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Crowdsourcing assets for Wasteland 2 on the Unity Asset Store

Discussion in 'Assets and Asset Store' started by caitlyn, Dec 5, 2012.

  1. caitlyn

    caitlyn

    Joined:
    Jun 20, 2008
    Posts:
    402
    Hey all!

    Pretty cool news..inXile Entertainment and the Unity Asset Store and are pleased to bring you the Wasteland 2 asset crowd-sourcing event!

    Wasteland 2 is an awesome fully fan-funded RPG being developed by the team at inXile entertainment. Core to development is fan involvement, and we are taking that to the next level! We welcome artists and modelers from around the world to join inXile and submit their amazing work to be considered for inclusion into the extremely promising game. That’s right, you can have your creation featured in Wasteland 2 and get paid for it!

    Get started by downloading the Wasteland 2 Artist's Starter Kit on the Asset Store. u3d.as/3Jd

    Learn more about it here! http://wasteland.inxile-entertainment.com/unity
     
  2. napster

    napster

    Joined:
    Jun 15, 2012
    Posts:
    313
    Do we need unity 4 must for this ?
     
  3. jashan

    jashan

    Joined:
    Mar 9, 2007
    Posts:
    2,976
    That is, indeed, an awesome idea! I'm not really an artist, so I won't participate - but still I think it's a pretty cool idea!
     
  4. Schlumpfsack

    Schlumpfsack

    Joined:
    May 30, 2010
    Posts:
    609
    My entry for the crowd sourcing.

    3887 verts, 3730 tris, 1024 diffuse with spec in alpha, 1024 normal-map.
    $turret.png $turret wasteland2.png
     
  5. AmbientGhe

    AmbientGhe

    Joined:
    Nov 30, 2012
    Posts:
    12
    Could you at least give people an idea of what sort of graphic look this game is aiming for? I don't model at all, but it would seem like a key piece of info ;)
     
  6. Broken-Toy

    Broken-Toy

    Joined:
    Jan 16, 2010
    Posts:
    455
    It's key information indeed. The visual style specs are available in a PDF on their site:
    http://wasteland.inxile-entertainment.com/images/unity/Wasteland2StyleGuide.pdf
    One sees it as soon as they take the time to read the instructions.

    Especially important is the conclusion, which sums up the style they want: proportions that read well at a distance. They also give plenty of screenshots of sample assets for reference. Following the guidelines I ended up with this:

    $turretscreenshot.png
    $Turrey.png

    On most asset requests, they seem to go more with 'here's a rough idea of what we're looking for' rather than 'copy this drawing exactly as it is'. So even if more than one artist does the work there are chances that they'll take more than one version.
     
    Last edited: Dec 25, 2012
  7. ina

    ina

    Joined:
    Nov 15, 2010
    Posts:
    686
    I think it would be nice if they would let people self-assign themselves to each item, instead of having lots of duplicate submissions. (If they don't make it within 2 weeks, then they lose their place, etc.)

    Also, 3D art style is more than what can be defined by a sketch... there are different texture shaders... nurbs-modeling vs poly-modeling.. the first if you want everything to look cartoony/rounded, etc... It's a neat idea, but they should define the style first.
     
  8. dactilardesign

    dactilardesign

    Joined:
    Jun 9, 2009
    Posts:
    66
    From my experience, even a tight definition would bring to different stiles, one for each artist.
    The best way for freelancing is to have each artist with a tipes of prop (buildings- characters - props...)
     
  9. duke

    duke

    Joined:
    Jan 10, 2007
    Posts:
    764
    Or just have some interactive list that shows how many people are working on what.

    Also, I like that the deal is that you keep asset pricing in line with regular Asset Store pricing, as though you're creating a public, non-exclusively licensed item. Sneaky.
     
    Last edited: Dec 28, 2012
  10. Broken-Toy

    Broken-Toy

    Joined:
    Jan 16, 2010
    Posts:
    455
    That's because you are creating a non-exclusively licensed item. I know that making a viable asset for resale to others was a big deciding factor in which one I'd try my hand at.

    For the very specific assets they'll be much better off going through the normal exclusive route (and paying the artists accordingly).
     
  11. Schlumpfsack

    Schlumpfsack

    Joined:
    May 30, 2010
    Posts:
    609
    My turret got accepted :) I am very proud now :D

    $OldTurret1.jpg $OldTurret4.jpg $OldTurret3.jpg $OldTurret2.jpg
     
  12. nipoco

    nipoco

    Joined:
    Sep 1, 2011
    Posts:
    2,001
    Congratulations! That looks really nice.
     
  13. gingir

    gingir

    Joined:
    May 21, 2013
    Posts:
    3
  14. Ullukai

    Ullukai

    Joined:
    Aug 24, 2010
    Posts:
    731
  15. CougarJo

    CougarJo

    Joined:
    Jun 24, 2013
    Posts:
    2