If you're new to the game-dev world and you're looking for where to start, I have a tutorial playlist of everything I've learned how to do in Unreal5 which is, and will always be, completely free for people to watch and learn from: kzbin.info/aero/PLZpDYt0cyiuu1ZKrZwxOWTRjTUDXMmGaX Being a dev is not easy, and I don't think I would ever recommend anyone do it for the money, but it's extremely fun, and if that's enough for you, I'm happy to help you on your journey :)
@CodenamePrince3 ай бұрын
Awesome video. One thing I hated when starting game development was gatekeeping, even the most basic of things were kept secret. Thanks for your work!
@AppMaker7283 ай бұрын
Naw what people do is quite their job before their game blows up that's what happens that's why they don't have money than they don't make their own game art they spend money on assets they start off big by making 3d games instead of 2d 2d art easy to make than 3d you can use affinity designer or krita it's free Godot is free
@AppMaker7283 ай бұрын
They don't start off small they make huge 3d projects than they publish their game than they spend money in the assets shop instead of making their own art
@ColinFox3 ай бұрын
I loved your sword asset story. Reminded me of the fact that during the 1800's gold rush, the ones who actually got rich were the guys selling picks, shovels & panning equipment.
@Max_Cypher3 ай бұрын
Made me think the exact same thing! :)
@szkrukowski3 ай бұрын
Interesting point. That got me thinking about current times and how I can find my shovel ;)
@artificialintelligencebird2 ай бұрын
Same thing happening now! Running AI is really expensive and AI companies are losing their profits and are getting all their money from investors. The only one making real profit is NVidia. The one who sells GPU’s needed to run those AI models.
@Skripthut2 ай бұрын
@@artificialintelligencebirdTo add onto that, the main reason companies're losing so much money's because of the _insane_ price of the GPUs for the relatively poor performance gain. Like, seriously, an H100 PCIe goes for about $30k with 80GB of VRAM when the V100 SXM2 goes for $120 for 16GB VRAM. The V100 is more than **1/4** the memory bandwidth, which is all that matters for inference (GB/s). For training, it's 1/15 the value (FP16 Tensor TFLOPS. FP64's **1/8** the value). At _best,_ they're paying **254** times the price for 15 times the value, even considering mGPU configs and interconnect latency & bandwidth that's completely insane.
@AlfredBaudischCreations3 ай бұрын
This is so true. In 2011 I released an iOS game called "Angry Trolls" and it sold like US$ 2k. Then I packaged the project as a gamedev template for the Ansca Mobile SDK (that was huge back then, think as big as Unity is today but only for mobile games), and it yielded me around US$ 30k. Since I was living in Brazil, that money let me live for 3 years, which allowed me to make other stuff.
@Eletroz_3 ай бұрын
Oi, Cria Jogo! Digo... Alfred 😅
@AlfredBaudischCreations3 ай бұрын
@@Eletroz_ E aí? :D
@activemotionpictures2 ай бұрын
Did you ever have the chance to work with the Mascot Capsule 3D game engine?
@darkfoxfurre3 ай бұрын
It's an old saying, but worth mentioning here- The guy making the most money during a gold rush is the guy selling the pickaxes.
@paulie-g2 ай бұрын
Indeed. Except indie game dev is not so much a gold rush as it is a debt-and-bankruptcy I-now-live-in-a-box rush.
@golovkaanna87572 ай бұрын
@@paulie-g I think it could be somehow rephrased into idea that there is always someone who needs assets, but there is no guarantee there are people who needs to play your game specifically
@paulie-g2 ай бұрын
@@golovkaanna8757 People might need assets, but there's nothing to say there are people who need your assets specifically any more than there are people who want to play your game specifically. (He happens to be better at creating desirable assets than desirable games)The addressable market for games is orders of magnitude larger too. The problem is that the game market is oversaturated, has serious discoverability problems, and the pricing/value expectations are set by high-volume games. So as an indie, you're expected to discount against $60 AAA and $40 AA games which sell millions of copies. So you price at $20 or $10, but you don't have anywhere near enough volume to make that pricepoint viable, nor enough earnings expectation to do paid-for marketing. In any other market, niche small-run/small-series products command a premium to account for fixed costs amortized over a small volume, but not in games. Assets are a small market and the pricing expectations are low, but it's less oversaturated so discoverability is better and free marketing (eg just putting them on an engine-provided storefront) still works to some extent. The ROI is still terrible.
