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Submit an Asset Pack

Publish on GDevelop's asset store, you can publish royalty-free, public domain assets, or even sell your own game art.

GDevelop streamlines the integration of assets into game projects, eliminating the need for manually editing the assets. To ensure seamless compatibility with the asset store, submitted art must adhere to specific technical requirements. These constraints are easily managed within the engine: simply create objects with your art, configure the objects appropriately, and GDevelop will handle the necessary processing to export your assets in a .gdo file format ready for the asset store.

Before integrating your art into a pack, you'll need to consider its fundamental elements, such as a thumbnail, title, description, and other key details. Let's explore each of these components that define an asset pack.

Get your pack ready

Make a thumbnail & previews files

A pack with an attractive thumbnail makes it more visible. Additional images can help them decide if a pack suits their needs. Use contrasting colors to make your thumbnail stand out. The thumbnail should accurately represent the contents of the pack. Thumbnails that show assets in context are preferred over simple grids of assets.

All preview images and the thumbnail must be submitted inside a folder named previewImages.

Thumbnail requirements:

  • Size: 16:9 ratio. Example: 1280x720 or 1920x1080
  • File: .png
  • Name: thumbnail.png

Previews of your assets: Extra images that display your pack to convince the user to purchase it. If you contribute a Free Asset Pack, preview assets are not mandatory.

  • They can be from 1 to 9
  • Must be named preview1.png, preview2.png, ..., preview9.png
  • Must be 16:9, 1280x720 or 1920x1080
  • File format in .png or .gif

Name your pack

Having a good title is important, buyers search using keywords. Choose a unique and short title that represents your pack. A good asset pack title is concise, descriptive, and engaging, clearly indicating the pack's primary content and making it easily discoverable and memorable for users.

Get a description

A good asset pack description clearly and concisely communicates the contents and value of the pack to potential users by highlighting included items, intended use cases, and any relevant details.

Define a price

(This step can be skipped for free packs.)

A paid pack can have two different prices, to fit the needs of the buyer.

  • Single Commercial: The price for one commercial game only.
  • Unlimited Commercial: The price for unlimited commercial games, an unlimited number of projects and platforms.

Usually the Unlimited Commercial price is 20% to 30% more expensive. You can mention the prices in Euro (€) or USD ($).

Choose a category

Your pack must comply with at least one of these main categories:

  • Full Game Asset Packs
  • Prefabs (Ready-to-use Objects)
  • UI/Interface
  • Visual Effects
  • Backgrounds
  • Characters
  • Props
  • Sounds and musics
  • Ready-made games

File organization for submission

A pack is organized into folders. Each folders name will be used by the asset store as tags to let users search for assets. The folders name should not be too specific, because that is the purpose of object names. For example, objects BlueCar and RedCar should be in a folder named Vehicle and not Car because it allows users to browse every vehicle in the asset store. Users can still find cars easily, since the search bar also looks at object names.

Some examples of folder names

  • Character
  • Animal
  • Plant
  • Vehicle
  • Building
  • Collectable
  • Rock
  • Ground
  • Wall
  • Furniture
  • Prop
  • Weapon
  • Food

Note

When a pack contains a lot of objects, more specific folders and sub-folders can be used.

Follow naming best practices

The object names must be descriptive. They are used by the search engine of the asset store.

Examples of good names:

  • Tall Palm Tree
  • Desert Background
  • Yellow Sport Car

Generic names to avoid:

  • Building 5
  • Player
  • Item 37
  • Robert (a proper noun)

Package your art

There are two ways you can package your Asset Pack to submit it to the GDevelop Store:

  • Recommended: Set your objects through the engine, and export the .gdo file that was automatically generated. This file will include the complete object configuration and folder structure as set up in the engine.

  • Manual packaging: Set your files manually, if you have a large number of assets, you can create a pack by manually organizing the files without using the game engine editor, following the provided technical specifications.

To export a .gdo file from the GDevelop editor, follow these steps:

  • Create an empty scene.
  • Create objects that use your art.
  • Right click on Scene Objects and choose Export as a pack.

Fit art with an object

Your files must all match an object type, please follow the object page which details each type and will help you to integrate your files correctly.

Fonts

Put the fonts into a Font folder. Formats supported are:

  • .ttf
  • .otf

Package audio

Put your audio files .aac, .wav, .mp3 (prefer .aac) directly into an Audio folder, with the name to be displayed: Laser effect.aac, Background music.aac.

Warning

🚨 Careful about the size! Players are sensitive to the size of a game download (especially on mobile and on the web). Try to keep music file sizes around 1 to 2 MB. In rare cases, these can be 4 or 5 MB, but not larger. Consider downgrading the quality a bit to keep the music files around these sizes.

Sound effects are usually even smaller. If a sound file is larger than 200 or 300 KB, consider downgrading the quality.

Other objects

If you are in doubt, ask to the GDevelop team or the community if your files can be supported by an objects, or fit a custom objects (prefab).

Limitations

GDevelop have several limitation for now, as they are:

Note

  • Sprite sheets are not supported yet! Each animation frame must be a separate image.
  • Each animation image must have the same pixel size as the other animation states.
  • GDevelop does not support image the origin point for different animations yet.
  • Audio files are not yet supported within the .gdo format. Please place your audio files in an Audio folder located in the same directory as your .gdo file. Subsequently, compress both the .gdo file and the Audio folder into a .zip or .rar archive for submission via the application form.

Something unclear?

Ask a question on this Trello board card. If the rules here are too complicated or are giving you too much work, you can suggest a new rule and we'll see if we can adapt the importer so that it can understand your asset structure. The goal is to make objects more or less automatically!

Submitting the asset pack

When you're ready to submit your asset pack (free or paid), compress the folder containing the .gdo or the other folders of your pack, then send it to GDevelop by filling the application form with the button below:

Send my asset pack on the GDevelop's store