebreaker`) | World of ClaudeCraft | 6 separate original crests generated with OpenAI built-in image generation using native transparency, reviewed at source and small UI sizes, and converted through the deed pipeline. Exact prompts, project-owned references, source/master/shipping hashes and review evidence are in the [accepted-art record](docs/achievements/deed-crucible-icons-v045-2026-10-22/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| Integration 45 worldquests deed crests (`exp_arcane_calligraphy`, `exp_arcane_calligraphy_gold`, `exp_forge_helper`, `exp_last_barricade`, `exp_borrowed_face`, `exp_windrider_slalom`, `exp_duskweave_dispatches`, `exp_wisp_maze`) | World of ClaudeCraft | 8 separate original crests generated with OpenAI built-in image generation using native transparency, reviewed at source and small UI sizes, and converted through the deed pipeline. Exact prompts, project-owned references, source/master/shipping hashes and review evidence are in the [accepted-art record](docs/achievements/deed-worldquests-icons-v045-2026-10-22/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| Integration 45 factions deed crests (`prog_rift_watch_trusted`, `prog_church_order_trusted`, `prog_automatons_trusted`, `prog_rift_watch_champion`, `prog_church_order_champion`, `prog_automatons_champion`, `prog_faction_champion_all`) | World of ClaudeCraft | 7 separate original crests generated with OpenAI built-in image generation using native transparency, reviewed at source and small UI sizes, and converted through the deed pipeline. Exact prompts, project-owned references, source/master/shipping hashes and review evidence are in the [accepted-art record](docs/achievements/deed-factions-icons-v045-2026-10-22/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| Integration 45 adventures deed crests (`exp_clue_first_casket`, `exp_clue_ten_caskets`, `cmb_coinsack_caught`, `exp_harbor_to_harbor`, `cmb_balgath`, `cmb_balgath_ten`, `cmb_point_taken`) | World of ClaudeCraft | 7 separate original crests generated with OpenAI built-in image generation using native transparency, reviewed at source and small UI sizes, and converted through the deed pipeline. Exact prompts, project-owned references, source/master/shipping hashes and review evidence are in the [accepted-art record](docs/achievements/deed-adventures-icons-v045-2026-10-22/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| Integration 45 bastion deed crests (`dgn_olen_buttress`, `dgn_ossick_moored`, `dgn_vael_beacon`, `dgn_turretback`, `dgn_turnkey_cage`) | World of ClaudeCraft | 5 separate original crests generated with OpenAI built-in image generation using native transparency, reviewed at source and small UI sizes, and converted through the deed pipeline. Exact prompts, project-owned references, source/master/shipping hashes and review evidence are in the [accepted-art record](docs/achievements/deed-bastion-icons-v045-2026-10-22/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| Integration 45 temple deed crests (`dgn_selthe_pitch`, `dgn_colossus_mirror`, `dgn_ysolei_high_and_dry`, `dgn_mere_hydra`, `dgn_drowned_temple_cantor`) | World of ClaudeCraft | 5 separate original crests generated with OpenAI built-in image generation using native transparency, reviewed at source and small UI sizes, and converted through the deed pipeline. Exact prompts, project-owned references, source/master/shipping hashes and review evidence are in the [accepted-art record](docs/achievements/deed-temple-icons-v045-2026-10-22/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| Integration 45 crypt deed crests (`dgn_crypt_knellwyrm`, `dgn_marrow_tidy`, `dgn_lady_nobody_hanging`, `dgn_ilvane_hush`, `dgn_morthen_candlelight`) | World of ClaudeCraft | 5 separate original crests generated with OpenAI built-in image generation using native transparency, reviewed at source and small UI sizes, and converted through the deed pipeline. Exact prompts, project-owned references, source/master/shipping hashes and review evidence are in the [accepted-art record](docs/achievements/deed-crypt-icons-v045-2026-10-22/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| Integration 45 wildheart deed crests (`dgn_beastmaster_apart`, `dgn_gorgebloom_clean`, `dgn_zulgar_uncaught`, `dgn_great_saurian`) | World of ClaudeCraft | 4 separate original crests generated with OpenAI built-in image generation using native transparency, reviewed at source and small UI sizes, and converted through the deed pipeline. Exact prompts, project-owned references, source/master/shipping hashes and review evidence are in the [accepted-art record](docs/achievements/deed-wildheart-icons-v045-2026-10-22/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| Integration 45 gravewyrm deed crests (`dgn_korgath_all_chains`, `dgn_korgath_still_bound`, `dgn_velkhar_cold`, `dgn_korzul_thin_ice`, `dgn_sledge_tusker`) | World of ClaudeCraft | 5 separate original crests generated with OpenAI built-in image generation using native transparency, reviewed at source and small UI sizes, and converted through the deed pipeline. Exact prompts, project-owned references, source/master/shipping hashes and review evidence are in the [accepted-art record](docs/achievements/deed-gravewyrm-icons-v045-2026-10-22/accepted-art.json) | Project asset, rights reserved | **No, permission required** |
| Book of Deeds achievement icons (`public/ui/deeds/*.webp`, excluding the project-generated additions credited below; downscaled from reviewed 512px sources to 128px WebP via `scripts/convert_deed_icons_webp.mjs`) | World of ClaudeCraft | Maintainer-commissioned bespoke art, owned by the project | Project asset, rights reserved | **No, permission required** |
| Generated Book of Deeds additions (`chr_peaks_gatherer`, `chr_marsh_rares_ii`, `chr_peaks_rares_ii`, `chr_gleamstag`, `chr_hollow_rares`, `dgn_wildheart_basin`, `dgn_wildheart_basin_heroic`, `pvp_card_duel_first_win`, `chr_willowfen_gatherer`, `chr_willowfen_first_cast`, `chr_galecrest_gatherer`, `chr_galecrest_first_cast`, `chr_farshore_gatherer`, and `chr_farshore_first_cast` under `public/ui/deeds/`) | World of ClaudeCraft | Project-generated with OpenAI built-in image generation from the exact project-owned, project-generated, commissioned, and licensed CraftPix Premium repository references recorded for each crest; the earlier five used the licensed `grubjaw_tusk` and `old_cragmaws_pelt` references and retain their lineage record in `docs/achievements/professions-tuning-art-provenance.md`, the wave three are prompt-and-hash pinned in `docs/achievements/missing-painted-icons-accepted-art.json`, and the six phase 20 crests are prompt-and-hash pinned in `docs/achievements/release-v034-additional-art.json`; all were reviewed, keyed, centered, and optimized locally | Project asset, rights reserved | **No, permission required** |
| v0.36 placeholder-art completion Book of Deeds additions (`chr_amberfall_first_cast`, `chr_amberfall_gatherer`, `chr_drakemaw_broodlord`, `chr_evergarden_first_cast`, `chr_evergarden_gatherer`, `chr_frostveil_first_cast`, `chr_frostveil_gatherer`, `chr_maw_matriarch`, `chr_nightbloom_first_cast`, `chr_nightbloom_gatherer`, `chr_palmreach_first_cast`, `chr_palmreach_gatherer`, `chr_wraithwood_first_cast`, `chr_wraithwood_gatherer`, `dgn_rift`, `dgn_rift_s_rank`, `prog_alchemy_rare`, `prog_armorcrafting_rare`, `prog_cooking_rare`, `prog_engineering_rare`, `prog_leatherworking_rare`, `prog_tailoring_rare`, `prog_weaponcrafting_rare`, `pvp_bg_captures_100`, `pvp_bg_first_capture`, `pvp_bg_first_win`, `pvp_bg_wins_25`, `pvp_honor_field_marshal`, `pvp_honor_knight_lieutenant`, and `pvp_honor_sergeant` under `public/ui/deeds/`) | World of ClaudeCraft | Thirty original crests generated with OpenAI built-in image generation and normalized locally; exact prompts, reference roles, accepted output hashes, processing, and visual-review evidence are retained in the [v0.36 placeholder-art completion lineage](docs/achievements/placeholder-art-completion-2026-08-09/). Repository references retain their separately recorded authorship and licenses and are not reclassified by this generation record | Project asset, rights reserved | **No, permission required** |
| v0.36 release-audit Reliquary Book of Deeds additions (`col_reliquary_rank_2`, `col_reliquary_rank_3`, `col_reliquary_rank_4`, `col_reliquary_rank_5`, `col_reliquary_complete`, `col_reliquary_conquerors`, `col_reliquary_illum_nythraxis_heroic`, `col_reliquary_illum_thunzharr`, and `col_reliquary_illum_gravewyrm_heroic` under `public/ui/deeds/`) | World of ClaudeCraft | Nine original crests generated with OpenAI built-in image generation from the exact existing World of ClaudeCraft deed references recorded per crest, then keyed, centered, reviewed at source and small shipping sizes, and optimized locally; exact prompts, ordered references, generated-output paths, hashes, geometry, processing, and review evidence are retained in the [v0.36 Reliquary deed art lineage](docs/achievements/release-art-audit-v036-2026-08-10/reliquary-deed-art.md). Repository references retain their existing authorship and licenses | Project asset, rights reserved | **No, permission required** |
| Masterwrought jewelcrafting Book of Deeds addition (`prog_jewelcrafting_rare` under `public/ui/deeds/`) | World of ClaudeCraft | One original crest authored in-repo as a hand-written SVG composition in the established deed-medallion style (an ornate gold ring-and-gem jewelcrafting emblem), rasterized at 512px and downscaled to the shipping 128px WebP via `scripts/convert_deed_icons_webp.mjs`; no external image generation or third-party references were used | Project asset, rights reserved | **No, permission required** |
| Gourdlight Eve Book of Deeds addition (`feat_gourdlight_guise` under `public/ui/deeds/`) | World of ClaudeCraft | One original crest rendered in Blender by `scripts/assets/gourdlight_eve/crest.py` in the established deed-medallion style, its subject the shipped Carved Pumpkin Head model; rendered at 512px and downscaled to the shipping 128px WebP via `scripts/convert_deed_icons_webp.mjs`; no image generation or third-party references were used | Project asset, rights reserved | **No, permission required** |
| Masterwrought jewelcrafting milestone crests (`prog_jewelcrafting_50`, `prog_grandmaster_jewelcrafting` under `public/ui/deeds/`) | World of ClaudeCraft | Two original crests authored in-repo as hand-written SVG compositions in the established deed-medallion families (a faceted topaz over filigree scrollwork for the 50-skill milestone; the grandmaster laurel wreath around a radiant brilliant for the 125-cap milestone), rasterized at 512px and downscaled to the shipping 128px WebP via `scripts/convert_deed_icons_webp.mjs`; no external image generation or third-party references were used | Project asset, rights reserved | **No, permission required** |
