Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Free Pixel Art Assets for Commercial Indie Games

Discussion in 'Assets and Asset Store' started by ezizka, May 5, 2016.

  1. Azmar

    Azmar

    Joined:
    Feb 23, 2015
    Posts:
    246
    I would go to the asset store and look at what it lacks, pretend you are a programmer with no asset skills and want to make a game based on assets and build game around it. For example, I would need a pixel GUI pack as one of my first purchases and I look on asset store. So I go to asset store and type in pixel gui, and first option is a simple sci-fi pack, but not real useful for anything else (my game is not sci-fi). Looking around most GUI packs are really ugly looking, as if they were made by programmers and quickly thrown on there. Only real option is PIXEL GUI for mobile, you go to first picture and it looks awesome! You got to second picture and looks ugly as hell, and 3rd option shows UI with wood as the background and I don't want that for my game. So at the end of the day, I have to make my own pixel GUI pack to meet my needs and I have no skills in that.

    Instead I should go to asset store, I should see a pixel GUI pack in 8-bit, 16-bit, 32-bit styles and stick to one theme and cover every game theme(sci-fi, cartoon, etc). Each theme could be sold separately but have the 8,16,32 bit style in it, and multiple colour variants. The mega pack would bring all themes together sold at discount. Also not sure if this is a limitation on the asset store, but why does every asset pack refuse to put the original files in that they were made from (Photoshop, Asesprite, etc)? The biggest reason I hesitate on most purchases is if I need to make changes, I just won't buy it as they don't offer the original files to easily make a change to it. Maybe have an option to purchase separately on your website for 5$ more and gives you the original files all done in Photoshop? Or the key thing imo, I only know Pyxel so having all original files offered in Pyxel would be a huge difference of me buying it or not). As most assets need to be changed for the game, it blows my mind artists don't offer services like this for people to easily modify it. Just like code assets should give the C# files so the programmer can modify it to their game...
     
    ezizka likes this.
  2. ezizka

    ezizka

    Joined:
    Apr 23, 2016
    Posts:
    57
    @Azmar:

    Very insightful reply. I never thought about including the original file, will do.

    Could you give me an example of a GUI you're looking for? Again, I don't expect you to invest anything, I'd just like to give it a shot and share it with others.
     
  3. Azmar

    Azmar

    Joined:
    Feb 23, 2015
    Posts:
    246
    I would like to add to the previous post and take to mind my primary skill is being a programmer. Naturally the highest demand of assets in my mind would be graphical assets, and programming assets that would save me time. If I looked back at what assets I bought would be 1 graphical assets which was amazing quality for low price and was not noticed by people so I felt safe that I could put it in my game without it being a "clone". This is silly, because I should be given the Photoshop files, or whatever files so I could modify it myself and not worry about this! For programming assets only ones that I had access to C# files, so I never bought assets that only gave me the DLLs and only one graphical asset. If graphical assets also offered their Photoshop files, and gave a quick rundown of how to use them like asset store user made them, this would be an entirely different story.

    At the beginning stages people just want to know how to make the files, what their workflow should be, and if the bought assets will work with their workflow. How can I know if the asset will work with my workflow, and not even be able to modify the files when my project advances to what I need. So it really does amaze me how graphical assets only offer the "DLLs". An example would be your slime at the beginning, maybe it does match exactly what I need but too bad the animation is too quick for my game, and you only would supply the png of it in the asset store so I would straight up not buy it now. But if you supplied the Photoshop files with the layers and a simple README of the process, I wouldn't mind buying it because I can modify it to match the direction of my game and if I need to make any other changes to it in the future.

    I gave the example of what I would want at the top, 8/16/32 bit based GUI ( quality of the UI art style ) that matches a theme like something a famous mobile sci-fi game would use, or a cartoon one, or a RPG one. Gotta have the UI basics in each one, like Buttons, UI Dialogs, Icons.

    But going after what I want is missing the point, I'm trying to give example on one thing that is needed out of many things. I don't actually need it, just giving an example.
     
    Last edited: Oct 27, 2016
    ezizka and Kiwasi like this.
  4. ezizka

    ezizka

    Joined:
    Apr 23, 2016
    Posts:
    57
    Thanks for the reply, again. Very informative.

    If graphical assets also offered their Photoshop files, and gave a quick rundown of how to use them like asset store user made them, this would be an entirely different story.


    Keep in mind that not everyone uses photoshop however, especially for pixel art. I use graphics gale myself which is specifically designed for pixel art.

    An example would be your slime at the beginning, maybe it does match exactly what I need but too bad the animation is too quick for my game, and you only would supply the png of it in the asset store so I would straight up not buy it now.

