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How's the asset store working out for everyone and whats missing...?

Discussion in 'Assets and Asset Store' started by kfosh, May 30, 2011.

  1. kfosh

    kfosh

    Joined:
    Dec 9, 2009
    Posts:
    18
    Hey,

    Hope everyones not tired of reading this sort of thing but I'm about to get my modeling on (with the plan to launch a load of models into the Asset Store) and wondered what kind of success people are having and what people are missing?

    I've had a look through and theres a lot of great stuff so thought I'd ask if people are making much money on the store and what y'all are after before I dive in and make whatever I like!

    I tend to specialise in 3D and 2D stylised artwork (modeled, rigged and textured), in particular characters but I'm happy to get into scenery - whatevers clever!?

    Looking forward to hearing from you and cracking open 'Max later on and finishing off my range of Spy characters and assets.

    Cheers,

    Kris
     
  2. phex

    phex

    Joined:
    Mar 16, 2010
    Posts:
    725
    Selling Assets its not a way to earn money in short time.

    My Dungeon sells good, but after only after one week i can not talk
    about a big success. My Droid Scout Ship is also something that
    sells every month - but the price is too low to talk about money.

    It all depends on what model you sell, how versatile it is and what
    price you set for it. There is no garanty to sell an single unit.

    I´m not talking about the assetstore, i sell my models on turbosquid
    and gameprefabs.

    It will not make you rich within a few month, keep that in mind.
     
  3. kfosh

    kfosh

    Joined:
    Dec 9, 2009
    Posts:
    18
    Hallo Herr Phex!

    Thanks for your reply - so you're saying that the assets store is NOT a get rich quick scheme then...? ;)

    Seriously, though, thanks for your advice - its good to know that there is the potential of making money on the store, thats why I'm thinking its best to get an idea of what people are after before I get to modelling I guess!?

    So your dungeon has been on sale for a week and you've already got sales, thats good! Are you using the asset store at all or do you just use turbosquid and gameprefabs? Would you recommend them?

    Thanks again for your advice, guess I'll dust off and tidy up a couple of my older models and see what happens!

    Kris





     
  4. phex

    phex

    Joined:
    Mar 16, 2010
    Posts:
    725
    With that models you will really have some sales :)

    Simple reason about the assetstore:
    I want my money monthly and whatever dollars i made.
     
  5. Hummelwalker

    Hummelwalker

    Joined:
    Oct 28, 2010
    Posts:
    119
    Wow, these models are looking great!
     
  6. Alienchild

    Alienchild

    Joined:
    Oct 14, 2010
    Posts:
    364
    The models look very good, but what they are unintentionally doing is illustrating a problem all of us who purchase art packs have; design consistency. There is a growing number of available art pieces on sites such at Dexsoft, 3drt and the likes, but the problem is that you can rarely use models made by one artist with models made by another. They either vary a great deal in complexity (polycount, texture resolution) and/or style. This can be solved in either one of two ways; the market (us, the buyers) deciding on a given set of standards in complexity (that will expand over time) and with a set of themes and styleguides, or simply by having the market flooded with art pieces.

    Anyway, back to topic; the asset store has seemed to be quite lucrative for some, especially tool/extension programmers. They do not have the previously mentioned problem, hence their work will fit into the production pipeline of a large range of projects.
     
  7. CoatlGames

    CoatlGames

    Joined:
    Apr 25, 2008
    Posts:
    773
    i think the most profitable kind of product are the extensions..

    on my side i made a complete project example , and it took me almost a quarter to barely get past the required 250 dollars in order to get paid next quarter

    in general im not very pleased with the asset store, not because of the sales, but because the implementation of it feels rushed and its not to the standards of quality of the rest of the unity software, for example the asset store windows hangs oftenly, sometimes crashing unity, also until not so much ago, there was no way to track sales, the process to submit assets is a bit weird,not too much problem if you follow the rules, but its a bit tricky, also the store tools sometimes crash or doesnt show properly what the product entry will look like with the preview mode, which usually hangs a lot, you cant change your email associated with your asset store, so if you ever loose access to that mail, bye bye asset store account.

    the payment, quarterly and a minimum of 250 dollars doesnt seem too great , when some places pay monthly via paypal with very amount limits, specially if your product sells at a small price, gathering that amount can be a bit difficult
     
  8. Gigiwoo

    Gigiwoo

    Joined:
    Mar 16, 2011
    Posts:
    2,981
    Your art is fantastic. The problem, as earlier addressed, is that that kind of art is very stylized. So, even if someone loves it, it is kind of unreasonable to expect lots of different customers to use the same model. Therefore, you'll sell maybe a handful, that's all. I don't have a solution for artists, but I know that I have been very hesitant to buy art assets for this reason, whereas I'm very willing to buy extensions and plug-ins.

    In other words: $50 that saves me 50 hours of useful coding work is a no-brainer. $50 for an art asset that doesn't fit into an overall theme and has a very specific use case (like a dual wielding pirate) is money down the drain. Also, I am more willing to shell out for useful collections of textures that can work for UI's, buttons, backdrops, or little imagery in a game, than I am to shell out for a hodge-podge of 3D models.

    And, for what it's worth, I am MUCH more inclined to buy an asset that costs < $50 than I am to buy something over $100. Things that cost $150 are huge psychological barriers, even if they are well-worth it. Some companies figure that out with great success, and some don't.

    Good luck,
    Gigiwoo.
     
  9. caitlyn

    caitlyn

    Joined:
    Jun 20, 2008
    Posts:
    402
    Nice work, kfosh! Do send them in! =)