we are using the asset store for a game with 50k+ of DAU, the trick to use assets from the assets store (models, textures, etc) is to mod them enoght in order to make them somewhat unique You will save a lot of time instead of doing them from scratch!
THE GIANT HEAD IN THE SKY The problem is when you don't really know how manage those assets, but this case is mostly present in 3D Models, some people don't know model.
Like video editing, modelling is something that you’ll learn enough of to hack together something presentable in order to speed the process up. Step 1. Sign up for Microsoft Dev Tools Step 2. Redeem 1-month PluralSight Subscription and go through the Maya tutorial path, or if you’re not a student, do the 9-hour blender fundamentals course by Mark Masters Step 3. Redeem 3-month Linkedin Learning Membership and go through the Blender path (30 hours) Step 4. Using the tutorials as reference, spend a few hours modelling your own assets to get a feel for it. Do some basic texturing, work with materials, lighting, rendering, etc. Play around. You don’t have to spend 40 hours watching tutorials. It does help, of course, to know the proper way to do things. But most of your time should be developing your own projects. And you don’t have to spend a cent if you don’t want to. 4 months is enough, even at a casual pace, to learn the basics of modelling, rigging, texturing, lighting, materials, and other necessary stuff.
Your videos are very enjoyable, I hope this doesn't sound weird, but I'm addicted to your videos.. I've been planning a game for about a month now, I was originally gonna do it using JavaScript, but after doing some research I found out that C# is a better option for making games on Unity, now I'm trying to learn C#, your "let's talk" styled videos are really helpful, so I just wanted to say Thank You.
Hmm, after watching the vid I was a bit disappointed. I was expecting to hear something about publishing your assets on the Store, some tips, do's&don'ts, how to SELL actual stuff, you know...
In other words, use the asset store for dumb shit that you don't need to waste time on, and try to change it later on. Prioritizing. Don't use it for important stuff that really makes your game, like characters and shit. :) I actually LOVED this video, and so far this series. You are doing a great job man, please keep up the good work!
I agree with almost all ... but no so much with the avoid characters idea.. they are useful, because you could customize them in some 3d software this way is a lot less work than making it all from scratch, other option is you could use it as secondary characters that populate your game, so maybe you could have more time to focus on your main characters.. and rely the work of background characters to assets(that people quickly forget) Personal opinion.
This game is good not because of the engine, lol. There is nothing special in graphics part as well as programming. This game could be done with any engine with the same quality. Hearthstone and tons of mobile bullshit.
also the question was "If you know any other Unity game than a horror game THAT IS USING ASSETS FROM THE UNITY STORE, let me know in the comments." I mean, Cities: Skylines is also made on Unity.
The way I see is that Assets from the store are perfectly fine when making a prototype. Don't expect to use them if you release a game. Myself, my speciality is sound. Doing an asset flip is great for me - because I can demonstrate my sound skills in a personalised way. Every sound designer and their dog has done a sound redesign of Angry Bots - but by making something somewhat different using assets, I can demonstrate my sound design skills in some unique way, as opposed to a completed demo game with the sound effects changed. This, again, is not a finished product for general release. But should be different enough to demonstrate my sound abilities. That being said, my current project only has a handful of models I've grabbed from the asset store so far. But lets see how far that goes before I need to grab more resources for those areas I am weak at.
LaustinSpayce Hi, i am interested into your music talent and your look on it. If you could can you give me some contact I can write to you privately? Thank you
also, if you buy from the asset store you might want to back up the package to a hard drive. I had a seller remove an asset I bought and I wasn't able to download it anymore
Is this an almost completely unity based channel? I'm using GameMaker, and even though I find some of your videos REALLY useful as a begginer game developer, most don't apply
True. Game Maker can make 3d games, but don't use it for it...use Godot Engine. Unity can make 2d games, but don't use it..use Game Maker or Godot Engine for it. Unity can make 3d games, but don't use it, use Godot Engine for it.
