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
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
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:
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.
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.
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…)
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.
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).