{"id":2028,"date":"2025-03-18T20:58:18","date_gmt":"2025-03-18T17:58:18","guid":{"rendered":"https:\/\/picajet.com\/articles\/?p=2028"},"modified":"2026-08-08T09:00:08","modified_gmt":"2026-08-08T06:00:08","slug":"digital-asset-management-for-game-developers","status":"publish","type":"post","link":"https:\/\/picajet.com\/articles\/digital-asset-management-for-game-developers\/","title":{"rendered":"DAM in Game Development"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">A mid-size game project can produce tens of thousands of files before it ships \u2014 character rigs, texture sets, sound cues, localization strings, marketing renders \u2014 most of them touched by more than one person along the way. <strong>Digital Asset Management (DAM)<\/strong> is the layer that keeps that pile searchable and traceable instead of turning into a shared drive nobody fully trusts. This article looks at what DAM actually does for game studios, where it overlaps with tools like Perforce and Unity Version Control, and where the current enthusiasm around AI-generated assets and blockchain ownership holds up against what&#8217;s actually happening in the industry right now.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\">\n\n\n\n<p class=\"has-text-align-center wp-block-paragraph\"><a href=\"https:\/\/daminion.net\/\" class=\"ahrefgoto\" target=\"_blank\" rel=\"noreferrer noopener\">Learn more about <strong>Daminion<\/strong><\/a><\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\">\n\n\n\n<h2 class=\"wp-block-heading\">Overview<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Game production generates asset volume most other industries don&#8217;t deal with: 3D models with multiple LOD levels, texture atlases, animation clips, voice and SFX files, localized UI strings, and constant iteration on all of it. Without a system to tag, version, and retrieve those files, studios lose time to duplicate work and mismatched versions rather than to the actual creative work.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Plain file storage \u2014 a shared drive or a project folder tree \u2014 breaks down once a team passes a handful of people, because search depends on someone having named the file sensibly and folder structures rarely map cleanly across departments. DAM systems like <strong><a href=\"https:\/\/picajet.com\/articles\/platforms\/daminion\/\">Daminion<\/a><\/strong> address the library side of that problem: metadata tagging, format previews, and controlled access to a shared asset pool. That&#8217;s a different tool from the version-control systems most studios already run for code and in-engine binaries \u2014 the distinction matters, and we&#8217;ll get into it below.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Two developments are reshaping asset pipelines right now: generative AI tools producing concept art and textures, and a sharp cooldown in blockchain-based asset ownership after a few years of hype. Neither is settled, and the data on both is more mixed than most vendor content lets on \u2014 we&#8217;ll look at what&#8217;s actually documented for each.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\">\n\n\n\n<h2 class=\"wp-block-heading\">Why Game Development Needs Structured Asset Management<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Game teams generate and revise assets constantly, across departments that don&#8217;t always share the same tools or vocabulary. A few of the concrete problems a DAM system is built to solve:<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Asset Organization at Scale<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Studios don&#8217;t usually run out of storage \u2014 they run out of the ability to find things in it. A single 3D asset can carry a dozen related files: the source mesh, several texture maps, LOD variants, and engine-ready exports. Daminion, for example, indexes existing storage \u2014 including NAS \u2014 without duplicating files, generates thumbnails and 360\u00b0 preview rotations for 3D formats such as FBX, Blender, 3ds Max, and Cinema 4D, and supports 150+ file formats overall, so teams can filter by custom metadata fields instead of relying on how someone happened to name a file.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Example:<\/strong> a texture artist filtering for &#8220;medieval, stone, tileable&#8221; finds the right file in seconds, instead of opening forty candidates by hand \u2014 or re-making the texture because the original couldn&#8217;t be found.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\">\n\n\n\n<h3 class=\"wp-block-heading\">DAM vs. Version Control: Different Jobs<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Worth being precise about, since vendor pages tend to blur this: a DAM system and a version-control system solve different problems, and most studios need both.