If you're saying this to me, I've been using Game Maker for 4 years now and I'm getting into Godot Engine. As far as I see now, its amazing. I've used Unity, I personally don't like it, I see why people do though. I don't plan to switch from gm to godot, but game maker is just not for 3d games and I want to get into it, i cant even make a proper top down because it has to be fully 2d. Well, I can, but its not worth it, its easier to just learn gscript which is like python (which i have experience with). 3d with game maker sucks, it being 2.5d or 3d, like use something else. I will use godot only because of this. if they make 2.5d easier, im going back to game maker and staying there until I get sick of it lmfao
Sounds as bad as focusing on mobile games in Unity. Why the hell do you limit yourself when you can learn more advanced stuff and get a really good product. Godot's showcase doesn't have much to show for but in Unity Warshift is all you need to see. One guy, one game and that's all him
What's the difference between using a Unity art asset and hiring an artist to make the art for you? You're still using someone else's art for your own game.
Joey546 if you hire someone what that person make is for you and your project but from the asset store anyone can get that work. That make a notable difference when you want publish your game. But well, some stuff like scripts are not really noticeable.
What might the demand be for 2D assets outside the cartoon styles that appear to dominate the Unity and Unreal 2D asset storefronts? I am working at putting some work on the Unity 2D asset store and will probably double dip with the Unreal store. I would like to hit the sweet spot of offering products that are commonly needed such as icons but seldom seen at the level of detail I intend to deliver (not seen on top sellers). I am capable of creating very realistic icons at a decent pace for weapons, resources, bags, ect. I can also animate characters and creatures in a style similar to full character beat em ups like Skull Girls or Dragons Crown. Simpler seems like it would be more compatible, but I like what I do and I hope that at least with icons I can make my investment of time profitable. I would LOVE to sell animated 2D creatures as well but the reasoning I confront myself with is the problem of compatibility as my art style needs to merge with the product a dev envisions.
@@alchemynotes Lately I've gone a very character driven route and approached Roll20's marketplace. Because Roll20 has a no free asset policy. Unity analytics showed that the 1 free product I put out averages 1000 downloads a month, which makes me sad because if I charged 50 cents it would not see that sort of attention... but I could make a living on 1000 50 cent exchanges every month, if only. People want free stuff. My priced assets did not see a lot of attention and a year later have been barley worth the hours invested. My failure however, is in not continually pushing that marketplace. My Roll20 marketplace is picking up because the storefront presents growth. I'm a bit too amateur to express solid advice at this point but I'd say build yourself to 6+ products within a few months. If you have older products then repackage them to fit your unified brand and populate that storefront. Also, sell your soul to the twitter devil and advertise your new products.
Hey fellow time travelers. How's it going? It's not often I run into someone(s) that has potentially years of xp, and I thought it could be fun. Do either of you have any updates you'd like to share?
How about selling 3d models *without* animation? I can create very nice models and even rig them but I hate the animation process. Also, I don't own Maya and Blender doesn't export well to the FBX. Is there a place for me there?
It depends how big your game is. If it's a 3d game with lots of detailed environments and 3d models, high quality music etc it could be 500MB to over a GB if it's a small 2d platformer could be 10MB
Very valuable information! Can't leave without saying that frankly, you're doing poor video Search Engine Optimization. Try writing atleast 400 words description, NO multiple word tags so we can see you on the first page!
When to use the asset store: Unity made tools not in Unity for free and some third party tools if you got some mula. When not to use asset store: Anything else, make it yourself it's not that hard! Don't get any models, animations, scripts, textures, effects or already made stuff in general. If you want particles and awesome effects just look at Gabriel Aguiar Prod. and you will get god like effects without trying. Levels and simple props can be simply done in Sketchup by noobs from CSGO. Blender for character models and animations. Scripts, pick one. Quill18, Brackeys, Shane Beck and N3K EN have outstanding tutorials on making many kinds of games to a professional level easily with short and easy tutorials. If you need a stupid fps or 3D camera asset after watching these, you need help.
Usually asset flips are just hail marry plays to scam people out of money. It requires no work on the "developers" part and they can crap them out. Not every game that uses asset store assets is bad though. Fire Watch uses assets off the asset store and that game is amazing so. There's no problem.
Asset store is great for getting PLACEHOLDER models If u are making something serious you should not release your game with models used by other crap games
Taira, I have a challenge for you: Make an environment using only free assets from the unity asset store!
Caudex
I want to see Taira make one using the assets from the assets store only as well
Caudex, I have a better challenge for him: Make an environment without using anything on the asset store, then put it on the asset store for free.
Too easy.
Make an entire well made fps game using only Unity and the Unity created free assets.