| Masterwrought inscription milestone crests (`prog_inscription_rare`, `prog_inscription_50`, `prog_grandmaster_inscription` under `public/ui/deeds/`) | World of ClaudeCraft | Three original crests authored in-repo as hand-written SVG compositions in the established deed-medallion families (an ink quill over an open scroll for the rare-tier milestone, crossed quill and pigment brush for the 50-skill milestone, the grandmaster laurel wreath around an illuminated tome for the 125-cap milestone), rasterized and downscaled to the shipping 128px WebP; accepted hashes are retained in `docs/achievements/masterwrought-phase06-art/`; the superseded SVG masters remain recoverable from the recorded commits; no external image generation or third-party references were used | Project asset, rights reserved | **No, permission required** |
| Masterwrought farming, fishing, and promotion deed crests (`col_deepest_cast`, `prog_first_planting`, `chr_vale_first_harvest`, `chr_marsh_first_harvest`, `chr_peaks_first_harvest`, `chr_evergarden_first_harvest`, `col_golden_harvest`, `col_farm_roster`, `prog_field_to_feast`, `prog_legendmaker`, and repainted `prog_farming_100` under `public/ui/deeds/`) | World of ClaudeCraft | Eleven original project crests generated with OpenAI built-in image generation from exact World of ClaudeCraft references, chroma-keyed, centered, reviewed at deed-card size and grayscale, and optimized locally; exact prompts, source hashes, supersession, and shipping pins are retained in the [Masterwrought art-completion evidence](docs/achievements/masterwrought-art-completion-2026-09-02/) | Project asset, rights reserved | **No, permission required** |
| Historical v0.36 painted per-item weapon inventory wave (119 base-weapon paintings recorded by `placeholder-art-completion-weapons-2026-08-09`; Heroic items intentionally reuse their base item painting) | World of ClaudeCraft | Original weapon paintings generated with OpenAI built-in image generation and optimized locally; the historical 119-item inventory, prompts, ordered reference roles, hashes, and review evidence remain unchanged in the [v0.36 placeholder-art completion lineage](docs/achievements/placeholder-art-completion-2026-08-09/). Current paintings for `craghorn_staff`, `drovers_staff`, `hollow_vigil_staff`, and `widowfang_dirk` are superseded by the item-art consistency batch above; repository references retain their existing authorship and licenses | Project asset, rights reserved | **No, permission required** |
| v0.36 generated specialization emblems (`public/ui/specs/{paladin,hunter,rogue,priest,shaman,warlock,druid}/*.webp`, three for each listed class) | World of ClaudeCraft | Twenty-one original square emblems generated with OpenAI built-in image generation and optimized locally; exact prompts, references, retry history, and hashes are retained in the [v0.36 placeholder-art completion lineage](docs/achievements/placeholder-art-completion-2026-08-09/). The Mage WebPs are lossless shipping-format conversions of three pre-existing paintings, and the three Warrior paintings were already shipped, so neither class is included in this generated-art scope | Project asset, rights reserved | **No, permission required** |
| v0.36 generated creature-family and status crests (`public/ui/crests/families/*.webp` and `public/ui/crests/status/*.webp`) | World of ClaudeCraft | Thirteen original family crests and four original status crests generated with OpenAI built-in image generation and optimized locally; exact prompts, reference roles, hashes, and review evidence are retained in the [v0.36 placeholder-art completion lineage](docs/achievements/placeholder-art-completion-2026-08-09/). Referenced repository art retains its existing recorded authorship and license | Project asset, rights reserved | **No, permission required** |
| Deterministically corrected mob target portraits (`public/ui/mobs/{bogtoad,breach_wretch,castaway_navigator,cindraleth_maw_matriarch,downs_bandit,drowsy_croaker,fen_sprite,fisher_bram,gravedigger_mosley,grubjaw,harvest_sprite,hedge_gnome,mere_lurker,the_meredark,the_wreck_warden,training_dummy,willow_sprite,wreck_thief}.webp`) | World of ClaudeCraft render; underlying model authors credited above | Rerendered locally from the canonical shipped model and visual manifests with `scripts/render_finder_portraits.mjs`; the correction replaces eighteen stale portraits without reclassifying the underlying KayKit, Quaternius, or project model licenses. Exact model keys, deterministic renderer inputs, and before/after hashes are retained in the [v0.36 placeholder-art completion lineage](docs/achievements/placeholder-art-completion-2026-08-09/) | Project render; underlying source licenses retained | With the project only |
| Ignivar raid target portraits (`public/ui/mobs/{ignivar_cinder_artificer,ignivar_crucible_warden,ignivar_ember_sentinel,ignivar_heart_of_the_end,ignivar_herald_of_the_last_flame,varkhul_forgefather_of_the_last_flame}.webp`) | World of ClaudeCraft render; underlying model authors credited above | Rendered locally from the canonical shipped model and visual manifests with `scripts/render_finder_portraits.mjs`; exact model keys, deterministic renderer inputs, and accepted hashes are retained in the [mob portrait source manifest](docs/achievements/placeholder-art-completion-2026-08-09/mob-portrait-source-manifest.json) without reclassifying the underlying model licenses | Project render; underlying source licenses retained | With the project only |
| HUD chrome launcher icons (`public/ui/chrome/*.webp`, one per primary destination in the side rail and mobile bar, keyed to alpha and normalized to 128px WebP via `scripts/convert_chrome_icons_webp.mjs`) | World of ClaudeCraft | Historical launcher art was project-generated with Google Gemini image generation to one authored direction (the Reliquary crown is authored in-repo as layered SVG under `scripts/assets/chrome_crown/`); `perfecting` and `harvest-journal` were added with OpenAI built-in image generation for the Masterwrought completion wave. All icons were keyed and optimized locally; provenance per icon is in `public/ui/chrome/mapping.json` and the completion evidence | Project asset, rights reserved | **No, permission required** |
| Map and minimap marker paintings (`public/ui/map-markers/*.webp`) | World of ClaudeCraft | Twenty-nine original micro-icons generated with OpenAI built-in image generation from the exact World of ClaudeCraft references and prompts recorded in `public/ui/map-markers/mapping.json`; the [V1 map-marker lineage](docs/achievements/map-marker-art-2026-08-12.md) preserves the first accepted batch, the [V2 map-marker lineage](docs/achievements/map-marker-art-v2-2026-08-12.md) records the responsive redesigns and expanded families, and the [Masterwrought completion lineage](docs/achievements/masterwrought-art-completion-2026-09-02/) records `farm-patch`; all were chroma-keyed, reviewed at actual runtime sizes, and optimized locally | Project asset, rights reserved | **No, permission required** |
| World-map continent overview plate (`public/map_art/world_overview.webp`, the painted backdrop of the interactive world map's continent level) | World of ClaudeCraft | Project-generated with Google Gemini image generation (terrain-only top-down key art, no baked text), cropped to the continent's land bounds so the plate rect equals the world bounds, and optimized to WebP locally | Project asset, rights reserved | **No, permission required** |
| Guide webfonts (`public/fonts/*.woff2`: Cinzel by Natanael Gama; Alegreya and Alegreya Sans by Juan Pablo del Peral, Huerta Tipografica; woff2 subsets latin/latin-ext/cyrillic/vietnamese as served by Google Fonts, self-hosted for the /wiki guide and the game client) | Natanael Gama; Huerta Tipografica | https://fonts.google.com/specimen/Cinzel , https://fonts.google.com/specimen/Alegreya , https://fonts.google.com/specimen/Alegreya+Sans | SIL OFL 1.1 | Yes, under SIL OFL 1.1 |
| Owner-provided Mage artwork (`fireball_form.webp`, `counterspell.webp`) | Levy Street account | Owner-provided artwork | Used with permission (Levy Street) | **No, permission required** |
| Owner-provided Druid artwork (`public/ui/skills/druid/cat_form.webp`, the Cat Form lynx head) | Levy Street account | Owner-provided artwork, re-encoded to 128px WebP via `scripts/convert_skill_icons_webp.mjs` | Used with permission (Levy Street) | **No, permission required** |
| Temporal clock sound effect (`public/audio/sfx/temporal_clock.mp3`) | World of ClaudeCraft | User-provided source recording | Used with permission (Levy Street) | **No, permission required** |
| Remastered streamed soundtrack (`public/audio/music/*.mp3`: town, overworld, dungeon, and battle themes) | World of ClaudeCraft | Existing themes were rendered from the project's procedural score (`scripts/render_music.mjs`) and remastered; the new-world remasters are owner-provided Suno Studio exports | Project asset | With the project only |
| Original Ignivar raid ambient suite retained for authoring (`ignivar_forge_approach`, `ignivar_raid_arena`, `ignivar_inner_crucible`) | World of ClaudeCraft | Original project-authored procedural score, rendered with `scripts/render_music.mjs` and remastered locally | Project asset | With the project only |
| Crucible floor soundtrack (final assets listed in the [floor soundtrack source record](docs/music/crucible-floor-soundtrack.md)) | World of ClaudeCraft | Owner-provided final Suno exports (2026-09-05), imported unchanged with cleaned filenames | Project asset | With the project only |
| Proving Shore candidate cues (`docs/music/proving-shore-candidates/*.mp3`, the audition decision record) | World of ClaudeCraft | Composed in the project's procedural score (`src/game/music_themes_proving_shore.ts`), rendered via `scripts/render_music.mjs`, mastered locally with ffmpeg/sox | Project asset | With the project only |
| Proving Shore island cue (`public/audio/music/proving_shore.mp3`, "Welcome to Adventure") | World of ClaudeCraft | Owner-supplied render (2026-08), replacing the audition candidate above as the shipped island cue | Project asset | With the project only |
| Morthen the Gravecaller boss-fight cue (`public/audio/music/boss_morthen.mp3`) | World of ClaudeCraft | Project-generated with the ElevenLabs Music API (`eleven_music_v2_5`, 2026-10-07), loudness-matched to the shared boss loop with ffmpeg | Project asset | With the project only |
| Dungeon boss-fight cues (`public/audio/music/boss_*.mp3`, excluding Morthen) | World of ClaudeCraft | Seventeen instrumental, three-minute project productions generated with the ElevenLabs Music API (`eleven_music_v2_5`, 2026-10-08); revised versions of Lady of the Bonechill, the Gorgebloom, and Zulgar replace their first auditions, and all three Mere Hydra heads share one cue | Project asset | With the project only |

