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Yeah, I also spent a fair bit of time skimming through the preview screenshots to find suitable pieces.

Then I had this elaborate setup on my 2nd monitor for actually bringing the assets in.

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  • One panel containing the actual GLB files
  • One panel with the previews (because Windows doesn’t support thumbnails for 3D models in 2025)
  • One panel for the actual project

In hindsight, I should have just imported literally everything into the project a day before the jam. Then I could have relied on Godot’s built in thumbnails in the file browser.

I was obsessed with only bringing in the assets I actually need, but Godot would have done some tree shaking during export anyway.

48h jams have no room for such “optimizations”

just found this https://github.com/EYHN/space-thumbnails

Incredible 🥹 Thanks for sharing!

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A bit late but I use a file organizer called Eagle to index every game asset I have access to and assign tags to them. It works really well for game dev assets since it can preview audio, models, and textures and lets you search across all of them. I added all the Kenney and Kay Kit packs to it and left it open during the jam in case I needed something.

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