Why Artist Alley
Esta página aún no está disponible en tu idioma.
The problem
Section titled “The problem”Studios that ship digital art — games, animation, illustration, motion design, VFX — review and archive their work across Slack, Miro, Teams, Drive, Dropbox, Frame.io, WeTransfer, and whatever shared folder a producer set up three years ago. Knowledge fragments across tools. Review is inconsistent. Versioning is improvised. Assets become hard to find a few years later, and the institutional memory of a project evaporates when contributors move on.
The market has two kinds of tools available:
- Open-source asset managers that optimize for archivists. They were built for libraries and museum collections; the artist’s workflow is an afterthought, and the review experience hasn’t been touched in a decade.
- SaaS review platforms that nail the review loop but lock everything behind a subscription, only ship the slice they sell, and own the storage. None are self-hostable. None speak the production language of game and animation pipelines.
Neither solves the full problem. Studios end up stitching them together — and paying for several at once.
And there’s a third gap nobody is filling: neither category federates. When a studio needs to share work with an external partner — a co-development studio, a marketing agency, a licensing partner, a museum on loan — the answer today is either a Frame.io seat per outsider or a Dropbox link with the metadata stripped off. Federated social networks exist — Mastodon, PeerTube, Pixelfed. Federated DAMs don’t, as far as we’ve found.
Artist Alley is built to be the single self-hostable system that covers the full loop: upload, organize, review, version, archive, share, ship. Production tool and archive, by the same artists who use it day to day, with federation between independently-operated studios as a first-class capability rather than an afterthought.
The federation protocol — ArchivePub — is open, ActivityPub-shaped, and implementable by anyone. We ship the reference implementation. Federation between studios shouldn’t be something you rent from a vendor; it should be a property of the protocol.
Who it’s for
Section titled “Who it’s for”The product was shaped around the game and animation studio pipeline, and the feature set reflects that: a review canvas, frame-by-frame playback, native 3D viewers, a brand workspace, and federation across teams — with NDA gating, presentation rooms, and DCC integrations on the roadmap.
Game and animation aren’t really separate verticals. A studio’s cinematics team reuses the in-game art; the game team pulls finals from cinematics; brand owns the bible both pull from. The asset flow is bidirectional and the tooling is the same. Sub-specialisations follow — concept, modelling, rigging, animation, FX, lighting, comp, brand, cinematic editorial — but the underlying object (asset → review → version → archive → ship) is one model.
The model generalises beyond production studios. Anywhere a team catalogs items with associated digital media, Artist Alley works:
- Museums tracking physical artifacts with provenance scans, measurement data, condition reports.
- Libraries digitising manuscripts, books, periodicals with their derivative metadata.
- Galleries managing inbound and outbound loans with custody chains and verification photos.
- Archives keeping document collections with scan provenance.
- Studios managing physical props, scripts, costumes, set pieces — each with their digital companion files.
The feature set is tuned for production studios first; the foundation is general — and physical-archive operators are slated to get explicit first-party support through the physical_archive feature flag (Phase 1.51, ADR 0048). Flipping the flag will turn on per-collection accession-number formats with auto-increment, a hierarchical location tree (building → room → cabinet → shelf → bin), a loan-management system (loans-in and loans-out with the standard 7-state workflow + insurance + signed-agreement attachments + condition reports before and after handoff), provenance chain-of-custody tracking, and standards interop (Spectrum 5.0 procedure crosswalk, LIDO XML import/export, Dublin Core projection, CIDOC CRM crosswalk document, optional Getty Vocabulary auto-complete). The flag is default-off — game and animation studios never see the additional surfaces. Museums, galleries, libraries, archives, and studios with prop archives will flip it on at install time.
By role:
- Artists — upload work, see review notes, version iterations, find the brief.
- Reviewers + leads — work through unreviewed assets and leave async feedback on a zoom / pan / tile canvas (live presenter sessions land with the review-tool arc).
- Producers + studio operators — stand up a single binary, point it at Postgres, done. Audit, permissions, share links, retention, federation across teams all in one surface.
How it’s licensed and priced
Section titled “How it’s licensed and priced”Artist Alley is open source — AGPL-3.0-only, dual-licensed with a separate commercial license (ADR 0016). The core ships with no paywall — the features we ship are in the open-source binary an operator can self-host forever.
The commercial path matures alongside the product. The intended shape: capacity tiers for studios at scale (seat / asset / project ceilings rise with the tier; the AGPL core stays feature-complete at every tier) and premium add-ons for capabilities that either let operators monetize their own users (commerce, ads, memberships, paid storefronts) or carry real operational burden on our behalf (cloud-hosted AI, premium SSO bridges, managed backup, paid DCC plugins). Locally-run alternatives stay free in every case.
Specifics — pricing, seat counts, tier features — get nailed down at Phase 1.24 when the licensing infrastructure ships. For now: install it, run it, use it. See ADR 0017 and ADR 0038 for the architectural posture.
What we explicitly aren’t
Section titled “What we explicitly aren’t”- A general-purpose digital asset management product for archivists. We’re shaped for studios that actively produce art. The archive is a byproduct of the production workflow, not the starting point.
- A pipeline integration platform. We’re a destination for finished and in-progress art, not a Perforce / ShotGrid / Houdini replacement. Importing from those tools is on the roadmap (Phase 1.43); we don’t replace them.
- A hosted-only SaaS product. Self-hostable by design. A managed hosted offering may follow for indie studios without IT capacity, but Enterprise customers always self-host.
- NFT / crypto / blockchain anything. Different audience, different value system. Not for us.
Non-negotiables
Section titled “Non-negotiables”- Single-binary deploy. One Go binary. SvelteKit SPA embedded via
go:embed. Configure with environment variables; that’s the install. - Three production containers.
nginx,app,postgres. Heavier add-ons (Blender worker, AI models) ship as optional companion containers. - Postgres-only. No MySQL adjunct, no separate search index, no separate vector store. One place to back up.
- Open by default. The AGPL core stays feature-complete. Premium add-ons are additive, never clawing back something the tier already includes.
Read on:
- Architecture — how the binary, database, and frontend fit together.
- Design pillars — the principles we use to make product decisions.