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Version control \u2014 typically Perforce Helix Core or Unity Version Control (formerly Plastic SCM, which Unity acquired from Codice Technologies in 2020) \u2014 tracks changes to the files that live inside the engine project itself: meshes, levels, code, and binary assets that need branching, locking, and rollback tied to specific builds. Perforce states that its Helix Core is used by 19 of the top 20 AAA game studios, including Epic Games for its own Unreal Engine development, and cites Ubisoft as running teams of 1,000+ people across roles and departments on it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">DAM covers the broader creative library that sits alongside that engine project \u2014 concept art, marketing renders, reference photography, source design files, audio libraries \u2014 much of which never gets checked into the engine&#8217;s repo at all but still needs to be tagged, searched, and controlled for who can view, export, or approve it. Daminion&#8217;s role-based permissions and approval workflows are built for that layer, not for the branching and merging that Perforce and Unity VC handle for code and level data.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">If a DAM vendor pitches their tool as a replacement for your version control, that&#8217;s worth pushing back on. The two are complementary, not interchangeable.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\">\n\n\n\n<h3 class=\"wp-block-heading\">Cross-Discipline Collaboration<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Artists, designers, and engineers don&#8217;t naturally work from the same source of truth. Centralizing the creative asset library \u2014 even when code and levels stay in Perforce or Git \u2014 gives non-technical team members, and people outside the studio like marketing or QA, a way to find and reference the current approved asset without needing engine access or command-line tools.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\">\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p class=\"wp-block-paragraph\">&#8220;Before [we adopted Perforce], versioning was a constant struggle \u2014 we wasted up to a third of our day on tasks that were completely unrelated to the work we needed to be doing.&#8221;<\/p>\n<cite>\u2014 Jakub Kutrzuba, DevOps Lead, CD Projekt Red, describing the studio&#8217;s pipeline before standardizing on Perforce Helix Core (<a href=\"https:\/\/www.perforce.com\/customers\/case-studies\/vcs\/cd-projekt-red\" target=\"_blank\" rel=\"noreferrer noopener\">source: Perforce case study<\/a>)<\/cite><\/blockquote>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\">\n\n\n\n<h2 class=\"wp-block-heading\">DAM vs. Traditional File Storage: A Comparison Table<\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Feature<\/strong><\/td><td><strong>Traditional Storage<\/strong><\/td><td><strong>Digital Asset Management (DAM)<\/strong><\/td><\/tr><tr><td><strong>Metadata &amp; Tagging<\/strong><\/td><td>Basic file naming, folder organization<\/td><td>Custom metadata fields, controlled vocabularies, tagging at the file level<\/td><\/tr><tr><td><strong>Search &amp; Retrieval<\/strong><\/td><td>Manual browsing, filenames only<\/td><td>Filterable metadata search, visual previews and thumbnails<\/td><\/tr><tr><td><strong>Format Previews<\/strong><\/td><td>Requires opening native software (Maya, Blender, etc.)<\/td><td>Auto-generated thumbnails and previews across many 3D\/2D formats<\/td><\/tr><tr><td><strong>Engine-Side Version Control<\/strong><\/td><td>Not applicable \u2014 needs a separate VCS regardless<\/td><td>Not a substitute either \u2014 pairs with Perforce Helix Core or Unity Version Control<\/td><\/tr><tr><td><strong>Access Permissions<\/strong><\/td><td>Folder-level security<\/td><td>Role-based permissions, approval workflows, access logs<\/td><\/tr><tr><td><strong>Collaboration<\/strong><\/td><td>File sharing via links, ad hoc messaging<\/td><td>Shared, permissioned library with a single point of reference<\/td><\/tr><tr><td><strong>Scalability<\/strong><\/td><td>Search and structure degrade as file count grows<\/td><td>Built to stay searchable as the repository grows<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><em>A note on numbers:<\/em> there&#8217;s no reliable, citable industry-wide figure for how much time or budget studios lose to disorganized assets \u2014 treat any stat that claims otherwise with skepticism (an old, widely recycled &#8220;15\u201320% of budget&#8221; figure attributed to Gamasutra doesn&#8217;t trace back to any actual Gamasutra article or study). What is documented is one studio&#8217;s account of the underlying problem: CD Projekt Red&#8217;s own DevOps lead put pre-Perforce versioning waste at roughly a third of a working day, across a team of 450+ developers and designers moving 50\u201360 GB of data daily. That&#8217;s one studio&#8217;s number for one part of the pipeline, not a universal statistic \u2014 but it&#8217;s a believable order of magnitude for what happens when hundreds of people share files without a system behind them.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\">\n\n\n\n<h2 class=\"wp-block-heading\">Where the Hype Doesn&#8217;t Match the Data<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Two trends get attached to every &#8220;future of DAM&#8221; article: generative AI and blockchain. Both are real, but the current data on each looks different from the pitch.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Generative AI: Used, but Not Loved<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The GDC State of the Game Industry 2026 survey, covered by <em>Game Developer<\/em>, found that 36% of game industry professionals use generative AI tools as part of their job \u2014 but the breakdown matters. The top use case is research and brainstorming (81%), followed by routine tasks and code assistance (47% each); asset generation specifically sits at 19%. In other words, most current AI use in game studios is closer to a writing or search assistant than a texture pipeline.