Or make an entire level in only SketchUp not pro
we are using the asset store for a game with 50k+ of DAU, the trick to use assets from the assets store (models, textures, etc) is to mod them enoght in order to make them somewhat unique
You will save a lot of time instead of doing them from scratch!
THE GIANT HEAD IN THE SKY The problem is when you don't really know how manage those assets, but this case is mostly present in 3D Models, some people don't know model.
Like video editing, modelling is something that you’ll learn enough of to hack together something presentable in order to speed the process up.
Step 1. Sign up for Microsoft Dev Tools
Step 2. Redeem 1-month PluralSight Subscription and go through the Maya tutorial path, or if you’re not a student, do the 9-hour blender fundamentals course by Mark Masters
Step 3. Redeem 3-month Linkedin Learning Membership and go through the Blender path (30 hours)
Step 4. Using the tutorials as reference, spend a few hours modelling your own assets to get a feel for it. Do some basic texturing, work with materials, lighting, rendering, etc. Play around.
You don’t have to spend 40 hours watching tutorials. It does help, of course, to know the proper way to do things. But most of your time should be developing your own projects.
And you don’t have to spend a cent if you don’t want to. 4 months is enough, even at a casual pace, to learn the basics of modelling, rigging, texturing, lighting, materials, and other necessary stuff.
Awesome, I latched onto your idea of creating Asset Store assets based off one's current game dev code.
So productive, he's shooting this while time is stopped.
Nice time saver!
I confess: I am an asset store window-shopping addict...
Your videos are very enjoyable, I hope this doesn't sound weird, but I'm addicted to your videos.. I've been planning a game for about a month now, I was originally gonna do it using JavaScript, but after doing some research I found out that C# is a better option for making games on Unity, now I'm trying to learn C#, your "let's talk" styled videos are really helpful, so I just wanted to say Thank You.
I can't believe I've never seen any of your videos before man! Absolutely fantastic!
I made a pretty advanced FPS/TPS controller should I make it dirt cheap or price it around 8.99?
He have a good voice for movies...behind the scenes
Hmm, after watching the vid I was a bit disappointed. I was expecting to hear something about publishing your assets on the Store, some tips, do's&don'ts, how to SELL actual stuff, you know...
Me too, the title is fairly misleading...
He did... the whole time
Your clock is not working! :O
*Face palm*
🤦♂️
What is more demanding assets should sell in unity assets store?
Where can I check how many times asset was downloaded? I can;t find this information...
About characters, do you know of any good 3D character makers for people who can't create their own 3D character models?
I heard the old rust leagacy door opening sound in atleast 2 netflix series and 2 movies, along with some other games
Asset Store is great, doing some of the stuff on your own is stupid. The prices are amazing!
In other words, use the asset store for dumb shit that you don't need to waste time on, and try to change it later on. Prioritizing. Don't use it for important stuff that really makes your game, like characters and shit. :) I actually LOVED this video, and so far this series. You are doing a great job man, please keep up the good work!
I agree with almost all ... but no so much with the avoid characters idea.. they are useful, because you could customize them in some 3d software this way is a lot less work than making it all from scratch, other option is you could use it as secondary characters that populate your game, so maybe you could have more time to focus on your main characters.. and rely the work of background characters to assets(that people quickly forget) Personal opinion.
Awesome video man - very informative and useful :)
How much money do you individually spend in the unity store for a 3d game, because unity hasn't a lot included freetools?
Little question. If you buy an assets are there some rules. Can you update the assets for your game only.
And wait do you think like opengameart
Take a closer look at the Asset Store. This is how the Steam Direct is gonna look like eventually :)
character assets are the ones that sell the most, did you know that? lol
Hearthstone is built on unity!
Haze Wrynn no shit
They are saying 'no shit' as in that's obvious, not disagreeing with you.
This game is good not because of the engine, lol. There is nothing special in graphics part as well as programming. This game could be done with any engine with the same quality. Hearthstone and tons of mobile bullshit.
also the question was "If you know any other Unity game than a horror game THAT IS USING ASSETS FROM THE UNITY STORE, let me know in the comments."
I mean, Cities: Skylines is also made on Unity.
Marcus Eckhoff stfu i didn't say he disagreed and he probably didn't get me based on his answer sadly!
Hey TairaGames - Where can you see the number of downloads? I couldn't find it like you mentioned in the video.
what is the NGUI package you bought?
I had to look behind me at 11:20 because I was literally on the Magic Arsenal page while browsing as you were saying it, I felt very uneasy.