    The animation speed can be set up in Unity though (yes, it's probably just an example to support your point but just saying just in case you didn't know). The objective of this thread is to get your requests so this is good to know.

    But going after what I want is missing the point, I'm trying to give example on one thing that is needed out of many things. I don't actually need it, just giving an example.

    Well, not really, not for me anyway. The point of this thread is to get suggestions about pixel art assets that people might need so that I can sell them and make a living from it. Your point was to provide the art files in there and it's a valid point which I'll certainly now do in my future assets. I mean, I totally agree with you.

    Basically, I'm looking for what people need pixel art related for their games. I want them to make suggestions so that I can screen through them and decide what to work on next. That's my objective with the thread. This being said, extra specifications like the one you mentioned are certainly useful and welcome!

    EDIT: I've added more examples of what I've done in the first message.
     
    Last edited: Oct 27, 2016
  5. Azmar

    Azmar

    Joined:
    Feb 23, 2015
    Posts:
    246
    This is what I am trying to get across, you offer it to whatever they use like the original files in Photoshop to create everything or in Pyxel, or Asesprite, etc. Programmers are expected to know several different programming languages and be experts at them to meet the customer needs, so why is it not the same that services for graphic artists are also offered in different software like in this case offer files in Pyxel because that's only thing I know. For graphic artists this task should be trivial as you guys are the expert in this field.

    * Btw this comment not directed at you , more so just asking a general question to the public *
     
  6. ezizka

    ezizka

    Joined:
    Apr 23, 2016
    Posts:
    57
    Yes, I personally totally get your point about including the art file in packages.

    I'm still interested in your suggestions about actual content. I got a few PM giving suggestions but I'd like them to be public so we can discuss them.

    Thank you!
     
    Martin_H likes this.
  7. sngdan

    sngdan

    Joined:
    Feb 7, 2014
    Posts:
    1,131
    Hi @ezizka - great to be in touch!

    I think you have some really good comments in this thread already & I think the challenge is to find a win win model.
    • Programmer wants:
      • A complete set of all art assets needed for the game (backgrounds, characters, animations, etc.) at the exact size required as soon as possible
      • Ideally exclusive (or not mass market)
      • High quality / or at least acceptable
      • Cheap / or at least no price uncertainty
      • No risk
    • Artist wants (you know better, I assume):
      • High return on investment (i.e. return on hours spent)
    If we now exclude any exclusive deal between programmer and artist (i.e. a custom order for a fixed price per asset or hour) and enter the realm of releasing art packs, I can see why the market looks like it looks, which is not very satisfying for programmers -> Artists focus on high re-usable items let's say icons, like a coin, or say a tree, etc. those work across many genres, etc. The issue is that it is seldom enough to complete a full game and you would end up with mixed art styles if you purchased all separately. As pointed out before by others.

    I could imagine a hybrid approach to work.
    1- Pick some genre that is in trend (like flappy birds at its time)
    2- Design every single asset required to do such a game, ideally with some variations and put it for very cheap sale
    3- Customize the package on request and for extra $

    The idea would be that the art sold in stage 2 above is "mock up" art let's say outlines only / no colors but at the exact specifications of the programmer (i.e. dimensions, etc.) Basically one would buy a prototype pack to start programming with. This would come with one piece of final art for a mock up and a price tag to receive all in this quality + a time to ship commitment from date of purchase. If you were able to produce the stage 2 art in vector, so you can easily scale it to the programmers needs, it could possibly allow you to do this with little time invest + if you do not receive enough demand, you could even refund the stage 2 payers and drop support for the asset...


    Another approach that could work is if you find some programmers, that are not shy of doing some art work. For those, I think it would be interesting to get access to source files, ideally with many layers that allow for easy customization.
     
  8. ezizka

    ezizka

    Joined:
    Apr 23, 2016
    Posts:
    57
    • Cheap / or at least no price uncertainty
    • 2- Design every single asset required to do such a game, ideally with some variations and put it for very cheap sale
    As you've mentioned before, in the end it's preferable to have a situation where both people end up getting something out of a deal. I understand that programmers don't want to invest a fortune in art assets, but it shouldn't come at the expense of artists either. From my conversation with other artists, what often happens are unending and persistent modifications which in the end means the artist is working either for nothing or for a few cents an hour. This is something nobody wants to do, regardless of our occupation. I think a good, firm contract can help avoid anything which comes across as exploitation. Just ask yourself if you would feel comfortable if someone were to ask you to perform your job for slave wages, if the answer is no, there's a good chance no one else is willing to do the same either. I think it comes down to respect at the end of it.