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Sentiment is also more negative than the adoption numbers suggest: 52% of surveyed professionals said generative AI is having a negative impact on the industry, up from 30% the year before and 18% the year before that. The most negative views came from the people closest to the assets themselves \u2014 64% of visual and technical artists, versus 59% of programmers.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The practical DAM implication holds regardless of where a studio lands on the debate: AI-generated variants multiply file counts fast, and without solid metadata \u2014 model, prompt, version, approval status \u2014 they get just as hard to track as a folder of untagged renders. Arguably harder, since a hundred AI-generated texture variants tend to look more alike than a hundred hand-painted ones.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Blockchain Asset Ownership: Cooled, Not Coming<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Blockchain-verified asset ownership was widely pitched a few years ago as the next layer for game DAM \u2014 provenance tracking, tradeable in-game items, licensing baked into the chain. The funding data since then tells a different story: venture investment into blockchain gaming fell roughly 71% year-over-year in 2025 to around $293 million, according to DappRadar&#8217;s State of Blockchain Gaming report, and Q2 2025 funding alone dropped 93% year-over-year to $73 million \u2014 the lowest quarterly total in two years. High-profile pushes into the space, like Ubisoft&#8217;s NFT platform Quartz, drew open backlash from players rather than adoption.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">None of that means asset provenance and licensing tracking stop mattering \u2014 if anything, AI-generated content raises new, unresolved questions about who owns what. But &#8220;DAM will integrate blockchain&#8221; is a much shakier prediction in 2026 than it looked a few years ago, and worth treating as speculative rather than a near-term roadmap item.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\">\n\n\n\n<h2 class=\"wp-block-heading\">Real-Time Collaboration: Who Actually Handles It<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Distributed teams are the default now, not an edge case \u2014 Ubisoft alone runs game teams north of 1,000 people across studios and time zones on a shared pipeline. The tooling that makes simultaneous work possible mostly lives on the version-control side: branching and file locking in Perforce or Unity Version Control keep two artists from silently overwriting the same mesh, and both systems sync changes across distributed offices without central-server bottlenecks.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A DAM layer complements that rather than replacing it, by giving the wider team \u2014 including people who never touch the engine, like marketing, QA, or external partners \u2014 a searchable, permissioned view into approved assets. Be skeptical of any DAM vendor claiming their platform alone handles real-time multi-user editing of engine assets; that job, for the file types that actually need it, belongs to the version-control system underneath.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\">\n\n\n\n<h2 class=\"wp-block-heading\">What to Actually Do About It<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">A few concrete steps that hold up regardless of which specific tools a studio picks:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><strong>Pick one source of truth for in-engine assets.<\/strong> Usually that&#8217;s Perforce or Unity Version Control. Treat the DAM as the searchable front end for the wider creative library, not a second, competing version history.<\/li><li><strong>Tag at creation, not after the fact.<\/strong> Retroactively tagging a 40,000-file backlog is a project of its own; building metadata capture into the export or hand-off step is far cheaper than cleaning up later.<\/li><li><strong>Log AI involvement in the metadata.<\/strong> If a texture or concept piece used a generative tool, record the model, prompt, and approval status \u2014 useful for search, and increasingly relevant given how unsettled AI-content licensing still is in several jurisdictions.<\/li><li><strong>Treat blockchain-based asset tracking as optional for now.<\/strong> Given where funding and player sentiment sit in 2026, it&#8217;s not a checklist item most studios need to plan around.<\/li><\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\">\n\n\n\n<h2 class=\"wp-block-heading\">Conclusion<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">None of the above makes DAM optional once a studio passes a handful of people and a few thousand files \u2014 the CD Projekt Red numbers cited earlier are a reasonable proxy for what happens without some kind of system in place. It does mean being specific about what a DAM tool is actually for: a searchable, permissioned home for the creative asset library, not a replacement for the version control already sitting at the center of most studios&#8217; pipelines.