The way I see is that Assets from the store are perfectly fine when making a prototype. Don't expect to use them if you release a game.
Myself, my speciality is sound. Doing an asset flip is great for me - because I can demonstrate my sound skills in a personalised way. Every sound designer and their dog has done a sound redesign of Angry Bots - but by making something somewhat different using assets, I can demonstrate my sound design skills in some unique way, as opposed to a completed demo game with the sound effects changed. This, again, is not a finished product for general release. But should be different enough to demonstrate my sound abilities.
That being said, my current project only has a handful of models I've grabbed from the asset store so far. But lets see how far that goes before I need to grab more resources for those areas I am weak at.
LaustinSpayce Hi, i am interested into your music talent and your look on it. If you could can you give me some contact I can write to you privately? Thank you
What were the 2 Unity tutorials you mentioned last vid?
also, if you buy from the asset store you might want to back up the package to a hard drive. I had a seller remove an asset I bought and I wasn't able to download it anymore
Is this an almost completely unity based channel? I'm using GameMaker, and even though I find some of your videos REALLY useful as a begginer game developer, most don't apply
This channel is geared more toward unity. The two game engines don't have much in common.
True. Game Maker can make 3d games, but don't use it for it...use Godot Engine. Unity can make 2d games, but don't use it..use Game Maker or Godot Engine for it. Unity can make 3d games, but don't use it, use Godot Engine for it.
what the fuck are you on about
If you're saying this to me, I've been using Game Maker for 4 years now and I'm getting into Godot Engine. As far as I see now, its amazing. I've used Unity, I personally don't like it, I see why people do though. I don't plan to switch from gm to godot, but game maker is just not for 3d games and I want to get into it, i cant even make a proper top down because it has to be fully 2d. Well, I can, but its not worth it, its easier to just learn gscript which is like python (which i have experience with). 3d with game maker sucks, it being 2.5d or 3d, like use something else. I will use godot only because of this. if they make 2.5d easier, im going back to game maker and staying there until I get sick of it lmfao
Sounds as bad as focusing on mobile games in Unity. Why the hell do you limit yourself when you can learn more advanced stuff and get a really good product. Godot's showcase doesn't have much to show for but in Unity Warshift is all you need to see. One guy, one game and that's all him
What's the difference between using a Unity art asset and hiring an artist to make the art for you? You're still using someone else's art for your own game.
Joey546 if you hire someone what that person make is for you and your project but from the asset store anyone can get that work. That make a notable difference when you want publish your game.
But well, some stuff like scripts are not really noticeable.
personally most asserts i use tools and other suff that make my work flow faster
I'm reminded of Digital Homicide studios, and the controversy with Jim Sterling.
Can I use the free asset on unity asset store in my commercial game?
Are assets there royalty free?
Means can i use it for playstore
You are like the Peter Draws of Game Making.
omg so true
As a pixel asset creator, this video rocks!
What might the demand be for 2D assets outside the cartoon styles that appear to dominate the Unity and Unreal 2D asset storefronts?
I am working at putting some work on the Unity 2D asset store and will probably double dip with the Unreal store. I would like to hit the sweet spot of offering products that are commonly needed such as icons but seldom seen at the level of detail I intend to deliver (not seen on top sellers). I am capable of creating very realistic icons at a decent pace for weapons, resources, bags, ect. I can also animate characters and creatures in a style similar to full character beat em ups like Skull Girls or Dragons Crown. Simpler seems like it would be more compatible, but I like what I do and I hope that at least with icons I can make my investment of time profitable. I would LOVE to sell animated 2D creatures as well but the reasoning I confront myself with is the problem of compatibility as my art style needs to merge with the product a dev envisions.
How is it going with 2D assets? Your experience is very valuable to me, some tips would be appreciated.
@@alchemynotes Lately I've gone a very character driven route and approached Roll20's marketplace. Because Roll20 has a no free asset policy. Unity analytics showed that the 1 free product I put out averages 1000 downloads a month, which makes me sad because if I charged 50 cents it would not see that sort of attention... but I could make a living on 1000 50 cent exchanges every month, if only. People want free stuff. My priced assets did not see a lot of attention and a year later have been barley worth the hours invested. My failure however, is in not continually pushing that marketplace. My Roll20 marketplace is picking up because the storefront presents growth. I'm a bit too amateur to express solid advice at this point but I'd say build yourself to 6+ products within a few months. If you have older products then repackage them to fit your unified brand and populate that storefront. Also, sell your soul to the twitter devil and advertise your new products.