| Rideable mount models (valorsteed, grag_bear, stalkglider_snail, aether_hover_cycle, shadowjump_toad, stormfeather_griffin, and thunderstrut_gobbler in `public/models/mounts/`) | World of ClaudeCraft | Project-generated via the Tripo API asset pipeline; rigs and gait clips are either retained from the generated source models or normalized and baked locally via `scripts/bake_mount_gaits.mjs`; owned under the Tripo paid-plan license | Project asset | With the project only |
| Drakemaw Raptor mount (`public/models/mounts/drakemaw_raptor.glb`, also the Friendship Raptor's body) | World of ClaudeCraft | Mesh and texture project-generated via the Tripo API asset pipeline, owned under the Tripo paid-plan license; the unrigged mesh and its paint, lifted unchanged out of the original Tripo-rigged export, are `scripts/assets/drakemaw_raptor/source/drakemaw_raptor_source.glb`. The skeleton, skin weights and every clip (Idle, Walk, Run, WalkBack, Jump, Land) are original project work authored procedurally in Blender for this game; no third-party rig, animation or motion capture entered the build. Deterministic builder and fingerprint under `scripts/assets/drakemaw_raptor/`, contract test `tests/drakemaw_raptor_mount.test.ts` | Project asset | With the project only |
| Dreadspark Groundshaker rideable mount model (`public/models/mounts/terrorspark_groundshaker.glb`) | World of ClaudeCraft | Original project art procedurally reconstructed from a user-supplied concept without redistributing source pixels; deterministic source, design boundary, and provenance are committed under `scripts/assets/terrorspark_groundshaker/` and `docs/design/terrorspark-groundshaker/`. Its current item painting is credited in the item-art consistency row above | Project asset, rights reserved | **No, permission required** |
| Masterwrought inscription tome held models (`public/models/weapons/{tome_silverleaf,tome_goldleaf,tome_sunpetal,tome_voidbound}.glb`) | World of ClaudeCraft | Original project art authored procedurally from the committed inscription item-icon SVG sources (`docs/achievements/masterwrought-phase06-art/` and `docs/achievements/masterwrought-phase09-art/voidbound_grimoire.svg`); deterministic factory, exporter, and fingerprint pins under `scripts/assets/inscription_tomes/`, contract test `tests/inscription_tome_assets.test.ts` | Project asset, rights reserved | **No, permission required** |
| Goblin Rocket Sled mount (`public/models/mounts/goblin_rocket_sled.glb`) and item painting (`public/ui/items/reins_goblin_rocket_sled.webp`) | World of ClaudeCraft | Original project mount procedurally reconstructed from user-supplied concept art; deterministic source and design boundary are committed under `scripts/assets/goblin_rocket_sled/` and `docs/design/goblin_rocket_sled/`. The item painting is a user-supplied, user-approved OpenAI-generated result reviewed and normalized under `woc-item-icon-v1`; exact source and shipping hashes, processing, and the explicitly unavailable source prompt are recorded in `docs/design/goblin_rocket_sled/icon-provenance.json` | Project asset, rights reserved | **No, permission required** |
| Lanternback Troll rideable mount model (`public/models/mounts/lanternback_troll.glb`) | World of ClaudeCraft | Project-supplied base sculpt; the deform skeleton, skin weights, the emissive lamp-glass material, and all four animation clips (Idle, Walk, Run, Death) were authored for this game in Blender | Project asset, rights reserved | **No, permission required** |
| Lanternback Troll reins icon (`public/ui/items/reins_lanternback_troll.webp`) | World of ClaudeCraft | Owner-supplied painted master, downscaled to the 128px opaque woc-item-icon-v1 shipping format | Project asset, rights reserved | **No, permission required** |
| Lantern Hall Destrier rideable mount model (`public/models/mounts/lantern_hall_destrier.glb`) | Base horse body, rig and Idle/Walk/Run/Death clips: WildPoly3D ("Horse - Animated Low Poly", https://sketchfab.com/3d-models/horse-animated-low-poly-3f3773a8268c4e2583392739a7c81bc2, as recorded in `valorsteed.glb`'s asset extras); barding, caparison, saddle, lanterns, regrown hide, hair, eyes, saddle and lantern bones, the Rear clip and the lantern swing keys: World of ClaudeCraft | Derived from the Valorsteed GLB by `scripts/assets/lantern_hall_steed/build_steed.py` (procedural Blender build, no other imported meshes) | CC BY 4.0 (base horse); project additions rights reserved | Yes, with attribution (base horse) |
| Lantern Hall Destrier reins icon (`public/ui/items/reins_lantern_hall_destrier.webp`) | World of ClaudeCraft | Rendered from the shipped mount GLB by `scripts/assets/lantern_hall_steed/render_reins_icon.py` over a painted ground (`compose_icon.py`), converted to the 128px opaque woc-item-icon-v1 format | Project asset, rights reserved | **No, permission required** |
| Blade of Lantern Hall sword appearance (`public/models/weapons/lantern_hall_sword.glb`, `public/ui/weapons/lantern_hall_sword.jpg`, `public/ui/store/armory/lantern_hall_sword.webp`) | World of ClaudeCraft | Original procedural model and baked albedo/ORM by `scripts/assets/lantern_hall_steed/build_sword.py`; the card rendered by `scripts/armory_thumbs.mjs` | Project asset, rights reserved | **No, permission required** |
| Lantern Hall elemental weapon appearances: Hearthbrand, Squallcrest, Rimelight Staff, Duskwick Staff (`public/models/weapons/{hearthbrand,squallcrest,rimelight_staff,duskwick_staff}.glb`, their `public/ui/weapons/*.jpg` previews and `public/ui/store/armory/{hearthbrand_sword,squallcrest_sword,rimelight_staff,duskwick_staff}.webp` cards) | World of ClaudeCraft | Original procedural models and baked albedo/ORM/normal maps by `scripts/assets/lantern_hall_arms/` (no imported meshes, no reference art); the cards rendered from the shipped GLBs by `render_arms.py` over the `compose_icon.py` ground | Project asset, rights reserved | **No, permission required** |
| Nightwing Chimaera rideable mount model (`public/models/mounts/nightwing_chimera.glb`) and reins icon (`public/ui/items/reins_nightwing_chimera.webp`) | World of ClaudeCraft | Project-generated via OpenAI `gpt-image-2` 3-view concept turnarounds and Tripo Smart Mesh P2.0 (`P2-20260801`, task `f6ac517e-223e-47d0-b450-9b2d33635953`) under the Tripo paid-plan license; custom 26-bone deform skeleton, anatomical skin weights, and all eight 30 fps animation clips (`Idle`, `Idle_Look`, `Walk`, `Run`, `WalkBackward`, `Jump`, `Land`, `Death`) authored in Blender, then optimized with meshopt and KTX2 UASTC via `scripts/assets/specs/nightwing_chimera.json` | Project asset | With the project only |
| Chimeglass Tortoise rideable mount model (`public/models/mounts/chimeglass_tortoise.glb`) | World of ClaudeCraft | Project-supplied base sculpt and base-colour texture (shipped unmodified); the deform skeleton, region-masked skin weights, the brass and blue-emissive lens materials and all seven animation clips (Idle, three idle-breakers, Walk, Run, Death) were authored for this game in Blender | Project asset, rights reserved | **No, permission required** |
| Chimeglass Tortoise reins icon (`public/ui/items/reins_chimeglass_tortoise.webp`) | World of ClaudeCraft | Three-quarter head render of the shipped mount model, background keyed and downscaled to the 128px woc-item-icon-v1 shipping format | Project asset, rights reserved | **No, permission required** |
| Wobbles the Slime rideable mount model (`public/models/mounts/wobbles_slime.glb`) | World of ClaudeCraft | Saddle, blanket, straps and stirrups project-generated via the Tripo API asset pipeline (multiview input from an AI-generated concept turnaround supplied by the project owner, `docs/design/slime-mount/concept.webp`), owned under the Tripo paid-plan license; the jelly body, its painted texture, the rig and all six animation clips (Idle, Walk, Run, Jump, Land, and the ambient Bubbles loop) were authored for this game in Blender. Sources and rebuild steps are in `docs/design/slime-mount/` | Project asset | With the project only |
| Wobbles the Slime reins icon (`public/ui/items/reins_wobbles_slime.webp`) | World of ClaudeCraft | Headless Blender render of the shipped mount model on the woc-item-icon-v1 ground, downscaled to the 128px opaque shipping format (`docs/design/slime-mount/render_icon.py`, `compose_icon.py`) | Project asset, rights reserved | **No, permission required** |
| Rift dimensional gate model (`public/models/props/rift_portal.glb`) | World of ClaudeCraft | Project-generated via Meshy AI (text-to-3D), owned under the Meshy paid-plan license | Project asset | With the project only |
| Rift arcane flame + rune monolith props (`public/models/props/rift_flame.glb`, `rift_rune.glb`) | World of ClaudeCraft | Project-generated via Tripo AI (text-to-3D), owned under the Tripo paid-plan license | Project asset | With the project only |
| Eastbrook ferry transport ship (`public/models/props/eastbrook_ferry.glb`: hull, sails, sea-serpent figurehead, compass emblem, its LODs and idle clip) | World of ClaudeCraft | Original project art built procedurally in Blender for this game; no third-party mesh, texture or reference image entered the build. Deterministic source, builder and fingerprint under `scripts/assets/eastbrook_ferry/`, contract test `tests/eastbrook_ferry_asset.test.ts` | Project asset, rights reserved | **No, permission required** |
| Harbor route marker signpost (`public/models/props/harbor_route_marker.glb`: post, arrow board, anchor roundel, metal trim, lantern, chain and rope; the destination name is drawn at runtime) | World of ClaudeCraft | Original project art built procedurally in Blender for this game, in the Eastbrook ferry's palette; no third-party mesh, texture or reference image entered the build. Deterministic source, builder and fingerprint under `scripts/assets/harbor_route_marker/`, contract test `tests/harbor_route_marker_asset.test.ts` | Project asset, rights reserved | **No, permission required** |
| Wyrmwatch cliff harbor (`public/models/props/wyrmwatch_harbor.glb`: the Drakelands ferry berth's quays, switchback stair, landings, railings, harbor gate, the walk-in Harbormaster's House with its furnishings and wall map of the ferry routes, lanterns, cargo, dressing and path flagstones) | World of ClaudeCraft | Original project art built procedurally in Blender for this game from the sim's own layout, in the Eastbrook ferry's palette; no third-party mesh, texture or reference image entered the build. Deterministic source, builder and fingerprint under `scripts/assets/wyrmwatch_harbor/`, contract test `tests/wyrmwatch_harbor_asset.test.ts` | Project asset, rights reserved | **No, permission required** |
| Wickharbor ferry wharf (`public/models/props/wickharbor_wharf.glb`: the Wickharbor ferry berth's plank wharf, its pier, berth head, arm and flight, frame and piles, railings, lanterns, cargo, trim and dressing) | World of ClaudeCraft | Original project art built procedurally in Blender for this game from the sim's own layout, in the Wyrmwatch cliff harbor's recipe and palette; no third-party mesh, texture or reference image entered the build. Deterministic source, builder and fingerprint under `scripts/assets/wickharbor_wharf/`, contract test `tests/wickharbor_wharf_asset.test.ts` | Project asset, rights reserved | **No, permission required** |
| Wickharbor harbor (`public/models/props/wickharbor_harbor.glb`: Wickharbor's shore boardwalk, the great quay with its crane and cargo shelter, its two piers, the two stairs up the bluff and the Old Beacon's dock and stair, plank fields, frame and piles, stone footings, railings, lanterns, cargo, trim and dressing) | World of ClaudeCraft | Original project art built procedurally in Blender for this game from the sim's own layout, in the Wickharbor ferry wharf's and the Wyrmwatch cliff harbor's recipe and palette; no third-party mesh, texture or reference image entered the build. Deterministic source, builder and fingerprint under `scripts/assets/wickharbor_harbor/`, contract test `tests/wickharbor_harbor_asset.test.ts` | Project asset, rights reserved | **No, permission required** |
| Mirefen tavern (`public/models/props/mirefen_tavern.glb`: the walk-in inn on the Fenbridge road, its common room open to a hammerbeam roof with the round hearth, copper hood and bar, the bard's stage, the booths, the kitchen behind its serving hatch, the round tower and its flagged nook, its furniture, lanterns, sconces and chandelier, the job board, the tankard sign, the chimneys, trim, dressing and grounds; and its `mirefen_tavern.half.glb` / `mirefen_tavern.quarter.glb` texture tiers) | World of ClaudeCraft | Original project art built procedurally in Blender for this game from the sim's own layout (`scripts/assets/mirefen_tavern/`: `build_tavern.py` and its `inn_*.py` builders on the ferry's shared shiplib), in the project's painted world style, its surfaces painted with the project's own hand-painted town maps in the Fenrire look the painted Fenbridge buildings wear (`scripts/assets/mirefen_tavern/tex/`): the ClaudeCraft Studio repository's `scripts/assets/blender_tidehold/town_tex_painted_var/fenrire/` maps (repaints of the painted kit maps made with ChatGPT image generation and recorded in that folder's README), the limewash, dressed stone, cloth and every normal map copied unchanged, the wall stone, oak and slates lifted and the boards regraded by a deterministic colour remap (`scripts/assets/mirefen_tavern/regrade_map.mjs`). The giant tankard on the inn's sign and the room's textured dressing (the trophies: the stag's head over the door, the boar's head and the mounted pike; the stocked wall shelves, the weapon rack, the dresser, the wine rack, the barrels in their racks and stacked, the crates, the sacks and the firewood; the ale cask and the tankards, jugs, candles, bread boards and bottles; the wagon-wheel chandelier, the wall sconces, the gable lanterns and the stage's candelabra; the fishing net, the copper pans, the eel trap, the drying fish and the hams; the bard's instruments, the inn's banners, the racks of tankards over the bar, the bearskin, the cauldron over the hearth and its copper hood) are meshes with their own painted textures made in Tripo Studio (model P2, multi-view image to 3D, Smart Mesh, owned under the Tripo paid-plan license): the stag's head by the art lead, and every other piece on the project's Tripo account from front, side and back views of it the project painted with ChatGPT image generation in the style of the stag's head (the views are not checked in), the same views its texture reference. Each was brought down to a few hundred triangles with its paint baked onto the new surface by `scripts/assets/mirefen_tavern/props/bake_low.py` (Blender, Cycles) and packed into one texture atlas by `scripts/assets/mirefen_tavern/props/build_atlas.mjs`, from the Tripo exports and the pieces baked from them, a maintainer-local source pack (`tmp/asset_src/mirefen_tavern_props/`, not checked in); the three shields over the stage are the game's own shield models (`public/models/weapons/shield_starter.glb`, `shield_field_steel.glb` and `shield_rare_a_crucible.glb`, credited in their own rows). No other third-party mesh, texture, captured model data or reference image entered the build. Deterministic source, builder and fingerprint under `scripts/assets/mirefen_tavern/`, contract test `tests/mirefen_tavern_asset.test.ts` | Project asset, rights reserved | **No, permission required** |