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Daminion fits that first role \u2014 indexing existing storage, previewing 3D and 2D formats across 150+ file types, and managing who can view, export, or approve what \u2014 without pretending to replace Perforce or Unity VC. For studios evaluating any DAM tool for game production, that&#8217;s the question worth asking upfront: is this managing my creative library, my version-controlled engine assets, or is it honestly trying to do both at once?<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Game studios generate tens of thousands of assets per project. Here&#8217;s what Digital Asset Management actually does for game development, how it differs from Perforce or Unity Version Control, and what the data really shows about AI-generated assets and blockchain ownership in 2026.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":"","faq":[{"question":"Why is DAM Crucial for Game Studios?","answer":"Digital Asset Management (DAM) eliminates chaos in file storage, cuts down on repetitive tasks, and enhances team cooperation, conserving both time and resources while boosting output. By categorizing thousands of assets \u2014 from character rigs to particle effects \u2014 with metadata, tags, and hierarchies, DAM makes files searchable in seconds and centralizes work across disciplines, so artists, programmers, and sound designers can collaborate without duplicating effort."},{"question":"In What Ways Does DAM Enhance Asset Organization?","answer":"By leveraging descriptors, labels, and structured systems, DAM arranges files in a way that makes them simple to locate and retrieve for all team members. Games require terabytes of assets, from character rigs to particle effects, and DAM categorizes them with metadata, tags, and hierarchies so they become searchable in seconds \u2014 for example, a texture artist can instantly pull every 'medieval-style' asset tagged for a fantasy RPG instead of recreating it."},{"question":"How Does Artificial Intelligence (AI) Enhance DAM in Gaming?","answer":"AI takes over repetitive tasks like creating metadata, assigning tags, and sorting assets, which reduces human intervention and accelerates the process of finding needed materials. As tools like DALL\u00b7E and MidJourney generate concept art and textures at an unprecedented pace, systems such as Daminion and Canto are integrating AI-powered tagging and automated metadata generation, helping teams find, organize, and reuse assets without sifting through endless folders."},{"question":"What Potential Role Does Blockchain Have in DAM?","answer":"Blockchain technology can confirm the ownership of assets, monitor licensing agreements, and ensure equitable profit sharing, particularly within Web3 gaming environments. With NFTs and decentralized gaming economies on the rise, future DAM platforms may integrate blockchain to verify asset provenance and track licensing more rigorously. This is particularly useful for indie developers monetizing their work in Web3 ecosystems, where clear proof of origin and fair revenue distribution matter most."},{"question":"Why is DAM Seen as Vital for the Future of Gaming?","answer":"As games become more intricate, DAM provides a way to manage assets efficiently, eliminate workflow slowdowns, and support adaptable teamwork, making it a critical tool for developers. As AI, blockchain, and cloud collaboration become industry standards, DAM is shifting from a passive storage tool into an active, intelligent asset hub \u2014 studios that adopt advanced DAM solutions gain a competitive edge by reducing production bottlenecks and accelerating development."},{"question":"How Does DAM Lower Expenses in Game Creation?","answer":"By avoiding unnecessary duplication, preventing file loss, and optimizing processes, DAM slashes the effort and funds required for managing creative materials, leading to greater operational efficiency. Game studios reportedly waste 15\u201320% of their budget on redundant work caused by poor asset management, with developers spending hours hunting for a texture, model, or animation \u2014 or even recreating it from scratch \u2014 simply because the original file couldn't be located."},{"question":"Is DAM Capable of Managing Large-Scale Gaming Projects with Massive Data Volumes?","answer":"Absolutely, DAM platforms are built to grow alongside project demands, handling vast amounts of data while keeping everything well-structured and easy to access. Where traditional file storage becomes prone to clutter and redundancy as a project grows, DAM systems are structured for growth and built to handle large repositories \u2014 categorizing terabytes of assets, from character rigs to particle effects, with metadata and hierarchies that keep them searchable."},{"question":"What Dangers Arise from Not Using DAM in Gaming?","answer":"Without DAM, teams encounter messy file structures, repeated work, misplaced assets, and miscommunication, all of which contribute to delays and higher production costs. Studios that rely on scattered file storage risk drowning in disorganized files, inefficiency, and lost assets, with artists, programmers, and sound designers unable to coordinate around a shared source of truth \u2014 problems that compound as game projects scale to massive, ever-changing asset libraries."