Hey fellow time travelers. How's it going? It's not often I run into someone(s) that has potentially years of xp, and I thought it could be fun.
Do either of you have any updates you'd like to share?
why did you stop making videos like this
Face reveal pls.
How about selling 3d models *without* animation? I can create very nice models and even rig them but I hate the animation process. Also, I don't own Maya and Blender doesn't export well to the FBX. Is there a place for me there?
Of course you can sell / publish your own models in the unity asset store without animations. It might not sell as good
trodat07 I think there is not problem if you animate you model with Mixamo.com, I thin their animations are Creative Commons.
But all the fun is in building your own assets
*THIS MUST BE A UNITY GAME!*
Can I sell music on the asset store?
Yes.
Thanks Taira! Good perspectives.
For some reason I don’t have the thing where u choose the price now
It’s not helping
How much downloads does a game made with unity make on the google play store? Any help will be liked.
It depends how big your game is. If it's a 3d game with lots of detailed environments and 3d models, high quality music etc it could be 500MB to over a GB
if it's a small 2d platformer could be 10MB
I was trying to make a game for android and just wondering that all the effort I put into making the game will be worth it.
Were you hummin hxh theme song?
I just use the asset store for the oculus integration, or something like weapon models that i cant be bothered to make
2:08 every mobile game ever
You should make a game with a budget of $5 or something like that.
2:05 The Vanishing of Ethan Carter
Cities:Skyline is made on Unity
so is rust :/
so is kerbal space program, so is firewatch...what is that supposed to mean tho?
hah...i didnt know
when you're talking about stuff please put an image of it. Eg: the assets u talk about or channels
Very valuable information! Can't leave without saying that frankly, you're doing poor video Search Engine Optimization. Try writing atleast 400 words description, NO multiple word tags so we can see you on the first page!
Asset-flip genre: ZOMBIE SURVIVAL MINECRAFT FIRST PERSON SHOOTER
So the facial hair is really here to stay?
I don't know how to code, I use scripts to from the asset store to make my games.
Your are really an inspiration Thank You!
love ur vids bro
peace
TAIRA could you do a video on how to have online multiplayer on your games as a indie dev?!
Thanks for the info.
When to use the asset store: Unity made tools not in Unity for free and some third party tools if you got some mula.
When not to use asset store: Anything else, make it yourself it's not that hard!
Don't get any models, animations, scripts, textures, effects or already made stuff in general.
If you want particles and awesome effects just look at Gabriel Aguiar Prod. and you will get god like effects without trying.
Levels and simple props can be simply done in Sketchup by noobs from CSGO.
Blender for character models and animations.
Scripts, pick one. Quill18, Brackeys, Shane Beck and N3K EN have outstanding tutorials on making many kinds of games to a professional level easily with short and easy tutorials. If you need a stupid fps or 3D camera asset after watching these, you need help.
ya sure. i'll right now create photorealistic plants, tree etc. meshes... that's not a easy thing to do.
To survive the asset store, you avoid the asset store so you don't get accused of asset flipping.
What is bad in asset flipping (except of a moral side)? Is it illegal or something?
nah, some people just overreact & are being a bitch for no understandable reason
it's the fact that if lots of games look the same people just don't like that game without even considering the content
Or tweak/mod the downloaded assets until they are unrecognizable
Usually asset flips are just hail marry plays to scam people out of money. It requires no work on the "developers" part and they can crap them out. Not every game that uses asset store assets is bad though. Fire Watch uses assets off the asset store and that game is amazing so. There's no problem.
Ayyy, steelseries m800. Love the keyboard for gaming. Don't for typing lol
My favourite asset is Fungus
i only buy plants and vegitation assets from the asset store :P
Why don't you use Instagram?
thanks didnt buy anything yet lol
Damn, I just sell characters :D
Your so weird😅 “I don’t even wanna look I don’t even wanna touch”
Superhot
i like u :P :)
Hollow knight?
fuck the unity asset store(for models, props, etc...), use Turbo squid!!!
3rd!!!
Asset store is great for getting PLACEHOLDER models
If u are making something serious you should not release your game with models used by other crap games
3456532536th !