@MichielDeSnuyter2 ай бұрын
Technically the assayers made the most money from embezzlement, selling pickaxes just has a better ring to it.
@uba7543 ай бұрын
Quite possibly the most sound advice I've ever heard in all of the gamedev youtube videos I watch. Thank you.
@GeorgeGameDev3 ай бұрын
I completely agree with your point that players don't care about how long we work on a project. However, don't forget that you can use this to your advantage as well. It’s funny because my last video was on this very topic-how my "bad" game earned over $4,000. While that might not seem like a lot, I made it in just two months with zero game development experience. I used the strategies you mentioned in your video, doing some research and planning how to make sales before I even downloaded a game engine.
@BigGainsStudio2 ай бұрын
You earned yourself a subscribe straight up, amazing advice!
@Badguy2923 ай бұрын
Absolutely wonderful presentation for how to get a bit of extra change out of one's assets. I have so many stylish low-poly vehicles that have taken me ages to build up, I should sell them too, once I clean up the texture and rig the wheels.
@cihadturhan3 ай бұрын
As a fellow Unity mobile game dev I agree. There is a huge competition in the market. I see hundred if not thousands new games released everyday and some of them are really big when compared to you or your team. This year I released a game, but the gameplay sucked! Then I realized people like to post gameplays due to satisfying feeling it gives. So I decided to add a built-in video recorder and the sales doubled! Sometimes game doesn't work so be ready to pivot and make a tool out of it.
@dreamisover98133 ай бұрын
Appreciate the honesty. Indeed, it is all about perceived value for a customer, they won't care how long it took, how much effort has been poured in, etc.
@PlayCrestfallen2 ай бұрын
Just released my game last month and sold over 5k copies what a blessing, its been very very hard
@megaaziib3 ай бұрын
thanks for the advice, your blender tutorials really helps me a lot for solving my work.
@WSMGameStudio3 ай бұрын
I can definetely relate to your story, as I've spent 2 years developing a racing game that would fail on Steam. Luckly, 1 year into development I've decided to break the project into assets and sell them to try to finance the development of the game. Most of those assets also failed, however, my best selling assets (Train Controller Collection) were born from that failed game project. I've been living from game assets revenue for the past 6 years now, selling assets on the Unity Asset Store and Unreal Marketplace. Making a living selling assets is not easy though. As any other software development business, you are creating a new product and products succeed and fail all the time. So it is important to do your homework and think carefully on what product you're investing your time into. My adivice for anyone thinking on getting into asset development is: Start small! Create a MVP for version 1.0, and if there is demand for it, listen to your clients feedbacks and add new features on future iterations. If there is no demand for it, just accept it failed and move on to the next project. It is better to release 10 MVP's and have 1 sucess, than spent years trying to build one single perfect and feature complete product that may ultimately fail.
@so_tempered18 күн бұрын
you are lifechanging even if my game dev journy hasn't event seriously started, i belive this will realy realy help a ton thx a lot (and sorry for my bad english)
@3DBabylon_com-yv3ze2 ай бұрын
This is one of the reasons we started to sell some of the stuff we made for our projects. The main idea was to support development of the game we're working. Also one project turned out to be too large for the starters and as a result scrapped. Selling 'extraneous' assets seem to be good idea. The downsize of that approach though was that sometimes 'fixing' the assets which are good enough for your (at the time of developing) takes large chunk of the production of the game. So you need to be aware that the project may take longer as you need to spend some extra to prepare packages in a proper manner, take some previews etc.
@benchristiansen4163 ай бұрын
Thank you so much for this video. It was really nice to hear how real you were when talking about your journey. I've only been working with game dev for around a year but I feel that this piece of information is one of the most important things I've heard so far about game dev.
@Chunkeeeeee2 ай бұрын
Thank you, people need to hear what you're saying. Until I watched this, I had no clue how to support myself while working on my game. Thanks to you I wont starve.
