# Credits and licenses

## AK-47 model (current special)

“High-poly AK-47” by Lamoot, CC0: https://opengameart.org/content/high-poly-ak-47 . Downloaded September 17, 2026 from https://opengameart.org/sites/default/files/highpoly_ak47.blend . Original preserved in `work/ak-source/ak47.blend`. Added dark metal and walnut materials, scaled and attached to the character's shooting pose, and rendered into sprite sheets. The high-poly model is not loaded at game runtime. The prior Micro Uzi assets are preserved below.

## Micro Uzi model

“Micro Uzi - Untextured” by tamilami, released under CC0: https://opengameart.org/content/micro-uzi-untextured . Downloaded September 16, 2026 from https://opengameart.org/sites/default/files/uzi.blend . Original file preserved in `work/uzi-source/uzi.blend`.

Body and magazine meshes used without the optional suppressor. Added dark metallic materials and attached the asset to the supplied character's right-hand transform, then rendered both together using the supplied Walk Forward While Shooting animation. Legacy unused image references were removed; these are new materials, not restored source textures.

## OsamaSon character development build

The first playable slot now uses the user's textured, rigged Meshy character and downloaded animation presets, supplied September 16, 2026. Frames were rendered locally in Blender and packed into transparent WebP sheets. Source GLBs and Blender scenes are preserved under `outputs/character-development/meshy-animated`.

This is a prototype likeness, not an endorsement or a claim that artist, clothing artwork, or other third-party rights have been cleared. These assets are not covered by the CC0 license below. Noise and the original Signal sprite assets remain from the credited Pixel Puncher pack.

Launcher, projectile, super and signature visuals reuse adapted punch clips and the existing game effects; they are not yet individually choreographed moves. Air punches use the jumping-punch clip, while air kicks adapt the high-kick clip. The signature portrait is a separate local Blender render of the same supplied model.

## Animation and environment artwork

**Pixel Puncher Sprites — MindChamber and Tom Fulp.**

Source: https://opengameart.org/content/pixel-puncher-sprites

License listed by the authors: **CC0** (https://creativecommons.org/publicdomain/zero/1.0/).

Source archives:

- https://opengameart.org/sites/default/files/Ram.zip
- https://opengameart.org/sites/default/files/enemies.zip
- https://opengameart.org/sites/default/files/backgrounds_1.zip

Used: Ram and Hencher animation sequences; Drugden wall, green warehouse wall, skyline and crate graphics. Selected PNG/GIF/JPEG art was resized and packed into local WebP animation sheets. Sample roster labels Signal/Noise belong to this game configuration and are not the original asset names. Credit to MindChamber and Tom Fulp is retained both here and on the game page.

Retrieved September 15, 2026. This release uses no ripped Mortal Kombat, Street Fighter, or Marvel assets.

## Original project elements

Combat simulation, interface, stage composition, lights, effects, chair drawing, and synthesized music/sound were created for this Paradigm game. Audio is generated locally with Web Audio; there are no third-party recordings. Typography uses system fonts.
