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38 Comments on "Unite 2016 – One Year In: My Experience Publishing on the Unity Asset Store"

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Michael Garry
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Michael Garry
11 months 1 day ago

Um, its not weird to take the tax from the seller instead of the buyer – thats how most countries outside of the USA do it 😉

Barret Wallace
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Barret Wallace
11 months 11 days ago

Not sure if true but maybe if its more generic it will sell more, the more generic the better.

even tho I like the dragon it just wont fit my game…

Brian Seeley
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Brian Seeley
1 year 15 hours ago

Is it normal to "just" texture. In my job hunting experience a 3D artist needs to know modeling, texturing, rendering, and at least some animating.Forgive my ignorance, but isn't texturing essential coloring? Like you take a picture of a brick wall, edit it in photoshop, and use it as a dragon scale texture or something?

Infinity PBR
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Infinity PBR
11 months 16 days ago
So far nothing need to be private, and I don't mind letting people know how I'm operating :)I've actually lowered the price of one package on the Asset Store without saying anything, to see what happens. So far, zero sales. Now, it doesn't get many views, but to cut the price 50% I'd need at least 2x the sales.I set the price. Currently $49 and $59 are the most common, with "Pack" prices slowly creeping up to 75% of the total cost of the assets in the pack. (Like the "Monster Pack #1" or "RPG Character Pack #1" etc)The absolute best way… Read more »
Brian Seeley
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Brian Seeley
11 months 16 days ago
Thank you for your candid discussion. It really seems like a frustrating situation with dead ends at every corner.We can always take this conversation private. Do you set the price point? or is it mandated at some point by Unity? Looking at the prices on the Asset store, my gut feeling is that you could sell more at a lower price.Like, you'd get more sales from people just looking to add things to the collection. Have you ever just wandered through the Steam store and bought games that looked cool because they were kind of cheap even if you have… Read more »
Infinity PBR
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Infinity PBR
11 months 16 days ago
That's basically what I'm already doing?So first, it's very hard to find the best people to work with — the majority of those that I try to work with fail for one reason or another, or just aren't good enough to continue to work with.I'd love to work with people as a profit-sharing team, but as we know, there isn't any profit. We could focus only on stuff like the Dragon, but that doesn't really work since (1) I don't know which stuff would be like the Dragon, as popular, beforehand, and (2) the goal is to have a larger… Read more »
Brian Seeley
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Brian Seeley
11 months 16 days ago

Would a better business model be to get a small team together? So get 2 modellers, 1 texturer, and 1 finisher, and pump out high quality assets?

Infinity PBR
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Infinity PBR
11 months 17 days ago

+KayGeeCee Yes, although an artist is still absolutely required to start the ball rolling. Sometimes my molder does it, and often I'll do the base texturing in Substance Painter.But Designer without a base texture is not a proper workflow, really. The results would be very very bad.

KayGeeCee
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KayGeeCee
11 months 24 days ago

I guess to "re-use the asset" would be a better wording than to "cut out an artist" XD

KayGeeCee
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KayGeeCee
11 months 24 days ago

In his talk, he mentioned using Substance – that allows him to provide procedural materials/textures that the user can customize via parameters to generate many variations of said material. That workflow is a way to prepare an asset (in this case a material/texture) for procedural use, and will allow you to "cut out" an artist for that asset after it has been produced.

Infinity PBR
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Infinity PBR
11 months 29 days ago

Nope, that's not what modern texturing is, not even close 🙂

Mr. Justice
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Mr. Justice
1 year 21 hours ago

This seems to be much more about the experience of an asset store middleman than asset store developer. Which is much less helpful to most developers out there.

Infinity PBR
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Infinity PBR
11 months 15 days ago

Ah. 🙂

Zachariah Collins
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Zachariah Collins
11 months 15 days ago

I think he is saying that because you hire people to do the modelling and animations. Not sure that he realizes that the texture and material work that you do is one of the main selling points of your characters.

Infinity PBR
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Infinity PBR
11 months 29 days ago

How so?

Peter Sedesse
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Peter Sedesse
1 year 1 day ago

just a great developer with awesome products. I have the dragon, gargoyle and one of the packs ( elemental, wyrm, mushroom and plant)… and I guess now I have the bomber bug 🙂 The serpent-guy and devil are next up. But just the quality and continuing additions are amazing. Things like the addition of particle effects and concept art after purchase was a huge deal. Nice presentation but honestly it was a bit disappointing. I had hoped your sales would allow you to ramp up production.