@amirsalva47063 ай бұрын
At the beginning, I thought this video was more of a rant, but it ended up being some of the best advice I've heard about side questing when the main quest isn't going well. Thank you man.
@ExpensivePizza3 ай бұрын
I spent years trying to make money from games and aside from a few bucks made on the app stores I didn't have much to show for it. At one point I almost quit for good. Then one day I realized that the skills I'd honed after years of game dev was way more valuable than the games themselves. So now, I still make games, but my focus is different. I make games for the enjoyment of making games and to keep improving my skills doing something I enjoy. The funny thing is, after removing the stress of trying to make money I feel like I now make much better stuff.
@prodbytukoo3 ай бұрын
money is nice and all, but in my experience it corrupts projects like a cancer
@ExpensivePizza3 ай бұрын
@@prodbytukoo It's not really money that corrupts but the pursuit of money. Money itself is just a tool that gives you options.
@tresdimatop86033 ай бұрын
man, you are a wonderful, helpful and honest person i appreciate what you do keep going!
@phigolden27063 ай бұрын
I did know about this already but never looked at the statistics or how successful it would be. GG
@MonsterJuiced3 ай бұрын
Man you genius. I'm drowning in debt just trying to keep afloat, working as a game dev contractor but they're always so late on payments that it's hardly even worth it. I might go through what I've created and see if I can refine them and sell them as assets. Thank you!
@realmcafee3 ай бұрын
are you good in UE5 c++ ?
@MonsterJuiced3 ай бұрын
@fabulamcafee I'm good at ue5 and the blueprint system, I rarely need to touch c++ but I can if I need to just to make a new node for something I might be missing. I have vast amounts of addons that add loads of functionality through blueprint nodes now though so it's much more rare.
@ArtofWEZ2 ай бұрын
This is so true I make money off of selling paintings that are just backdrops in my game, not to other devs but just to ordinary people.
@TorQueMoD3 ай бұрын
Great video and great advice! One thing I will add that you basically said but didn’t implicitly say; Don’t get into game design too make money. Get into game design because it feeds your soul and you can’t live without it :)
@4.0.43 ай бұрын
Ironically the people who get into it to make money, don't. And those in it for the passion have organic success.
@internetuser12013 ай бұрын
I appreciate your videos. They are succinct, and being able to get straight to the point helps me stay engaged with my projects as opposed to stopping to take in a lecture (which are always appreciated but beside the current point). It's hard to hear you had to endure hardship. Best of luck with your efforts.
@KaliadderExperimentsАй бұрын
Wow. Great advice. Thank you so much!
@C.S.Argudo3 ай бұрын
Ngl I'm glad I started buying all these licenses for DAWs and Game Engines, I just started my CS degree at 28 and have been in the 9-5 world for a decade. Best self investment tbh
@RandomNekato3 ай бұрын
This video is such an eye-opening moment for me. Thank you so much for sharing this with everyone.
@elxero21892 ай бұрын
Man big props to you for this, great info man great lesson
@abdullahnaim103 ай бұрын
Damn my mind is just blown! You're a beast! Thanks for the tip!
@KpecT1812 сағат бұрын
Mate, always a pleasure to see any video of yours So happy to see such devoted person who gladly help others Best wishes my friend
@romanallen3 ай бұрын
Awesome video and a great idea, as always! Fun fact: I've been watching your channel long enough to notice how your voice has changing over time :) Or maybe your voice has changed due to the game dev struggle... :D
@random_precision_software2 ай бұрын
Subbed and looking forward to more ! Especially unity stuff
@chagaze71993 ай бұрын
Nice video, nice analyse. It also meand that you need to work clean and organise your work to make reusable assets
@gridtac29113 ай бұрын
Average man: 26 hundred thousand dollars Us less than average plebs: does he mean "two hundred sixty thousand"? Average is a level I might never be able to achieve.
@DerClaudius3 ай бұрын
Not sure what you mean.. he's plain wrong. That's 2.6 hundred thousand. 26 hundred = 2600. 26 hundred thousand = 2,600,000
@RarebitFiends2 ай бұрын
This is fantastic advice, thank you! Subscribed.