| Drowned Temple creatures (`public/models/creatures/temple_*.glb` except `temple_ice_wraith.glb`, credited in the next row: the Lagoon Snapper, Moonlit Siren, Moonmantle Ray (the Pearlguard Sentinel's id), Glimmerscale Lurker, Drowned Templeguard, Drowned Pilgrim and Pale Choir Acolyte, each with its own rig and clips) | World of ClaudeCraft | Original project art built procedurally in Blender for this game on the project's creature kits; no third-party mesh, texture, animation or reference image entered the build. Deterministic sources under `scripts/assets/drowned_temple_creatures/` | Project asset, rights reserved | **No, permission required** |
| Drowned Temple Ice Wraith (`public/models/creatures/temple_ice_wraith.glb`) | World of ClaudeCraft | Mesh and texture project-generated via Tripo AI, owned under the Tripo paid-plan license; rigged and animated in Blender for this game (Idle, Walk, Attack, HitReact, Death) and shipped through `scripts/assets/specs/drowned_temple_ice_wraith.json` | Project asset | With the project only |
| Drowned Temple kit (`public/models/props/drowned_temple_kit.glb`: the pearl-stone columns, the drowned choir statues, the Moongate, the Great Conch, the Prism Tower, the Moon Altar, the sunken temple, balustrades, braziers and lagoon dressing) | World of ClaudeCraft | Original project art built procedurally in Blender for this game; no third-party mesh, texture or reference image entered the build. Source `docs/design/dungeon-rework/kit/build_drowned_temple_kit.py`, shipped by `scripts/assets/drowned_temple_kit/build.mjs` | Project asset, rights reserved | **No, permission required** |
| Sunken Bastion spectral sailor (`public/models/creatures/bastion_ghost_sailor.glb`) and haunted brig (`public/models/props/bastion_ghost_ship.glb`) | World of ClaudeCraft | Original project art authored in Blender from `scripts/assets/bastion_ghost_crew/`, using the project's Sunken Bastion SDF anatomy, surface bake and rig kit. Original naval clothing, spectral lower bodies, hover/action/dissolution clips, planked hull, torn sails and cannon rigging; no external mesh, texture, animation or reference image entered the build. Character atlases use KTX2 and all three models use meshopt compression | Project asset, rights reserved | **No, permission required** |
| Enemy and dungeon boss bodies made through the designer's model guide (`public/models/creatures/woc_*.glb`, among them the Hollow Crypt's roster, the Sunken Bastion's and Drowned Temple's bosses, the Mere Hydra included, the Gravewyrm Sanctum's Korgath, Velkhar, Sledge Tusker and Korzul (with his frozen pose in the Calving Face, `public/models/props/gravewyrm_sanctum_korzul_frozen.glb`), and the Wildheart Basin's Beastmaster, Great Jaguar (and its jade spirit), Gorgebloom, Zulgar and Great Saurian) | World of ClaudeCraft | Project-generated: three-view concept sheets made with OpenAI image generation, reconstructed with Tripo AI (multiview image-to-3D) under the Tripo paid-plan license, then rigged and animated by hand in Blender (every clip authored, no retargeted or library motion) and encoded with meshopt and KTX2 from `scripts/assets/specs/woc_*.json`. The Blender sources and concept images stay with the maintainer outside the repo | Project asset, rights reserved | **No, permission required** |
| Gravewyrm Sanctum Seal Gate (`public/models/props/sanctum_seal_gate.glb`, `sanctum_seal_gate_props.glb`, `sanctum_seal_gate_ice.glb`: the Smith's black pylons and cracked lintel with its runes and empty keystone socket, the rock-cut gate tunnel, the great chains and their frosted heap, the Vigil cairn, the old headstones, the cult's sledge, brazier and goad irons, and the glacier ice tongue on the ridge) | World of ClaudeCraft | Original project art built procedurally in Blender for this game against the sim's own terrain; no third-party mesh, texture or reference image entered the build. Source `docs/design/dungeon-rework/entrance/build_sanctum_entrance.py` with `sanctum_gate_sculpt.py`, shipped by `scripts/assets/sanctum_seal_gate/build.mjs` | Project asset, rights reserved | **No, permission required** |
| Gravewyrm Sanctum interior kit (`public/models/props/gravewyrm_sanctum_interior.glb`: the Lock Terrace's slate pedestal with its frozen falls and the carved curb, the four seal pillars and their cracked twins, the Ritual Vault's carved thaw pyres and bone heaps, the lip rocks and ice lips under the walks, the edge rubble and the wind drifts) | World of ClaudeCraft | Original project art built procedurally in Blender for this game against the sim's own layout; no third-party mesh, texture or reference image entered the build. Source `docs/design/dungeon-rework/kit/build_gravewyrm_sanctum_interior.py` with `gravewyrm_interior_sculpt.py`, `gravewyrm_vault_sculpt.py` and `gravewyrm_paths_sculpt.py`, shipped by `scripts/assets/gravewyrm_sanctum_interior/build.mjs` | Project asset, rights reserved | **No, permission required** |
| Gravewyrm Sanctum Korgath maul clips (`public/models/creatures/woc_sanctum_korgath_clips.glb`: a clip donor, no mesh, whose HammerSlam, HammerSweep, MaulArc, ThresholdCharge, ThresholdChargeLoop and Death replace the body's) | World of ClaudeCraft | Authored in Blender for this game on Korgath's own rig with a scripted control rig (`docs/design/dungeon-rework/korgath/maul_rig/`), every key set by hand or by that script from the body's own clips; no retargeted or library motion. Shipped by `docs/design/dungeon-rework/korgath/ship_korgath_clip_fixes.mjs` | Project asset, rights reserved | **No, permission required** |
| Sunken Bastion Drowned Gate Tower (`public/models/props/sunken_bastion_entrance.glb`, `sunken_bastion_entrance_ruins.glb`, `sunken_bastion_entrance_growth.glb`: the two leaning round towers of the Court's drowned barbican, the gate front with its outer arch, jammed portcullis and star-glass rosette, the open gate court with the wardens' winch, the inner arch and its flood sill, the roofed passage into the mound, the rotten hoarding and Olen's torn banner, the curtain wall and the heap of fallen blocks, the causeway setts, the peat and its standing water, and the reed, sedge, hanging weed, moss and barnacle crust that have taken it) | World of ClaudeCraft | Original project art built procedurally in Blender for this game against the sim's own terrain; no third-party mesh, texture or reference image entered the build. Source `docs/design/dungeon-rework/entrance/build_bastion_entrance.py` with `bastion_ruin_kit.py`, shipped by `scripts/assets/sunken_bastion_entrance/build.mjs` | Project asset, rights reserved | **No, permission required** |
| Hollow Crypt Fallen Chapel (`public/models/props/hollow_crypt_entrance.glb`, `hollow_crypt_entrance_walls.glb`, `hollow_crypt_entrance_props.glb`, `hollow_crypt_entrance_growth.glb`: the roofless mother church's south gable with its empty rose window and bellcote, the vaulted crypt stair-house and its two mourners, the broken nave walls, chancel and apse, the dragged altar slab, the fallen bell, the ledger lectern, the shrouded font, the headstones and table tombs, the lychgate, the dead yew, and the ivy, grass, bramble and moss that have taken it back) | World of ClaudeCraft | Original project art built procedurally in Blender for this game against the sim's own terrain; no third-party mesh, texture or reference image entered the build. Source `docs/design/dungeon-rework/entrance/build_crypt_entrance.py` with `crypt_ruin_kit.py`, shipped by `scripts/assets/hollow_crypt_entrance/build.mjs` | Project asset, rights reserved | **No, permission required** |
| Drowned Temple Moon Stair (`public/models/props/drowned_temple_entrance.glb`, `drowned_temple_entrance_works.glb`, `drowned_temple_entrance_growth.glb`: the moongate ring on its dais with the moon's phases inlaid in silver and its crescent horns, the built flight with its worn treads and stepped cheek walls, the colonnade of fluted drums (three standing, two broken, one fallen), the two robed penitents of the Pale Choir, the Glimmer Weir round the mirror of still water, the moon pool's kerb and its three stelae, and the lilies, reed, sedge, moss, hanging weed and moonflower creeper that have taken them) | World of ClaudeCraft | Original project art built procedurally in Blender for this game against the sim's own terrain; no third-party mesh, texture or reference image entered the build. Source `docs/design/dungeon-rework/entrance/build_temple_entrance.py` with `temple_moon_kit.py`, shipped by `scripts/assets/drowned_temple_entrance/build.mjs` | Project asset, rights reserved | **No, permission required** |
| Wildheart Basin Jaguar Maw (`public/models/props/wildheart_basin_entrance.glb`, `wildheart_basin_entrance_court.glb`, `wildheart_basin_entrance_growth.glb`: the Sunken Idol's round head of coursed limestone carved as a roaring jaguar, its brows, jade eyes and ears, the muzzle with its lip ring, nose and fangs, the strangler fig rooted in its crown with its roots, lianas and leaf crown, the heaved flagstone causeway up the rise, the two fire bowls, the Sunbone's tusks with their war cloth and skulls, the fallen ear and the blocks down the bank and in the shallows, and the fern, broadleaf, reed and moss that have taken it) | World of ClaudeCraft | Original project art built procedurally in Blender for this game against the sim's own terrain; no third-party mesh, texture or reference image entered the build. Source `docs/design/dungeon-rework/entrance/build_wildheart_entrance.py` with `wildheart_ruin_kit.py`, shipped by `scripts/assets/wildheart_basin_entrance/build.mjs` | Project asset, rights reserved | **No, permission required** |
| Ignivar raid forge-mech dressing props (`public/models/dungeon/ignivar_prop_*.glb`: beams, pillars, the rusty gear wall, vault door, reactor, lava face, forge, anvil, chains, lava and steam machinery) | World of ClaudeCraft | Project-generated via Tripo AI (text-to-3D) from the maintainer's environment drop, owned under the Tripo paid-plan license, optimized to KTX2/meshopt via `scripts/assets/build_ignivar_props.mjs` | Project asset | With the project only |
| Drakelands rebuild kit props (`public/models/drakelands_kit/*.glb`: town buildings and bases, church, barracks, stables, castle door, fence, gravestones, signpost, tavern sign, horse-head sign, notice board, shield and weapon racks, training dummy, well pump, dragon statue) | World of ClaudeCraft | Project-generated via Tripo AI (text-to-3D) from the maintainer's environment drop, owned under the Tripo paid-plan license, optimized to KTX2/meshopt via `scripts/assets/build_drakelands_kit.mjs` (the full-quality drop stays with the maintainer outside the repo; `grain_drakelands_kit_textures.mjs` re-bakes from it) | Project asset | With the project only |
| Realm sky HDRIs (hollow_dusk, ember_storm, frost_twilight, amber_sunset, fen_day, nightbloom_dream, wraithwood_gloom; 2k and 1k) | World of ClaudeCraft | Project-generated equirect sky panoramas, converted to RGBE with HDR sun re-injection | Project asset | With the project only |
| Zone map overlays (`public/map_art/*.png`) | World of ClaudeCraft | Project-generated painterly map overlay art derived from local zone reference plates | Project asset | With the project only |
| Infernal Citadel props (`public/models/props/infernal_brazier.glb`, `infernal_altar.glb`, `demon_idol.glb`, `hell_forge.glb`, `hanging_cage.glb`, `bone_pile.glb`, `obsidian_fang.glb`, `infernal_statue.glb`, `slag_cauldron.glb`, `bone_throne.glb`) | World of ClaudeCraft | Project-generated via `scripts/asset_pipeline` (Tripo AI text-to-3D), owned under the Tripo paid-plan license | Project asset | With the project only |
| Generated class skin-suit set "Prismatic Vanguard" (suit_prismatic, all classes, `public/textures/skins/<class>/alt_suit_prismatic.png`) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (procedural gradient-map atlas) | Project asset | With the project only |
| Generated class skin-suit set "Liquid Chrome" (suit_chrome, all classes, `public/textures/skins/<class>/alt_suit_chrome.png`) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (procedural gradient-map atlas) | Project asset | With the project only |
## Brand marks