},{"question":"How Does Dam Facilitate Collaboration Among Remote or Dispersed Teams?","answer":"DAM offers cloud accessibility, instant updates, and shared workspace tools, allowing geographically scattered teams to collaborate effortlessly. Since modern game development demands seamless teamwork across different time zones, DAM solutions that support real-time co-editing let artists, programmers, and designers work simultaneously on the same textures, models, and animations, eliminating version conflicts and ensuring everyone is always working from the latest iteration of an asset."},{"question":"What Should You Prioritize when Selecting a DAM System for Gaming?","answer":"Look for capabilities like automatic labeling, revision tracking, compatibility with game development software, AI-driven sorting, and advanced tools for team interaction. Prioritize plug-and-play integration with engines like Unity and Unreal Engine (and creative tools like the Adobe Suite), granular role-based access permissions with user activity logs, and collaboration features such as real-time asset updates, comments, and workflow automation to keep large teams aligned."}],"checked_date":"2026-08-07","sources":[{"statement":"Perforce Helix Core is used by 19 of the top 20 AAA game studios, including Epic Games for Unreal Engine development; Ubisoft runs teams of 1,000+ people on it.","source_name":"Perforce \u2014 Game Development Software & Solutions","url":"https:\/\/www.perforce.com\/solutions\/game-development","checked":"2026-08-07"},{"statement":"CD Projekt Red DevOps Lead Jakub Kutrzuba's quote about wasting up to a third of the day on version-control-related tasks before adopting Perforce; scale figures (450+ users, 50-60GB\/day, 30+ branches).","source_name":"Perforce customer case study \u2014 CD Projekt Red","url":"https:\/\/www.perforce.com\/customers\/case-studies\/vcs\/cd-projekt-red","checked":"2026-08-07"},{"statement":"Daminion supports 150+ file formats, generates thumbnails\/360\u00b0 previews for FBX, Blender, 3ds Max, Cinema 4D, indexes NAS storage without duplication, and offers role-based access and approval workflows.","source_name":"Daminion \u2014 3D Asset Management Solution page","url":"https:\/\/daminion.net\/3d-asset-management-solution\/","checked":"2026-08-07"},{"statement":"Unity Version Control (formerly Plastic SCM) was created by Codice Technologies and acquired by Unity in 2020; integrates with both Unity and Unreal Engine and syncs with Git\/Perforce.","source_name":"Unity \u2014 Version Control product page","url":"https:\/\/unity.com\/features\/version-control","checked":"2026-08-07"},{"statement":"GDC State of the Game Industry 2026 survey: 36% of game industry professionals use generative AI at work; top use cases are research\/brainstorming (81%) and routine tasks\/code assistance (47%), with asset generation at 19%; 52% believe generative AI is having a negative impact on the industry (up from 30% and 18% in prior years); 64% of visual\/technical artists hold negative views.","source_name":"Game Developer \u2014 \"One third of game workers use generative AI, but half think it's bad for the industry\"","url":"https:\/\/www.gamedeveloper.com\/business\/one-third-of-game-workers-use-generative-ai-but-half-think-it-s-bad-for-the-industry","checked":"2026-08-07"},{"statement":"Venture funding into blockchain gaming fell roughly 71% year-over-year in 2025 to about $293 million; Q2 2025 funding fell 93% year-over-year to $73 million, the lowest quarterly total in two years.","source_name":"DappRadar \u2014 State of Blockchain Gaming Q3 2025","url":"https:\/\/dappradar.com\/blog\/state-of-blockchain-gaming-q3-2025","checked":"2026-08-07"}],"kicker":"","fact_checker":0,"reading_time":0,"revisions":[],"seo_title":"DAM for game studios: asset pipelines vs Perforce and Unity","seo_description":"Discover how Digital Asset Management (DAM) is revolutionizing game development \u2014 from organizing thousands of assets like 3D models and textures to enabling real-time collaboration. Learn why metadata, AI-powered tagging, and seamless integration with tools are essential for studios aiming to scale efficiently and maximize creative output.","noindex":false},"categories":[1,9],"tags":[],"silo":[20],"class_list":["post-2028","post","type-post","status-publish","format-standard","hentry","category-tips","category-software","silo-for"],"_links":{"self":[{"href":"https:\/\/picajet.com\/articles\/wp-json\/wp\/v2\/posts\/2028","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/picajet.com\/articles\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/picajet.com\/articles\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/picajet.com\/articles\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/picajet.com\/articles\/wp-json\/wp\/v2\/comments?post=2028"}],"version-history":[{"count":11,"href":"https:\/\/picajet.com\/articles\/wp-json\/wp\/v2\/posts\/2028\/revisions"}],"predecessor-version":[{"id":3718,"href":"https:\/\/picajet.com\/articles\/wp-json\/wp\/v2\/posts\/2028\/revisions\/3718"}],"wp:attachment":[{"href":"https:\/\/picajet.com\/articles\/wp-json\/wp\/v2\/media?parent=2028"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/picajet.com\/articles\/wp-json\/wp\/v2\/categories?post=2028"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/picajet.com\/articles\/wp-json\/wp\/v2\/tags?post=2028"},{"taxonomy":"silo","embeddable":true,"href":"https:\/\/picajet.com\/articles\/wp-json\/wp\/v2\/silo?post=2028"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}