@IAMDOKTOR3 ай бұрын
i cannot express on how insightful it's been to me right now. as a gamedev myself i've just found a source of potential income. thank you!!
@wrongthinker8433 ай бұрын
I never thought about it, but it's pretty mind-blowing that components of a game are priced higher than games.
@ManiakPL223 ай бұрын
When it often does not translate to direct sales, the potential volume of customers is much different. Also, a lot of people buy games as entertainment, so that's why they are priced similar to other entertainment products (except AAA games apparently...) while when you buy models and assets, you usually buy it with a business incentive, to make money off of it. so smaller potential customer base + the incentive being monetary and not strickly "fun" = the price disparity between the products. Also, if you buy an asset pack, no one says you have to use it in just 1 game. I suck at music atm and Idk if I will ever improve, so I bought a pack of music for games off of Ovani Sound when it was on a humble bundle sale and it served me well in all my unfinished proto... I mean games, so if you divide assets per each game project you make, for some people the asset costs could be well below the price of the game (depend on what kind of developer you are really but a lot of people nowadays make more smaller games then fewer bigger ones, especially on mobile)
@SkidesGames3 ай бұрын
I really appreciate how you kept it real in this video 🔥
@MrHumanforlife3 ай бұрын
Thanks for being fully transparent, It really made me feel so much better
@studioprimitive3 ай бұрын
Really cool thoughts! I haven’t heard anyone really talk about this yet.
@ChristopherCricketWallace2 ай бұрын
In the gold rush you don't rich panning for gold. You get rich selling the shovels.
@orpheuscreativeco92363 ай бұрын
This is GOLD!!! 🙌✨ Thank you my friend! 🙏
@raindiamond3452 ай бұрын
Great f*cking advice, my friend. Thank you. Keep it up!
@sindelio3 ай бұрын
Hey thx for sharing this insight! Assets can me marketable as well!
@Adamska_013 ай бұрын
Finally someone who says it how it is
@mrsmith51142 ай бұрын
Good video and advice.
@Am3ricium3 ай бұрын
And thats the reason why I'm not quitting my day job, while both making my game in the free time and making assets at the same time. You never know what can happen, might as well stick to as much income sources as possible.
@oskar_schramm3 ай бұрын
Never thought about selling parts/packs of the game whilst creating the game, awesome idea!
@PhdinNoob1012 ай бұрын
Recently figured this out before even watching this.
@wolfwirestudios3 ай бұрын
Well, I made my debut game. Launched it in June this year. Budget was next to nothing. Made all my assets, code even the artwork/trailer. Around 400 wishlists and nearly 25 copies sold (lemme remind you a dev only gets ~45% of their actual copy bcz Steam + Taxes is 55% average). So yeah, Marketing is a big factor especially if you sign up with a publisher on a good/decent contract. For me, this game hasn't been profitable at all. So I'm finding a job in game dev now as I've completed my college. I sent so many mails to so many creators, used Key mailer (Free tier) and that resulted in a few videos but that's all. I only used free assets and made the rest on my own, textured them as well. For soundtrack, I was lucky enough to have 2 people volunteer (as it was their first time) and same with Voice Acting (some were mine, my friends and helpful people I found on reddit). But overall, I'm proud of my first game. I made it all by myself and with the help of all these people. Can't complain. Yes it didn't cover any cost but it's alright. Such is life.
@darrennew82113 ай бұрын
You're foolishly expecting to sell enough copies that income tax even comes into the picture. ;-)
@wolfwirestudios3 ай бұрын
@@darrennew8211 What's foolish in it? I'm sorry you don't have dreams or hopes let alone the will to try something new. Don't have anything good to say? Don't reply then. You're not a developer right? So why indulge? I was sharing my experience bcz I relate to him and I've been following him for 4Y now.
@darrennew82113 ай бұрын
@@wolfwirestudios It was a joke. You spent all that time and sold 25 copies, right? That said, I probably replied to the wrong post, or you edited out something about income tax, because that was the joke. Someone said something about tax brackets. And yes, I've been a developer since programs were stored as holes in paper. And I've published self-built video games.