The four streamer-platform marks inlined as SVG paths in `src/ui/ui_icons.ts`
(Twitch, X, Kick, YouTube) are the trademarks of their respective platforms,
reproduced monochrome and unmodified in shape solely to identify a link that
points at that platform. They are not project assets, and no endorsement or
affiliation is implied. The Discord (Clyde) mark in the same file is used the
same way, as is the Steam mark, which identifies the links to the game's Steam
store page (the wishlist reminder, `src/ui/steam_wishlist.ts`).

The Solana and USDC logos shipped as `public/claudium/icons/solana-icon.webp`
and `public/claudium/icons/usdc-icon.webp` are trademarks of their respective
owners, reproduced unmodified solely to identify the corresponding payment
rail in the Claudium buy window (`src/ui/claudium_window.ts`). They are not
project assets, and no endorsement or affiliation is implied.

None of these marks are licensed to you by this file or by the project's MIT
license. Trademark law, not copyright licensing, governs their use. The same
applies to the "World of ClaudeCraft" and "Levy Street" names, logos, and
branding.

## Audio

All sampled sound effects credited to @jamiecypher below (`public/audio/sfx/`)
are original recordings and sound design, reworked using original sounds and
licensed source material from EastWest Composer Cloud, Epic Stock Media, and
Freesound.org (CC0). @jamiecypher retains copyright and publishes this work
under CC BY-NC 4.0 (Creative Commons Attribution-NonCommercial 4.0
International): free to use and share non-commercially with attribution.
@jamiecypher separately grants World of ClaudeCraft (Levy Street) a
perpetual, royalty-free license to use these assets commercially, including
in official releases and the Claudium store.

**That commercial grant is to Levy Street and does not transfer with a fork.**
If you redistribute these sounds you must credit @jamiecypher and keep the use
non-commercial. For commercial use, arrange your own licence with the author.

| Assets | Author | Source | License | Redistribution |
|---|---|---|---|---|
| Remaining generated world, interface, event, and ambience sound effects not attributed below (`public/audio/sfx/*.mp3`, excluding `quest_*.mp3` and `mount_*.mp3`) | World of ClaudeCraft | Project-generated with the ElevenLabs Sound Effects API from `scripts/sfx/sfx_prompts.mjs` or deterministic FFmpeg synthesis via `scripts/gen_ui_sfx.mjs` | Project asset | With the project only |
| Ignivar encounter voice lines (`public/audio/voice/ignivar/*.mp3`) | World of ClaudeCraft | Project-generated with ElevenLabs Voice Design and text-to-speech, then locally post-processed | Project asset, rights reserved | **No, permission required** |
| Varkhul encounter voice lines (`public/audio/voice/varkhul/*.mp3`) | World of ClaudeCraft | Project-generated with ElevenLabs Voice Design, then locally post-processed | Project asset, rights reserved | **No, permission required** |
| Lantern Hall Destrier whinny takes (`mount_neigh_lantern_hall_destrier_1.mp3`, `mount_neigh_lantern_hall_destrier_2.mp3`) | World of ClaudeCraft | Project-generated with the ElevenLabs Sound Effects API (eleven_text_to_sound_v2, 2026-10-16), two takes picked by the maintainer, conformed via `scripts/sfx/conform_audio.mjs` | Project asset | With the project only |
| Valorsteed gallop layer (`mount_run_valorsteed.mp3`) | D4XX, adapted by congusbongus | [Horse gallop on different surfaces](https://opengameart.org/content/horse-gallop-on-different-surfaces), individual `ground.mp3` source identified as CC0 in the included credits | CC0 1.0 | Yes |
| Mount footfall layers (`mount_run_grag_bear.mp3`, `mount_run_shadowjump_toad.mp3`, `mount_run_stormfeather_griffin.mp3`, `mount_run_thunderstrut_gobbler.mp3`) | Fantozzi, extracted by qubodup | [Fantozzi's Footsteps](https://opengameart.org/content/fantozzis-footsteps-grasssand-stone) | CC0 1.0 | Yes |
| Stalk-Glider slime layer (`mount_run_stalkglider_snail.mp3`) | RandomUser | [Slime ultimate the best](https://opengameart.org/content/slime-ultimate-the-best) | CC0 1.0 | Yes |
| Shadow-Jump Toad slime layer (`mount_run_shadowjump_toad.mp3`) | KobatoGames | [Slime jump effect](https://opengameart.org/content/slime-jump-effect) | CC0 1.0 | Yes |
| Hover-Cycle movement layer (`mount_run_aether_hover_cycle.mp3`) | Umplix | [Hovermobile SFX](https://opengameart.org/content/hovermobile-sfx) | CC0 1.0 | Yes |
| Stormfeather and Grand Gobbler wing layers (`mount_run_stormfeather_griffin.mp3`, `mount_run_thunderstrut_gobbler.mp3`) | AntumDeluge, derived from dave.des | [Large Wings Flap](https://opengameart.org/content/large-wings-flap) | CC0 1.0 | Yes |
| Dreadspark Groundshaker movement layer (`mount_run_terrorspark_groundshaker.mp3`) | World of ClaudeCraft | Original deterministic FFmpeg synthesis via `scripts/gen_terrorspark_groundshaker_sfx.mjs` | Project asset | With the project only |
| Mirefen tavern room bed (`amb_tavern.mp3`) | World of ClaudeCraft | Original deterministic synthesis via `scripts/gen_tavern_ambience_sfx.mjs` (seeded talkers, laughter, mugs, hearth crackle and room tone), mixed with the project's own Fenbridge town theme rendered from the procedural score by `scripts/render_music.mjs` | Project asset | With the project only |
| Gourdlight Eve sound effects (`proj_gourdfall_whistle.mp3`, `impact_gourdfall.mp3`, `spell_swelling_gourd_pulse.mp3`, `impact_swelling_gourd_burst.mp3`, `mount_run_emberbristle_broom.mp3`, `mount_idle_emberbristle_broom.mp3`, and the toys' `impact_prank_pumpkin_splat.mp3`, `spell_wanderwisp_lantern.mp3`, `spell_startled_bats.mp3`, `spell_murmurwick_candle.mp3`, `spell_gurglegreen_cauldron.mp3`, `gurglegreen_bubble_loop.mp3`, `spell_gurglegreen_quaff.mp3`) | World of ClaudeCraft | Original deterministic synthesis from oscillators, seeded noise and biquad filters via `scripts/sfx/gourdlight_sfx.mjs`; no recordings or third-party samples | Project asset | With the project only |
| Cluckwork Mech Bird take set (`mount_run_mech_bird.mp3`, `mount_idle_mech_bird.mp3`, `mount_jump_mech_bird.mp3`, `mount_land_mech_bird.mp3`) | World of ClaudeCraft | Hand-authored project recordings, assembled deterministically via `scripts/gen_mech_bird_sfx.mjs` | Project asset | With the project only |
| Bonebound Rickshaw rolling loop (`mount_loop_rickshaw_mount.mp3`) | @jamiecypher | Original recording | CC BY-NC 4.0 (+ perpetual commercial grant to World of ClaudeCraft) | Non-commercial only, with attribution |
| Quest event sounds (`quest_accept`, `quest_ready`, `quest_complete`) | @jamiecypher | Original work | CC BY-NC 4.0 (+ perpetual commercial grant to World of ClaudeCraft) | Non-commercial only, with attribution |
| Lockpick minigame sounds (`lockpick_*`) | @jamiecypher | Original work | CC BY-NC 4.0 (+ perpetual commercial grant to World of ClaudeCraft) | Non-commercial only, with attribution |
| Wand auto-attack sounds (`wand_*`) | @jamiecypher | Original work | CC BY-NC 4.0 (+ perpetual commercial grant to World of ClaudeCraft) | Non-commercial only, with attribution |
| Level-up and Book of Deeds achievement chimes (`ui_level_up`, `ui_achievement`) | @jamiecypher | Original work | CC BY-NC 4.0 (+ perpetual commercial grant to World of ClaudeCraft) | Non-commercial only, with attribution |
| Magic-school impact and casting-support one-shots (`impact_*`, `heal_impact`, `buff_apply`, `debuff_apply`, `spell_nova`) | @jamiecypher | Original work | CC BY-NC 4.0 (+ perpetual commercial grant to World of ClaudeCraft) | Non-commercial only, with attribution |
| Magic-school projectile launches (`proj_*`) | @jamiecypher | Original work | CC BY-NC 4.0 (+ perpetual commercial grant to World of ClaudeCraft) | Non-commercial only, with attribution |
| Melee, footstep, movement, combat-reaction, and player-state sounds (`melee_*`, `foot_*`, `move_*`, `combat_*`, `player_death*`, `player_hurt*`) | @jamiecypher | Original work | CC BY-NC 4.0 (+ perpetual commercial grant to World of ClaudeCraft) | Non-commercial only, with attribution |
| Creature vocalizations, every mob family (`mob_*`) | @jamiecypher | Original work | CC BY-NC 4.0 (+ perpetual commercial grant to World of ClaudeCraft) | Non-commercial only, with attribution |

