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Thank you for your kind words.

Ok I will give you permission for that with few conditions:

 - First of all when you convert all of the assets to blured ones, I would like you to send me converted assets for the final review and final approval at info@dithart.com

 - I would like you to make a statement in your readme file that blurred assets are derivated works of my work, and that they are blured on purpose because of license clause.  Please include link to each of my asset that is included in your work.

- Not mandatory but it would be nice to have, that you incorporate blured files in such way, that if someone wants to play your game with non-blurred graphics, when they buy those assets it is easy for them to replace the graphic by simply overwriting existing files.

Thank you!

But, after I spent some time trying to use blurred sprites, I understood that It wasn't a good idea. For example, It created a problem with colliders. So, I decided to draw simple mock substitute images from the scratch for all paid content (including your assets). 

The only thing from your work that is left in the build is the names of the files. I would like to keep them, as it will be easy for people to replace mock assets with the real ones. 

Thank you!

The game "Space Engineers" approached open sourcing their code by requiring the ownership of the original game to load original assets from.  IIRC you either had to have the game in your SteamApps folder or copy the assets into the working directory. Otherwise, people could compile and "use" the source, but the original assets would not be available and loading "as-is" would not work.