Asset budgets for indie games
Texture-memory and triangle calculators, export checklists and licence explainers for small game teams.
Start here
- Running out of video memory? Use the texture memory calculator - textures, not triangles, are usually the first budget to break.
- Buying assets for a commercial game? Read asset licences in plain English before you ship.
- Moving models from Blender into an engine? Work through the export checklist.
Latest guides
"Asset licences in plain English: CC0, CC BY, royalty-free and 'personal use'"
What each common licence lets you do with bought or downloaded 3D assets in a commercial game - and the clauses people miss.
"Blender to game engine: an export checklist for GLB and FBX"
Scale, axes, applied transforms, pivots, materials and LOD names - the checks that save a day of fixing imports.
Texture memory math - why one 4K texture can cost 85 MB
Width x height x bytes per pixel, plus mipmaps. The arithmetic behind video-memory budgets, and the formats that cut it by 4-16x.