## Generated prop and creature models

| Assets | Author | Source | License | Redistribution |
|---|---|---|---|---|
| Generated prop model (marsh_plank_bridge) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (marsh_shrine_fragment) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (marsh_corpse_candle) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (marsh_bell_gallows) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (marsh_sluice_post) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (marsh_dead_tree) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (marsh_reed_cluster) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (yumi_brazier_stand) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (yumi_torch_handle) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (dungeon_door_arch) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (crypt_ritual_circle) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (delve_module_exit) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (delve_surface_exit) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (delve_rite_shrine_bell) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (delve_rite_shrine_candle) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (delve_rite_shrine_reed) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (delve_rite_shrine_skull) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (delve_pressure_plate) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (marsh_root_wall) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated creature model + animations (training_dummy) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Generated creature model + animations (gravewing) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Generated character form + animations (lich_form) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Contributor-provided animated raid boss model and fire VFX (ignivar_herald) | World of ClaudeCraft contributor | Colossus GLB, 12 authored clips, VFX sockets, 6x6 flame atlas, and authored Ignivar fire shaders delivered in `ignivar_fire_vfx.zip` (SHA-256 `a942d097629f2c1303ef142808697fc131e383448e173647b5f46e4e5e90195b`); locally finalized with meshopt and KTX2/Basis | Project asset | With the project only |
| Contributor-provided animated raid add models (cinder_artificer, crucible_warden, ember_sentinel) | World of ClaudeCraft contributor | Replacement rigged GLBs and authored combat/channel clips delivered in `Automa_Mobs.zip` (SHA-256 `855c92bbd4995515e711e6e59d8220a9918698fb4cc3625f8c6db6c2c16e903d`); supplied files were already finalized with meshopt and 1024px KTX2/Basis UASTC textures, so geometry and animation data were preserved | Project asset | With the project only |
| Generated prop model (engineering_workbench) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (alchemy_cauldron) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (cooking_spit) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (leatherworking_rack) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (tailoring_loom) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (inscription_lectern) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (enchanting_altar) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (jewelcrafting_bench) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Great Maze prop models (`public/models/props/maze_hedge_wall.glb`, `maze_hedge_arch.glb`, `leafy_fox_statue.glb`) | World of ClaudeCraft | Maintainer-authored generated models, optimized via `scripts/assets/specs/evergarden_maze.json` | Project asset | With the project only |
| Evergarden flower bed models (`public/models/props/flower_bed_square_a.glb`, `flower_bed_square_b.glb`, `flower_bed_round.glb`) | World of ClaudeCraft | Maintainer-authored generated models, optimized via `scripts/assets/specs/evergarden_beds.json` | Project asset | With the project only |
| Galecrest monument models (`public/models/props/ship_monument.glb`, `golden_horse_statue.glb`) | World of ClaudeCraft | Maintainer-authored generated models, optimized via `scripts/assets/specs/gale_statues.json` | Project asset | With the project only |
| Generated prop model (mining_ore_cart) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (herbalism_drying_rack) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (banker_chest) | World of ClaudeCraft | Project-generated via the img2threejs workflow and `scripts/assets/banker_chest` from a user-provided concept reference; reference not redistributed | Project asset | With the project only |
| Generated landmark model (eastbrook_grand_armoury) | World of ClaudeCraft | Original procedural Three.js model produced via the img2threejs workflow and `scripts/assets/eastbrook_grand_armoury`, inspired by a user-provided scene reference; reference not redistributed | Project asset | With the project only |
| Generated Eastbrook town kit (`eastbrook_bank`, `eastbrook_smithy`, `eastbrook_inn`, `eastbrook_chapel`, `eastbrook_weaving_workshop`, `eastbrook_toolworks`, `eastbrook_civic_well_beacon`, `eastbrook_market_stall`, `eastbrook_wall_wing`) | World of ClaudeCraft | Original deterministic procedural Three.js models produced via the img2threejs workflow and `scripts/assets/eastbrook_town` from the project-generated Eastbrook turnaround sheets | Project asset | With the project only |
| Generated Eastbrook Realm Builder monument (`eastbrook_realm_builder_monument`, plus its 8-view impostor atlas) | World of ClaudeCraft | Project-generated sculpt (Tripo AI 3D) finished and exported via `scripts/assets/realm_builder_monument.py` (vertex-tinted plates, KTX2 albedo, socket extras); the impostor atlas is baked from the same sculpt. Replaces the civic well beacon as the square's centrepiece; the beacon model still ships for the editor and the frozen polish captures | Project asset | With the project only |
| Generated Eastbrook Ravenpost mailbox (`mailbox_pillar`) | World of ClaudeCraft | Original deterministic procedural Three.js model produced via the img2threejs workflow and `scripts/assets/eastbrook_mailbox` from the project-generated finishing-pass turnaround; replaces the historical Tripo mailbox while preserving its stable runtime path and gameplay contract | Project asset | With the project only |
| Generated Eastbrook public noticeboard (`eastbrook_noticeboard`) | World of ClaudeCraft | Original deterministic procedural Three.js model produced via the img2threejs workflow and `scripts/assets/eastbrook_noticeboard` from the project-generated finishing-pass turnaround; blank notice shapes contain no readable or proprietary text | Project asset | With the project only |
| Generated Mirefen muster camp kit (`muster_palisade`, `muster_barricade`, `muster_gate`, `muster_watchtower`, `muster_tent_large`, `muster_tent_small`, `muster_weapon_rack`, `muster_lantern_post`, `muster_crate`, `muster_barrel`, `muster_sacks`, `muster_cart_wheel`, `muster_torch`) | World of ClaudeCraft | Original deterministic procedural Blender models (vertex colour, no textures) produced by `scripts/assets/muster_camp/model.py` and exported through `scripts/assets/muster_camp/export_muster_camp.mjs`; style guided by owner-supplied AI-generated concept images (stylized stake palisade, gate and watchtower), used for style only, nothing traced, not committed; the rack's pikes follow the project's own Shardpike model | Project asset | With the project only |
| Generated muster training effigy and stake mallet (`muster_effigy`, `muster_mallet`) | World of ClaudeCraft | Original deterministic procedural Blender models (vertex colour, no textures) produced by `scripts/assets/muster_effigy/model.py` and exported through `scripts/assets/muster_effigy/export_muster_effigy.mjs`; the effigy's proportions follow the project's own Balgath cyclops model (silhouette reference only, nothing traced) and its timber, rope, cloth and iron follow the muster camp kit; no external assets | Project asset | With the project only |
| Generated Balgath Boulder Toss VFX kit (`public/models/vfx/balgath_boulder.glb`: `boulder`, `chunk_0` to `chunk_5`, `shard_0` to `shard_3`) | World of ClaudeCraft | Original deterministic procedural Blender models (vertex colour, no textures) produced by `scripts/assets/balgath_boulder/model.py` and exported through `scripts/assets/balgath_boulder/export_balgath_boulder.mjs`; no reference image, styled to match the project's own Balgath model | Project asset | With the project only |
| Generated Balgath Starwake VFX kit (`public/models/vfx/balgath_starwake.glb`: `star_crystal_0` to `star_crystal_5`, `lava_chunk_0` to `lava_chunk_5`, `pool_crust_0` to `pool_crust_3`, `geyser_column`) | World of ClaudeCraft | Original deterministic procedural Blender models (vertex colour, no textures) produced by `scripts/assets/balgath_starwake/model.py` and exported through `scripts/assets/balgath_starwake/export_balgath_starwake.mjs`; no reference image, styled to match the Boulder Toss kit | Project asset | With the project only |
| Generated farming prop set (`public/models/props/farm_bed.glb`, `farm_sprout.glb`, `farm_grain_stage2.glb`, `farm_grain_stage3.glb`, `farm_grain_stage4.glb`, `farm_rootleaf_stage2.glb`, `farm_rootleaf_stage3.glb`, `farm_rootleaf_stage4.glb`, `farm_gourd_stage2.glb`, `farm_gourd_stage3.glb`, `farm_gourd_stage4.glb`, `farm_grain_withered.glb`, `farm_rootleaf_withered.glb`, `farm_gourd_withered.glb`, `farm_compost_bin.glb`, `farm_feast.glb`, `farm_feast_apex.glb`) | World of ClaudeCraft | Original deterministic procedural Three.js models produced via `scripts/assets/farm_props` and optimized via `scripts/assets/specs/farm_props.json`; texture-free vertex-colored set authored in-repo with no external reference | Project asset | With the project only |
| Generated prop model (maledict_eye) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated creature model + animations (emberkin) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Generated creature model + animations (pyre_colossus) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Generated creature model + animations (gloomshade_abyssal_guardian) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Generated creature models + animations (hoard_abyssal_maw, hoard_hoarfrost_warden) | World of ClaudeCraft | Models project-generated via scripts/asset_pipeline (Tripo AI 3D). The Maw is rigged and animated by the project in Blender (`scripts/assets/hoard_bosses/maw_rig.py`); the Warden rides the Tripo auto-rig with its preset retargets repaired and an authored attack (`scripts/assets/hoard_bosses/frost_fix.py`) | Project asset | With the project only |
| Generated creature models (hoard_emberforge_tyrant, hoard_archon_nyxaris, hoard_tempest_vharok) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D), edited in Blender (`scripts/assets/hoard_bosses/`: Nyxaris legs removed so he floats; Emberforge two generated textures mixed and the generated hands replaced by project-modelled forge gauntlets; Vharok arms lengthened), then rigged locally onto the KayKit skeleton with `rig-manual`, carrying the KayKit (Kay Lousberg, CC0) clips | Project asset | With the project only |
| Generated hoard room creatures (hoard_tide_thrall, hoard_frost_revenant, hoard_ember_fiend, hoard_magma_brute, hoard_void_acolyte, hoard_storm_caller, hoard_boneclad_warrior; hoard_deep_lurker, hoard_dread_stalker, hoard_stormscale_drake, hoard_thornback_stalker, hoard_venom_weaver, hoard_rime_elemental, hoard_coinsack_scurrier) | World of ClaudeCraft | Models project-generated via scripts/asset_pipeline (Tripo AI 3D) from project concept images (the last four concepts are Tripo text-to-image). The eight humanoids are rigged locally onto the KayKit skeleton with `rig-manual` (the Coinsack Scurrier's sack and face made rigid by `scripts/assets/hoard_mobs/rigid_pack.mjs`), carrying the KayKit (Kay Lousberg, CC0) clips; the six creatures are rigged and animated by the project in Blender (`scripts/assets/hoard_mobs/quadruped_rig.py`, the spider's legs found by `spider_spec.py`) | Project asset | With the project only |
| Generated cave boss models (hoard_boss_mushroom, hoard_bloat_cap) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D): the Mother of Mushrooms from a project concept image, rigged locally onto a long-armed copy of the KayKit skeleton (`scripts/assets/hoard_mobs/stretch_arms.mjs`, then `rig-manual`, her cap and growths made rigid by `rigid_pack.mjs` and `rigid_islands.mjs`), carrying the KayKit (Kay Lousberg, CC0) clips; her Bloated Cap a Tripo text-to-model static prop | Project asset | With the project only |
| Generated cave boss models (hoard_boss_mole, hoard_boss_bat, hoard_boss_mimic) | World of ClaudeCraft | Models project-generated via scripts/asset_pipeline (Tripo AI 3D) from project concept images, rigged and animated by the project in Blender: Deeprake with `scripts/assets/hoard_mobs/quadruped_rig.py` (claw, rear-up and burrow clips), the Colossal Bat with `bat_rig.py` (wing chains, flying clips), the Voracious Chest with `mimic_rig.py` (lid cut free along the teeth and hinged as a jaw) | Project asset | With the project only |
| Generated Fenbridge town kit (`fenbridge_warden_gatehouse`, `fenbridge_crooked_reed_inn`, `fenbridge_lantern_chapel`, `fenbridge_moonwort_apothecary`, `fenbridge_gilded_strongbox`, `fenbridge_hesk_tannery`, `fenbridge_scout_lodge`, `fenbridge_mirelight_cistern`, `fenbridge_provision_stall`, `fenbridge_palisade_wing`, `fenbridge_gate_arch`, `fenbridge_boardwalk`, `fenbridge_muster_board`, and quest pickup `fenbridge_muster_order`) | World of ClaudeCraft | Original deterministic procedural Three.js models produced through the img2threejs workflow and `scripts/assets/fenbridge_town` from the project-generated Fenbridge turnaround sheets; exterior-only building shells preserve the canonical gameplay and collision contracts | Project asset | With the project only |