Jarno Kangas
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Jarno Kangas
1 year 3 days ago

Awesome presentation! Thank you.

Utilized
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Utilized
1 year 13 days ago

What a rip-off… Refusing to pay artists extra for the right to resell their work.

Utilized
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Utilized
1 year 7 days ago

+Infinity PBR Fair enough. The way it was worded in the talk led me to different conclusions. Sorry for the misunderstanding.

Infinity PBR
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Infinity PBR
1 year 9 days ago
"Refusing to pay artists" implies that there was some sort of ask which I refused."extra for the right to resell their work" implies that there was ever a chance that working with me didn't include this.Practically everything I produce will be sold in one way or another. While I would love to be able to offer residual payments, that's not something that's feasible at this time, since Unity doesn't have a mechanism for it. Perhaps in the future — I've been somewhat vocal about it.But, artists know what their work is used for, and the artists I work with are… Read more »
Utilized
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Utilized
1 year 10 days ago

+Infinity PBR In what way?

Utilized
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Utilized
1 year 10 days ago

+FernestHall My comment was based on the impression I got from a part of this talk, that the presenter thinks an artist doesn't deserve to be compensated extra for an extra right to resell their work separately. And the way I see it it's treating artists unfairly. Attacking a person instead of his argument doesn't do you any justice.

Infinity PBR
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Infinity PBR
1 year 10 days ago

The premise of your comment is wrong.

FernestHall
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FernestHall
1 year 11 days ago

+Utilized I just wanted to say how the system works (i.e.: What he does is not wrong. It's standard). I guess you just wanted to complain or be edgy or something. Nvm then.

Utilized
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Utilized
1 year 11 days ago
+FernestHall Firstly, the song example was an analogy to demonstrate that the more control you get over someones work the more it costs. Secondly, the rights the artist gets to keep depend on the contract. The artist is free to give all of his rights away for free if he wishes to do so, but it doesn't make it a fair deal. The right to use someones work as part of your work and the right to sell someones work as a separate entity are two different things and the contractor shouldn't assume that he's entitled to the latter if… Read more »
FernestHall
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FernestHall
1 year 11 days ago

+Utilized Licensing is not contractual work. He hires the artists and isn't licensing the artists future work, which he requests. In this constellation the artist doesn't even have the copyright regarding the work.
"Asking for a fair price" He didn't even tell the price and you don't know the volume of work, the quality of the artist or other factors. If some say "Not worth it", while other say "Sure, I can do it", why in the world would you blame the contractor? Contractors (persons and companies) are the ones, who make it possible to work as a freelancer.

Utilized
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Utilized
1 year 11 days ago
Depending on what you want to do with x prices vary a lot. For example as a consumer you can buy a song for a dollar if you want to license the same song for your game, you'll have to pay a couple grand and if you want the rights to sell it(let's say you're a record label) well then the price is a lot higher(though for songs usually in the form of royalties). Same goes for other creative mediums.The presenter complained about artists "jacking up" their rates as soon as they find out he's gonna sell the assets on… Read more »
randy woodard
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randy woodard
1 year 14 days ago

The Infinity assets are top notch. The dragon,devil and barbarian packs are amazing.

Infinity PBR
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Infinity PBR
1 year 14 days ago

I like this guy too. He's pretty cool. He's also me, so I may be biased 🙂

Infinity PBR
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Infinity PBR
11 months 25 days ago
Well, for the editor scripts, it really doesn't matter what they're written in — they do their job and that's that.For in-game scripts…there really aren't any that are so complicated. Anyone who needs it to be in C# is likely qualified to simply change the syntax around, or better yet, re-do it entirely to fit their project. It's likely a bad idea to accept any asset store script as is and just throw it into your game — the overhead and potential for conflict is likely somewhat high.I've always gotten the impression that those (Very few) who complain about Javascript… Read more »
chino01animation
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chino01animation
11 months 25 days ago

I looked at the assets and they mostly use .js I guess? wouldn't it sell more if you had c# scripts. Just a perspective. Thanks for the insights, and talk.

Infinity PBR
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Infinity PBR
1 year 10 days ago

I think the current wait period is 5-15 days or so, but is often more depending on holidays/conventions.

FernestHall
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FernestHall
1 year 11 days ago

Would you say it is easy to sell on the asset store, if the product is good? e.g. How long does it take to communicate with the asset review people? When do they refuse an entry?

katylloydart
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katylloydart
1 year 13 days ago

Hah, nice 🙂

pianzhenguang
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pianzhenguang
1 year 14 days ago

Thank you for the information !!

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