🟦Assets & Equipment
The utility of any asset depends on how it is constructed in VoxEdit, what Attributes are created when it is uploaded or minted (for equipment), and how it is brought to life in Game Maker with logic.
What is an Entity?
An Entity is anything you can place in your Experience in Game Maker, including:
Blocks - solid and liquid terrain (logic may not be applied)
Assets - VoxEdit creations that can be minted and sold as NFTs, brought to life in Game Maker including characters, props, passes, and equipment. The Sandbox has provided a variety of free Basic assets in the Game Maker library that you may use in your Experiences.
Logic Assets - invisible assets with no collisions that can have logic applied like a normal asset
Presets - one or more objects with custom logic and location data saved for reuse or spawning
What are Assets?
About Assets
Assets are Entities made in VoxEdit that can be uploaded to your Workspace and minted as NFTs to sell on the Marketplace. They are used to populate Experiences in The Sandbox to create 3D interactions (physics and visual).
Equipment is a special asset that must be made with a template to work correctly.
Asset Categories
Characters - non-player characters (NPCs) such as humans, animals, robots, etc.
Props - static or interactive objects from buildings to buttons
Passes - an NFT that will grant players access to a gated Experience
Equipment - items applied to the player's avatar to change appearance or gameplay stats
Equipment can alter a player's stats when applied to the avatar. The effect depends on the Catalyst and Attribute Points applied.
Ownership
The Sandbox owns Basic assets in Game Maker, but you may use them in your Experiences.
Creators own assets they make and upload for their own Game Maker projects. These do not need to be minted as NFTs even when publishing your Experience to LAND.
Creators and players own NFT assets they purchase on The Sandbox Marketplace and can use them when creating or playing Experiences.
As a creator, it is your right to Override Player Equipment (NFTs) in your Experience to design balanced gameplay.
Creative Utility Examples
Asset that are placed as objects can have logic applied that allows for player interaction, communication with other objects, connection with quests/objectives, use with gameplay settings, and in-game utility via game rules. Overview: Logic & Gameplay.
Any asset can be made interactive in various ways depending on logic set up in Game Maker.
Assets can be used for a variety of purposes:
Varied looks as animations (doors, bookshelves, etc)
and more
*NOTE: VOXEL PARTICLES
Game Maker now offers over 100 visual effects that Experience builders can apply to objects and sometimes player Avatars.
Many VFX have customization options like color, size, motion, etc., which Experience creators will likely prefer to purchasing assets with voxel particles built in. However, a minimalist use of particles may improve aesthetics for some assets
Creating Assets
Visit the Asset Guide for creative considerations and recommendations to build specific asset types.
Create and Test Assets
VoxEdit: Create Assets
VoxEdit Equipment Templates
Game Maker: Test, Build Experiences
Place Assets and apply logic
Asset Guide
With VoxEdit, you can create Assets from scratch or use templates with built-in animations to save time. Visit the Asset Guide to explore design recommendations for a variety of content types including scenery, NPCs (non-player characters), 2D/3D art, and more!
🧍Asset GuideThe Anatomy of an Asset
Assets may be static or have moving parts. Even the simplest assets can be dynamic when Game Maker's plug-and-play logic is applied.
Asset Files
PNG - a thumbnail image of the asset
VXM - a model file, which is the smallest part of what makes an asset
VXR - a file containing data for a rigged asset using multiple models
VXA - a file containing data for one of an asset's animations, which may be static or moving
Simple Assets
A single model's data

Difficulty
Beginner, Easy
Characteristics
1 VXM model
1 collider
Players CAN NOT enter empty spaces
Common Uses
Simple static objects like building exteriors, statues, furniture, etc
Compound Assets
Asset data, models, and still animations

Difficulty
Easy, Medium
Characteristics
1+ VXM models
1 collider per VXM
Players CAN enter empty spaces
Common Uses
Static assets with angles, curves, and/or entry spaces
Notes
Examine Templates to learn to Build a Rig
Combine models to reduce nodes
Made in the Animator
Animated Assets
Asset data, models, and moving animations

Difficulty
Medium, Advanced
Characteristics
1+ VXM models
1 collider
Players CAN NOT enter empty spaces
Common Uses
Decorative or interactive objects like doors, animals, machines, etc
What is Equipment?
Equipment is a special asset class allowing players to apply it to their avatars. It can modify their appearance and impact gameplay by changing their stats.
Equipment MUST be created using a template in order for the ecosystem to recognise it and make it a wearable item during gameplay. Equipment templates will NOT work if they are unlocked.
Visit the Equipment section of the Asset Guide for creative considerations and recommendations.
Equipment can be applied (worn) in 6 slots on a player's Avatar:
Left Hand
Right Hand
Head
Chest
Arms
Legs
Equipment can be applied in Single and Multiplayer Experiences. It can only visible for medium human avatars due to fit, but player stats are still affected by its Attributes. Players can also choose to make their equipment visible or not.

Equipment Can Modify Player Stats
Equipment can modify gameplay via Attributes chosen by its creator when uploaded to their Workspace. These properties carry over when it is minted as an NFT.
Equipment with a Defense Attribute increases the player's maximum life
Equipment with a Power Attribute increases attack damage to enemies (combat is currently only in singleplayer Experiences)
Equipment with a Speed Attribute increases the players movement speed.
Upload Assets to Workspace
An asset is uploaded from VoxEdit to be ready for testing, Experience building in Game Maker, and for gameplay in Game Maker or the metaverse Game Client.
Once an asset is uploaded, it appears in your Game Maker Library so it's ready to place and apply logic.
Monetisation
There are three ways to monetise your creations today (see Monetistion for full detail):
Selling Assets - Mint & List Assets to Sell as an independent artist or as an Experience publisher with a monetisation strategy that involves selling NFTs.
Experience Gating - Publish your Experience to your metaverse LAND and set up Access Restrictions to require NFT ownership for entry to your Experience.
NFT Sensor - Use this component in Game Maker to require NFT ownership to trigger the gameplay logic you want. This unlocks huge potential to design unique player experiences within one game based on which NFTs players own.
Rarity & Attributes





A Catalyst is special NFT that is burned when minting an asset into an NFT to define its rarity. One Catalyst is required per NFT created. You do not need to own a Catalyst NFT to create a Draft asset to use in your own Experiences.
The more rare the Catalyst, the more Attributes Points will be available to apply to equipment assets when minting an asset as an NFT to sell or creating a Draft asset for use in your own Experiences. This is done when uploading an asset to your Workspaces.
How to Create Attributes
Attributes are created when an asset is uploaded to Workspaces for testing or use in your own Experiences. This does not require minting the asset, for example, if you plan to use your custom assets in your own Experiences. You can modify the asset details up until it is minted as an NFT.
GAME DESIGN TIP You can gradually provide players with opportunities to collect and use more powerful equipment during an Experience to reward their achievements and balance out increasingly difficult enemies presented. It makes your Experience more thrilling! This can be part of your Experience's Ramp of Difficulty and Risk & Reward design.
Assets & Game Inventory
Last updated
Was this helpful?