| Generated prop model (wildheart_jaguar_gate) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wildheart_ritual_pyramid) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wildheart_canopy_platform) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wildheart_rope_bridge) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wildheart_beast_den) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wildheart_mask_totem) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated creature model + animations (wildheart_ravager) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Generated creature model + animations (wildheart_hexcaller) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Generated creature model + animations (wildheart_beastmaster) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Generated creature model + animations (wildheart_high_priest) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Generated prop model (wildheart_limestone_cliff) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated creature model + animations (wildheart_stalker) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Generated prop model (wildheart_giant_fern) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wildheart_ancestor_ruin) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wildheart_jungle_canopy_tree) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_eastbrook_civic) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_mirefen_witchflame) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_thornpeak_beacon) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_veiled_crystal) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_drakelands_brazier) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_frostveil_icicle) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_amberfall_crystal) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_willowfen_reed) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_nightbloom_moonflower) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_wraithwood_ghost) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_palmreach_totem) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_evergarden_flower) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (frostveil_ice_spire) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_galecrest_mast) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (streetlamp_farshore_coral) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated creature model + animations (bear_form, the druid Bear Form quadruped) | World of ClaudeCraft | Project-generated Tripo AI 3D sculpt, owned under the Tripo paid-plan license; rigged and animated locally rather than auto-rigged (29 bone deform rig fitted to the sculpt by measurement, distance-solver skinning, and nine IK-authored clips), then KTX2-compressed via glTF-Transform | Project asset | With the project only |
| Druid cat form model and animations (`public/models/creatures/druid_cat_form.glb`) | World of ClaudeCraft maintainer handoff | Maintainer-provided cat mesh and packed Tripo texture; animal Rigify controls, proxy-transferred skin weights and 26 clips authored locally in Blender through `scripts/assets/druid_cat/` (17 ship in the compact set), then baked and optimized with meshopt and ETC1S KTX2 | Project asset | With the project only |
| Ignivar Ashcaller creature model + animations (`public/models/creatures/ignivar_ashcaller.glb`) | World of ClaudeCraft contributor handoff | Contributor-provided `Ignivar_Ashcaller.zip` (SHA-256 `aa7aac6ddd2eedefdaec7e0c645558701236e60081f74f45a1e4cf088711eda9`), optimized locally with meshopt and KTX2 for shipping | Project asset | With the project only |
| Generated prop model (varkhul_grand_forge) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wreckage_broken_planks) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wreckage_waterlogged_barrel) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wreckage_damaged_crate) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wreckage_fallen_anchor) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wreckage_hull_fragment) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (wreckage_capsized_rowboat) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| World Quests shipwreck placement kit (`public/models/world_quests/shipwreck/`) | World of ClaudeCraft contributor handoff | Owner-provided `shipwreck-quest` GLBs, identified as Tripo exports in their source metadata; optimized using `scripts/assets/specs/world_quest_shipwreck.json` and the meshopt/KTX2 pipeline | Project asset | With the project only |
| Confection Cascade candy atlas (`public/ui/minigames/confection-candies.webp`) | World of ClaudeCraft | Project-generated with OpenAI built-in image generation; [provenance and prompts](docs/screenshots/confection-cascade/README.md) | Project asset | With the project only |
| Confection Cascade walnut coffer material (`public/ui/minigames/confection-walnut.webp`) | World of ClaudeCraft | Original project art generated with OpenAI built-in image generation from a text-only prompt, optimized to WebP; [provenance and exact prompt](docs/screenshots/confection-cascade-v3/material-provenance.md) | Project asset | With the project only |
| Confection Cascade artisan frame, brass hardware and result seals (`public/ui/minigames/*-v4.webp`) | World of ClaudeCraft | Original project art generated and background-edited with OpenAI built-in image generation, optimized to WebP; [frame prompts](docs/screenshots/confection-cascade-v4/frame-provenance.md), [hardware prompts](docs/screenshots/confection-cascade-v4/hardware-provenance.md), [seal prompts](docs/screenshots/confection-cascade-v4/seals-provenance.md) | Project asset | With the project only |
| Confection Cascade symmetrical emerald ornament (`public/ui/minigames/confection-jewels-v5.webp`) | World of ClaudeCraft | Original project art generated with OpenAI built-in image generation using the existing project crest as a style reference, optimized to WebP; [provenance and exact prompt](docs/screenshots/confection-cascade-v5/jewel-provenance.md) | Project asset | With the project only |
| Confection Cascade solid emerald and winged lock hardware (`public/ui/minigames/*-v6.webp`) | World of ClaudeCraft | Original project art generated and background-edited with OpenAI built-in image generation, optimized to WebP; [provenance and exact prompts](docs/screenshots/confection-cascade-v6/hardware-provenance.md) | Project asset | With the project only |
| Confection Cascade polished gold hardware mounts (`public/ui/minigames/*-v7.webp`) | World of ClaudeCraft | Project art edited with OpenAI built-in image generation using the v6 hardware, optimized to WebP; [provenance and exact prompts](docs/screenshots/confection-cascade-v7/hardware-provenance.md) | Project asset | With the project only |
| Generated prop model (nythraxis_bone_spike) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated prop model (nythraxis_binding_cage) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Buddy model, animations, faces and whistle icon (Flicker and Glimmer, the flame-sprite pair, `public/models/buddies/sprites.glb`) | World of ClaudeCraft | Built procedurally in Blender by the scripts in `docs/design/sprites-buddy/` (spheres with painted gradient textures, a baked bone rig with 10 clips, face meshes with 9 morph targets), from the sprite sheet and turnarounds kept there; finished by `docs/design/sprites-buddy/finish_buddy.mjs` and `scripts/assets/compress_glb_textures.mjs`; whistle icon rendered by `scripts/assets/render_buddy_item_icons.mjs`. Its flames are drawn live in game (`src/render/sprites_buddy_flame.ts`), not shipped as art. | Project asset | With the project only |
| Generated prop model (windrider_glider_flight) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated creature model + animations (balgath_foreman) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Generated creature model + animations (balgath_cyclops) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D, auto-rig + preset retargets) | Project asset | With the project only |
| Generated weapon model + icon (balgath_barrowmaul_hammer) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Generated weapon model + icon (shardpike_spear) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D) | Project asset | With the project only |
| Shardpike world-boss item and mechanic icons (`skerrits_shardpike`, `lance_brace`, `lance_thrust`, `lance_release`) | World of ClaudeCraft | Project-generated via gpt-image-2 through `scripts/asset_pipeline/lib/openai_image.mjs`, then normalized locally to 128px WebP; exact prompts and per-icon provenance are recorded in the corresponding item and skill `mapping.json` files | Project asset, rights reserved | **No, permission required** |
| Balgath eye-ward world-boss status badges (`eye_ward_sealed`, `eye_ward_open`, `eye_ward_blinded`) | World of ClaudeCraft | Project-generated via gpt-image-2 through `scripts/asset_pipeline/lib/openai_image.mjs`, then normalized locally to 128px WebP; exact prompts and per-icon provenance are recorded in `public/ui/status/mapping.json` | Project asset, rights reserved | **No, permission required** |
| Foreman's Wage world-boss item icons (`foremans_wage_band`, `mirelight_locket`, `fenwright_grips`) | World of ClaudeCraft | Project-generated via gpt-image-2 through `scripts/asset_pipeline/lib/openai_image.mjs`, then normalized locally to 128px WebP; exact prompts and per-icon provenance are recorded in `public/ui/items/mapping.json` and `docs/achievements/foremans-wage-icons-2026-08-25/` | Project asset, rights reserved | **No, permission required** |
| Generated buddy model + animations (horse, the low-poly pony companion, `public/models/buddies/horse.glb`) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline creature lane (Tripo AI 3D sculpt + quadruped auto-rig), owned under the Tripo paid-plan license; Idle/Walk gait clips authored locally by scripts/bake_buddy_horse_gaits.mjs | Project asset | With the project only |
| Generated buddy model, animations and whistle icon (sapling, `public/models/buddies/sapling.glb`) | World of ClaudeCraft | User-approved lavender-eye concept, Tripo sculpt and biped rig; locally authored Idle/Walk/Run waddle clips; prepared by scripts/prepare_buddy_sapling.mjs and rendered by scripts/assets/render_buddy_item_icons.mjs. Generation task 210d80e7-3360-4f16-8682-3eac128249e7; rig task b0e39abb-708f-4e53-987e-a0970ffda400. | Project asset | With the project only |
| Generated creature model + animations (sporemender_form) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline from owner-provided concept art (Tripo AI image-to-image T-pose redraw, 3D model, auto-rig and preset retargets; weights and arm pose post-processed) | Project asset | With the project only |

Crucible profession collection equipment, manuals, and enchant formula paintings are project-generated art, made with OpenAI's built-in image generation for World of ClaudeCraft. Provenance: `docs/achievements/crucible-professions-2026-09-05/`. Project asset, with the project only.