    If you were able to produce the stage 2 art in vector, so you can easily scale it to the programmers needs, it could possibly allow you to do this with little time invest + if you do not receive enough demand, you could even refund the stage 2 payers and drop support for the asset...

    Pixel art and vector don't exactly go hand-in-hand. It's the nature of the medium.

    Another approach that could work is if you find some programmers, that are not shy of doing some art work. For those, I think it would be interesting to get access to source files, ideally with many layers that allow for easy customization.

    Yes, Azmar has mentioned has much. I think that's a good idea.
     
  9. sngdan

    sngdan

    Joined:
    Feb 7, 2014
    Posts:
    1,131
    Hi,

    I think I have not expressed myself well when it comes to "cheap". I think the artist should be paid appropriately for his/her work by all means. I am just trying find a solution for a 'dilemma' I see.

    Speaking for myself, a lot of game ideas are getting buried during or after prototyping. But it is very valuable at this stage to already have some basic art for the game to set it up and check things like pixel collision, behaviors of AI, etc with say, tiles, backgrounds, sprites, etc. that are mock ups of final art. At this stage one is hesitant to invest in art, but if I could say buy an option together with mock up art from a trusted artist for 'cheap' dollars to buy at a later stage high quality assets for an 'appropriate' price, I would go for it. There is no guarantee for the artist at this point, that I would buy the high quality art, but there would be a barrier to look for someone else, as a relationship has already been formed at an early stage.

    So, I am saying, I would buy a complete "flappy bird" mock up art package for 5-10 USD together with the option to get the high quality art at a later stage with a 2 week delivery time frame for 1000 USD exclusive or 100 USD non exclusive. You would in the beginning only create the mock up version (hopefully with little time invest) --- the numbers are arbitrary, just for illustration

    If say only 3 people buy this in the first month, you contact them and refund unless they say they want the exclusive version, because you think the risk is too high. If a critical mass showed interest you start producing the high quality art.


    Something like this...so it's trying to find a win win for both parties, not ripping one off ;)
     
  10. ezizka

    ezizka

    Joined:
    Apr 23, 2016
    Posts:
    57
    Would you guys say the following would make a good asset?







    If not, what would you say is missing?

    More specifically:
     
    Last edited: Oct 30, 2016
  11. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Ideally for the programmer who would like an entire art pack - all the stuff you included in the last image would also be included. Tiles for the start/finish line, oil slicks, road/grass tiles, etc.
    Maybe some extras to include water tiles, bridge, weapon mod/pick ups, maybe some furry small animals to dodge or run over.
    Additionally you could provide some small simple characters in the same style, and a couple power ups, explosions and crashed versions of the vehicles would probably wrap up that package very well.
     
  12. ezizka

    ezizka

    Joined:
    Apr 23, 2016
    Posts:
    57
    Thanks for the reply @theANMATOR2b. Replies are far and few in between so your input is really appreciated.

    I'm trying to add more decorations. I'll give people a shot too although it'll be hard given they're so small!

     
  13. Azmar

    Azmar

    Joined:
    Feb 23, 2015
    Posts:
    246
    Assets look simple and good to me! Work like this I could easily dive into because it is simple pixel art and I can change it myself so that is perfect. The picture shows it could easily be setup into some infinite road game which is even better, so the ideas would be flowing for buyers. Big question though, is the final picture result in Photoshop or Unity? Right there is the difference between me instantly going to a different asset store page or not. Getting it to look like that in Unity for a beginner is a lot of work and research, and I am assuming they are part of your target audience? Heck also having this in a Unity scene with pixel perfect, moving objects, animations, etc, is a big deal as that gives a demo on your asset store page, and also easily create a simple youtube video on the demo for your asset store page.
     
    ezizka likes this.
  14. ezizka

    ezizka

    Joined:
    Apr 23, 2016
    Posts:
    57
    Thanks for the feedback. Setting things up in Unity sounds like a good idea.

    I've been doing a bit of freelance here and there and made about 200$ all in all. I wouldn't say it's gotten to the point where I can live from it though (unless I sleep on a public bench and eat from dumpsters).

    From my experience so far, I don't think this business model I'm going for a the moment is really working out for me yet so I figured I would try something else entirely.

    I will release assets people can use for their commercial games free of charge. I'll release something daily or something like that based on what people are looking for. I've set up a Patron to that effect. We'll see if people are willing to share a buck to get their requests met regarding their games. If not, I'll try something else.

    So basically:

    Make any request you want for your game and I'll do it. Keep in mind that things I make here will be available to everyone to use for commercial projects or otherwise.
    If you want private things, you can contact me and I'll set you up.

    I don't know whether I'll be getting requests but we'll see.