@centripetal61573 ай бұрын
@@darrennew8211 The entire point of game development is that each game gets better. Saying its "foolish" is like saying learning coding is a "waste of time" - no, you just need to keep trying again, practice and understand problems from before.
@darrennew82113 ай бұрын
@@centripetal6157 I didn't say it's foolish to learn development. I said it was foolish to expect to make a living off your first game. Or did you not actually watch the video?
@BlenderInferno3 ай бұрын
Awesome video as always man
@bruhmaxxer3 ай бұрын
So basically, either be able to pump out games fast AF, or sell stuff to game devs. Makes sense.
@PursuitSk82 ай бұрын
This is cool. Im working on a project that i think has good potential upside. But if it doesnt do well, I think I could sell the code because its a card collecting system with database integration. I think it could be used for a variety of different topics
@YakovlevArt3 ай бұрын
This is an extension for what I learned from Ian Hubert. As he's making his film series, he's also releasing the assets for it on Patreon.
@0pride8093 ай бұрын
you save me so much heartache. something huge will be coming to this channel soon. just wait
@NourArt022 ай бұрын
Your aliens and weapons designs are pretty sick, i don't understand why did you decide to make an endless shooter out of them, you could make a really cool sci-fi game
@SAURAVVISHNUGITTE2 ай бұрын
In this world, where Every company is aiming for AI , and buying more computing power , NVDIA selled GPUs and became the Richest !
@VoltitanDev3 ай бұрын
Since i started out as a web cartoonist before I did my game dev journey i selled comic adaptation of the first episode of my visual novel and its sales rivaled my first visual novel slightly.
@eduardomoura28133 ай бұрын
one word: 4 bits pixel art plataformer made in godot, preferenciable making each level an analogy for depression or anxienty.
@arocomisgamusclademork16033 ай бұрын
meh, pixel retro just with one people is tears and fatigued game dev without interest 3d game
@CrybabyTsuna3 ай бұрын
That is one long word 🤣
@Quisshy2 ай бұрын
“Plataformer” “preferenciable” “anxienty” 💀
@av3ngers172 ай бұрын
@@Quisshy English isn't his first language, let's be kind
@Quisshy2 ай бұрын
@@av3ngers17 welcome to the internet my friend
@rogueronin10102 ай бұрын
Now this is guide worthy of like and subs. Why dig for gold, when you can sell shovels.
@unit1023 ай бұрын
The thing that many emotional buyers forget about is not to buy a public asset that could be recognizable , for example, (music tracks, 3D characters, and any visible assets that people could recognize in your game) for example, Choo Choo Charles since everyone recognize this game, the developer created his own Train, Charles, 3D buildings and hired a musician for the game tracks but the rest like (Trees, bushes, lighting, environment assets) are 3rd party assets. So anyone buying a hero character for his game and its for a public sale you are not the only one who will use it in his game!
@deiov2 ай бұрын
most people utilize the assets as a base and add extra as needed.
@joshua427773 ай бұрын
Thank you... again! I jsut started making assets. So I'm on the right track
@hotworlds2 ай бұрын
Even after releasing dozens of best selling games for over two decades, Pokemon makes the most of their money on merchandise lol
@llothar682 ай бұрын
The example of the good old way of not going for gold in a gold rush but for the shovels.
@sethlaske63382 ай бұрын
Very good points. Definitely seems like a low risk medium reward strategy, especially if you are already creating all these components. It’s hard for me to imagine selling a code script since I can’t really imagine buying a script. Especially with chat gpt right there. Art and music absolutely. Maybe I just need more artists perspective lol This has a way smaller target audience though. Not that it’s a bad thing, just worth mentioning. A small game could sell hundreds, thousands, or millions. It’s hard to imagine assets selling thousands. If it works for you though, good for you.