The Forgefather's Ember quest item painting is project-generated art, made with OpenAI's built-in image generation for World of ClaudeCraft. Provenance: `docs/achievements/crucible-professions-2026-09-05/`. Project asset, with the project only.
Assets were optimized for shipping (animation clip pruning, meshopt compression,
texture resizing) via `scripts/assets/build_assets.mjs`; raw packs are not
committed.

Buddy portraits (`public/ui/portraits/buddy_{horse,crystal_lich,forgemaw,sprites}.webp`)
are local renders of the existing shipped buddy models, using their canonical
visual definitions and idle poses through `scripts/render_buddy_portraits.mjs`.
The shared backdrop comes from `scripts/lib/mob_portrait_background.mjs`.
Underlying model ownership and licenses are unchanged; no external image source
or generated replacement model was used.

License texts: https://creativecommons.org/publicdomain/zero/1.0/ (CC0 1.0) ,
https://creativecommons.org/licenses/by/4.0/ (CC BY 4.0) ,
https://creativecommons.org/licenses/by-nc/4.0/ (CC BY-NC 4.0) ,
https://openfontlicense.org/ (SIL OFL 1.1) ,
https://github.com/mrdoob/three.js/blob/r165/LICENSE (three.js MIT) , and
https://craftpix.net/file-licenses/ (CraftPix).

The KayKit packs ship their own CC0 readme, kept at
`third_party/licenses/kaykit-cc0.txt`. It is an asset pack notice, not a project
licence; the only licence file at the repository root is `LICENSE`, which is the
MIT License covering the source code.

If you are unsure whether you may use an asset, or you want permission for
something this file marks as restricted, ask first: tony@levystreet.com.
| Ley Beam Alignment celestial frame and crystal heart (`public/ui/minigames/ley-*-v1.webp`) | World of ClaudeCraft | Project art generated with OpenAI built-in image generation, optimized to WebP; [provenance and prompts](docs/screenshots/ley-beam-v1/art-provenance.md) | Project asset | With the project only |
| Generated prop model (spore_burster) | World of ClaudeCraft | Project-generated via scripts/asset_pipeline (Tripo AI 3D image-to-model from a project concept; cap spots baked into the texture locally) | Project asset | With the project only |

### Orbital Lightning

- `public/vfx/orbital-lightning/{orb,impact}.glb`: original procedural Blender art
  authored for World of ClaudeCraft from the user's Orbital Lightning brief.
  No third-party models or textures. Project asset, with the project only.
  Source and provenance: `docs/design/orbital-lightning/shipping-assets.md`.

### Bone Reaper (Wandering Scythe and Soul Harvest)

- `public/vfx/bone-reaper/{scythe,soul}.glb`: original procedural Blender art
  authored for World of ClaudeCraft from the owner's Bonelord Xarreth briefs. No
  third-party mesh, texture or reference image is used.
  Source and provenance: `docs/design/bone-reaper/README.md`.

### Ice Age (Hoarfrost's fallen icicles)

- `public/vfx/ice-age/pillars.glb`: original procedural Blender art authored for
  World of ClaudeCraft from the owner's Ice Age brief. No third-party mesh,
  texture or reference image is used.
  Source and provenance: `docs/design/ice-age/README.md`.

### Bound Pulsars (Archon Nyxaris's orbs)

- `public/vfx/pulsars/{orb,core}.glb`: original procedural Blender art authored for
  World of ClaudeCraft from the owner's orb brief. No third-party mesh, texture or
  reference image is used, and the design copies no other game's orbs.
  Source and provenance: `docs/design/pulsars/README.md`.

### Hammer of the Forge (Emberforge's falling hammer)

- `public/vfx/forge-hammer/hammer.glb`: original procedural Blender art authored
  for World of ClaudeCraft from the owner's forge hammer brief. No third-party
  mesh, texture or reference image is used.
  Source and provenance: `docs/design/forge-hammer/README.md`.

### Tentacles of the Abyss (the Abyssal Maw's tentacles)

- `public/vfx/tentacles/tentacle.glb` and `public/models/creatures/hoard_tentacle_trunk.glb`: original procedural Blender art
  authored for this project (the Abyssal Maw's tentacle: one instanced segment, its
  tip, the heaved flagstones and pool, and the attackable mob's root collar). No
  third-party mesh, texture or reference image.
  Source and provenance: `docs/design/tentacles/README.md`.

### Rolling Boulder (Warlord Grask's boulder)

- `public/vfx/boulder/boulder.glb`: original procedural Blender art authored for
  this project (the iron-banded rock, its glowing fissures and the nine pieces it
  breaks into). No third-party mesh, texture or reference image.
  Source and provenance: `docs/design/boulder/README.md`.

### Emberforge room kit (the Emberforge Tyrant's hoard room)

- `public/models/props/hoard_forge_kit.glb`: original procedural Blender art authored
  for this project (the Great Forge, an anvil, a crucible, an ingot stack, a vent, a
  forge post, a chain and hook, an iron brace). No third-party mesh, texture or
  reference image. Source and provenance: `docs/design/forge-room/README.md`.
- `public/models/weapons/hoard_forge_maul.glb`: the held variant of the project's own
  Hammer of the Forge model (`scripts/assets/hoard_bosses/held_forge_maul.mjs`).

### Buried Hoard boss room kits

- `public/models/props/hoard_abyss_kit.glb`, `hoard_frost_kit.glb`, `hoard_void_kit.glb`,
  `hoard_storm_kit.glb`, `hoard_warcamp_kit.glb`, `hoard_nest_kit.glb` and
  `hoard_crypt_kit.glb`: original procedural Blender art authored for this project (the
  room dressing of the Abyssal Maw, Hoarfrost Warden, Archon Nyxaris, Tempest Vharok,
  Warlord Grask, Broodmother Vysska and Xarreth). No third-party mesh, texture or
  reference image. Source and provenance: `docs/design/boss-rooms/README.md`.

### Cocoon (Broodmother Vysska's cocoons)

- `public/models/creatures/hoard_{silk,brood}_cocoon.glb`: original procedural Blender art authored
  for this project (the silk cocoon a wrapped player stands inside, and the brood
  cocoon spun for a lone player). No third-party mesh, texture or reference image.
  Source and provenance: `docs/design/cocoon/README.md`.

### Buried Hoard reward chest

- `public/models/props/hoard_reward_chest.glb`: original procedural Blender art
  authored for World of ClaudeCraft from the owner's reward chest brief. No
  third-party mesh, texture or reference image is used.
  Source and provenance: `docs/design/reward-chest/README.md`.

### Season 2 feral staff icon

`public/ui/items/vanguard_feral_staff.webp` is original project art generated with
OpenAI built-in image generation, using existing project item art as style references.
Project asset, with the project only. Prompt, reference hashes, processing and review:
`docs/achievements/warfare-season2-feral-staff-2026-09-29/accepted-art.json`.

### Buried Hoard entrance

- `public/models/props/hoard_entrance.glb`: original procedural model authored for
  World of ClaudeCraft from the user design brief, 2026-09-19. No third-party model
  or image reference. Source and deterministic exporter: `scripts/assets/hoard_entrance/`.
  Provenance: `docs/design/buried-hoard-entrance/asset-provenance.md`.

Weekly Vault milestone illustrations (public/ui/weekly-vault/) are project-generated art made with OpenAI's built-in image generation for World of ClaudeCraft. Matching square front-face doors with antique-gold trim and corners, plus bronze empty, silver Normal, or gold Heroic center accents; completed doors remain closed with matching light glowing through their seams. Project asset, with the project only.

Tithe Bomb and Void Rupture ability paintings (public/ui/skills/priest/spirit_bomb.webp and void_rupture.webp) are original project art generated with OpenAI built-in image generation through Codex. Exact prompts and source/shipping hashes are recorded in public/ui/skills/priest/mapping.json. World of ClaudeCraft project assets, rights reserved; with the project only.

Membership item paintings (`public/ui/items/membership_*.webp`) were created separately
with OpenAI's built-in image generation for World of ClaudeCraft. Project-generated
art, project asset, rights reserved. Exact prompts, retained-source hashes, shipping
hashes, and review evidence: `docs/achievements/membership-items-2026-10-05/accepted-art.json`.

### Membership courier

- `public/models/creatures/courier_donkey.glb`: user-supplied `winged_mail_donkey.glb`,
  received 2026-10-07 for the membership courier. Authorship and license were not
  supplied. The original donor and reproducible import pipeline are retained in
  `scripts/assets/courier_donkey/`. The character-safe optimizer preserves the
  47-joint rig and Idle/Run/Fly clips; the 1024px color map uses KTX2/Basis compression.

Friendship armour paintings (`public/ui/items/referral_*.webp`) were created separately
with OpenAI's built-in image generation for World of ClaudeCraft. Project-generated
art, project asset, rights reserved. Exact prompts, retained-source hashes, shipping
hashes, and review evidence: `docs/achievements/referral-items-2026-10-07/accepted-art.json`.

Courier, Lunge, Takedown and Clockwork Shock Bomb ability paintings were individually
generated with OpenAI built-in image generation for World of ClaudeCraft. Project
asset, rights reserved; use with the project only. Exact prompts, source/master/shipping
hashes and review evidence: `docs/achievements/missing-skills-v045-2026-10-22/accepted-art.json`.

Horse Whistle (`public/ui/items/whistle_horse.webp`) is a render of the shipped Tug
horse model using the Guide model-still renderer. Underlying model licensing is
unchanged. Processing, source and shipping hashes: `docs/achievements/horse-whistle-icon-v045-2026-10-22/accepted-art.json`.

Dungeon selection scenery (`public/ui/dungeon-scenes/`) is project-generated art
made with OpenAI's built-in image generation for World of ClaudeCraft. The Sunken
Bastion, Drowned Temple, Gravewyrm Sanctum and Wildheart Basin illustrations follow
the project's dungeon settings, with no third-party reference images.

Lychgate Buckler, Bastion Kite Shield and Barrowfield Tower Shield inventory icons are project-generated art made with OpenAI built-in image generation. [Prompts and provenance](docs/achievements/quest-shield-icons-2026-10-23/accepted-art.json). Project asset, with the project only.