@Aye_Sid3 ай бұрын
Tysm!!! Bro for sharing your wisdom with us. 😢🙏🏻
@AdamJensenReal3 ай бұрын
Thanks very useful video I also realised I was not gonna make my game soon or ever... I decided exactly that you said I abandoned my game or at least frozen the project. For almost 2 years I am working and learning different things and still I need so much more to able to finish my game. So Now I'm focusing on Charatcer creation and assets. I also see some 3d artists also create alphas and textures for leather, ornaments, fabrics, folds, etc and I guess they sell them good... So this is my plan too need to sell something to get some money and If I manage to do enough so I can stop creating assets and have a bit time for the game I may still continue to work on that. Also If I join some game studio will be the best.
@IlSharmouta3 ай бұрын
I think an important point here is not to put your livelihood behind it in the first place. One of those "you can do it" voices you mentioned in the beginning also stresses don't do it as your job. Have a job to pay your bills and do it on the side
@aseem17083 ай бұрын
Thankyou so much,for such cool content
@BlackJar723 ай бұрын
I managed to sell about 105 copies, but even though the base price was $4.99, most were bought in deep discount sales so that after steam took there 30% got me $87, just a little short of the $100 minimum for steam to pay out. Thus, it was a 100% loss as far as money goes. Really, I'm thinking of trying to get it switched to free (though Valve makes you jump through hoops). If it were free, at least I could share it casually without being accused of advertising (too much), and I'm pretty sure I'm not going to make any more money at this point. I also tried selling some models packs (one with opening scripts for doors and chests); I got almost $20 before sales went to 0. All things considered, I found it was far more profitable to give away mods than make and sell actual games, despite not intending or expect to make anything for the mods when I started them.
@h2diii3 ай бұрын
You're right, thats a smart idea. Im stupid. How did I not have this idea before? thanks broo
@SuperDaDaD3 ай бұрын
The difference is the potential buyer gap. If you are selling a game, you have a lot of potential buyers, gamers are a lot; but if you try to sell assets the potential buyers are game developers, that are waaay less in number than gamers. It is still a good advice to try to sell assets to cover some expenses while developing a game, it's more simple to make an appealing assets than an entire full game for sure.
@4.0.43 ай бұрын
Man, that's a genius strategy. Even if you make little to no money, you probably just "wasted" the time to clean up what you already have. Which might also help you.
@networkrazor20812 ай бұрын
Man I sure would hate to be 26 hundred thousand dollars in debt
@chrisx2ds3 ай бұрын
You just save my ass before I even jump to the game dev rabbit hole, thank you!
@georgekendjiya10133 ай бұрын
Art in your game looks great !
@Visnii3 ай бұрын
when everyone is after the gold, sell the picaxes
@Lyco0n2 ай бұрын
So in Poland which is middle of EU, would be similar in Spain Greece, the 25 000 USD/gross ( -around 30% in taxes and such) per year is very good, lets move to some southern asia countries, there 5 000/year is awesome. Do not judge worldwide industry by wages in California lol. No wonder Larian and Activision moving from US to Poland
@AqilDaiyan3 ай бұрын
Royal Skies carries me thru life 😭
@eagleeyeedit3 ай бұрын
Insightful advice, thanks :)
@sziklamester12443 ай бұрын
I am neither programmer neither artist (more of an art oriented person) but I am not practically good in any field. I am now trying to learn godot, on model making I need to learn how to texture, wrap, make layers. In coding basically I am a rookie and need to follow tutorials to be able to replicate. The idea of making assets and sell them is currently more favorable idea because that is what most people try to avoid if possible. There are nice stuffs but I personally would want to go with the hard ways and do everything by myself.
@patrikbaboumian3 ай бұрын
Great advice like always!
3 ай бұрын
Great advice!
@IWillYeah3 ай бұрын
Be warned code submissions to engine marketplaces can have ALOT extra time consumption due to code housekeeping (Commenting, cleaning code, categorisation) and submission process, depending on project size at least for UE.
@DugganSC2 ай бұрын
A different video about selling on the asset store commented on that. He constantly had to update his "generate space skybox" plugin, but his sound pack just generates money.
@graythistle3 ай бұрын
This is why I went FOSS. You can learn stuff and build skills for so cheap. I only started losing money when I used Unity, and thought I needed all those stupid assets. So I dropped Unity. Make a simple 2D pixel or vector art game first (not impossible to learn the basics and get passable results, even if you are very much not an artist), or, heck, try something in the art style of a boomer shooter (even that is cheaper and faster than full 3D), and then start knocking out game jam games until you start building an audience. It will give you a more realistic picture right away, especially when your flappy bird clone gets crickets. Choose a genre like horror or retro so you can hide your crappy 3D models in the dark or behind CRT shaders, and build your story telling skills - which separates you from other games.
@borb53533 ай бұрын
ah yes how much money would i have thrown out the window if i didnt have the miniscule spark of motivation to learn these skills for free off of youtube and free online docs that other people pay money for and still have less flexibility than if they had made it themselves. if you want something done, and you CARE about the quality of it, then do it yourself
@jsivonenVR2 ай бұрын
Out of all hot takes on gamedev, this might be the hottest so far for me. Just like the best (aka most profitable) self help tip: write a self help book and sell it. 😅 Sounds like you’re a 3D artist first, gamedev second. And yeah, our team put as a test one set of low poly assets for sale on UE marketplace and waddya know, it sold immediately. But it doesn’t solve any other game dev success issues besides being small residual income. Unless you make it your main. 😉
@FractalPrism.3 ай бұрын
Some finished games take this approach. Star Wars The Old Republic sells you all sorts of wall panels and other decorative objects you can put in your player housing. They are selling all the pieces of the game to the players, its rather excessive and absurd. Check out how many hundreds of pages of buyable cosmetics there are on the in-game shop. Though i suspect the SW origin of the art is a large factor for such a tactic being effective, I imagine this would not work for an unknown i.p.
@roundninja3 ай бұрын
Seems like a really smart way to do it. I'm a little worried though, if the assets are worth more than the games they go into, then in the long term, is there even going to be enough funding to buy the assets? Not saying you're scamming people, cause your assets look good, but the overall structure of this industry is starting to remind me of a pyramid scheme or something like that. Or at least an unsustainable bubble.
@Shakiahjprod2 ай бұрын
Technically it all comes down to supply and demand. To make a movie, you have to heavily invest into the equipment and people to make a good movie. You're paying a lot up front but in the hopes of making a good and popular movie that recuperates the cost and then some. The assets wont make any more money than what you first paid for them, but you could keep making more money from your movie forever.
@enigmaticimagination013 ай бұрын
This was true few years back. Now the asset market is saturated. 😂
@hyperfixatedd3 ай бұрын
Still worth putting it out there anyways I think
@damienblue7382 ай бұрын
Maybe for certain niches but there are many 2D and 3D areas severely lacking
@RipperRoo923 ай бұрын
Thank you, The scary truth that I needed to hear 🙏🏿 💯
@BloodOfFenrir3 ай бұрын
Gimp is basically free Photoshop with the ability for animations 2:00 to 2:15
@MarekGamer763 ай бұрын
So, to make money as a Game-Dev, become a 3D artist and sell your game art in packs....That's a good plan, if you can create 3D art. 😆
@Max_Cypher3 ай бұрын
For what it's worth... I basically did the same thing, spent a fortune back in 2003 making a rpg board game with cards and figures... actually got it in front of TOMY Corp... but was denied and left with all the debt, LOL :D I feel you for sure!
@nocaptcha81103 ай бұрын
Subbed, the realest
@Xelchon3 ай бұрын
You need a second like button for this one.
@SpicyAl30003 ай бұрын
Great! Thanks :)
@Blue_Torch3 ай бұрын
Amazing advice as always
@Poltergeist883 ай бұрын
Completely agree on the premise and the advices you gave, but I think that this shows how broken the system is. If you put five years into making a product is just wrong to sell it for five bucks..the pricing system for games is just plain wrong. The problem is that indie games always tried to compete with AAA titles and the result is that when a AAA title release for 60 usd or so, by comparison we think thata solo project should cost around 10 or less.. but this way it can't work.. the volume of sells that a 5 or 10 usd product has to generate in order to repay itself is just monumental and out of the vast majority of cases.. I don't have already the solution, but I feel like something should change in the way we see videogames, especially Indie titles..