Hi there guys i was just wandering if the Asset store is actually worth the time people put in to making the things they do?
No.
Yes. ![]()
Well I think you have to multiple things rather than 1 thing. It will sell a few units in the store and if you have only 1 thing its not going to be worth it but if you have 10 things in there its going to be a bit better. Some things might be a big ticket seller and other things might hardly sell. The more work you put it into it the better it will sell. So I think if you look at it more of a long term thing it might work but if you need to make money right away no.
Presumably hundreds if not thousands of asset store developers would say yes.
There is money to be made there, but you do need to make assets that genuinely fill a need, fix a pain, make something easier, or provide desirable content etc, and that appeals to a fairly large audience.
There IS money in there, but not enough to make a living off of that.
I think is very hard to make 3k+ every month, may be some rare cases though.
The number one selling thing in the store is the unity gui (because Unitys gui sucks) now if they fix that I wonder if it will still be the case
There is money, yes, especially if you aren’t from a typical western country. Someone that used to have 100k yearly will find that the asset store is not profitable; someone who used to live on 10k yearly might find it okay.
I think the others wrote important stuff up there; you have to have more than 1 asset (10+ preferred) to be any reliable; some assets sell well, while others dont sell at all; some months are great, while others aren’t that great.
A hidden plus is that if you have a lot of assets, then people happen to find you to do them some custom freelancing work.
Thanks for the reply’s guys i actually forgot about this thread, Again cheers guys ![]()
I get the feeling that scripts and utilities sell better than assets. You also have to use the iTunes methodology of pricing everything at nearly nothing and planning on gross sales because most balk at paying more than $20
I’m not sure that’s true, about the pricing. Many good assets are well above $20 and many of those are the most popular of all. 2D toolkit for example is around $70?
It’s a pity there isn’t much transparency on the asset store to know analytics information like visitors, conversion rates, who looks at what, demographics, average ticket price, the effect of raising/lowering prices, most sales at which price point, etc.
Well if you look at the top grossing things in every category its usually 90+ so people will pay for quality.
Yes it is well worth it, besides the actual sales as seller you will (could) also receive freelancing tasks due to your exposed products. Even if you give your assets for free you are making publicity and marketing for yourself and opening yourself to future task as programmer or modeler.
I’ll have to agree there, when i need something done i’m more likely to directly contact someone who did an impressive asset i own than someone at random in commercial forum. I did both but if someone did an asset i love, i’ll often not even look at the commercial forum if i need something similar.
If you’re planning to make a living only from your creations sold on the asset store you’ll have to spend a lot of time creating a lot of them and searching which one could be a must have for a maximum of people ( I guess this is the hardest part … ) The more assets you have the more reliable you get. As for freelancing tasks that might happen and get a way greater income than just selling some few assets on the store. Making a living from that can take a year or two in order to have a big library of content to sell and even with a lot of content you might want to do some contract work as it bring more money than that.
Otherwise if you do both this can “bring butter in the spinach” as one says in France.
Best of luck for you though ![]()
Completely oposite. As recent polls and activity has shown , RPG is by far the most needed content or at least anything that could be used for it.
Easy by doing something for that genre you are highly increasing chances for sales.
It really depends on what you do and what you can do, but sure on avarage you are completely right on this one. The only exceptions that could gather rather quick ammounts in short term are probably huge landscape packs or very deep programming packages (and the “top wanted” section proves it).
im a comlete newbie with unity and it boosted everything! since im a 3d pro but absolutly no programmer its awesome what i can get from the asset store…
well the only thing is that it reminds me on old 3dstudio days… the programm itself lacks the most basic stuff…
so u can say “if the feature is missing, then u can buy it in the assetstore”
…
but the prices for the assets are really low and ok… compared to 3dstudio plugins or other stuff…
the asset store solved most of my most critical problems and worries… soo i would be totally “fuc…” without it ![]()
i allready spend about 300-400 euros in the store and have much more stuff on my wishinglist .
seeya daniel
I started to sell some music I already had on my hard disk on the asset store.
i’m very happy with it… i’m not making a lot of money but… hey, at the beginning there were some songs gathering dust on my hard disk! ![]()
in the past months i have done several new assets and now i have a good number of songs/pack to offer… but for now i don’t think the money received payed the time I spent on making music… but music is my hobby so for me is good to make some new music i like and, meanwhile, to collect some coins! ![]()
i think the key is getting some visibility and having several assets tailored for different games, so that you maximize the possibility of being found.
and the more assets you have the better is (providing they are of good quality!)
i think also it takes time and patience. i’m on the asset store since the end 2011 and just now i’m beginning to have some decent sales!
I think one of the problems with the store itself at the moment is that for music, you can’t play the music or hear a sample of it before you buy it, and that’s a huge problem. I would not buy a single piece of music without hearing what it sounds like first. How can anyone possibly make such a decision to just buy it on the hopes of how it might sound? I’d recommend if you’re selling music them you absolutely should put links in your item description to some website where people can hear samples, otherwise I think it’s a really poorly implemented system that will majorly hurt your potential sales. So at the moment I would not even consider making music for the store.
I’m thinking of going back into making asset-store tools myself… been dabbling with a game the past few weeks but the practical reality is it’s a lot harder to get someone to want to buy a game, which is a luxury item targetted at a very fickle, nebulous and hard to understand hugely diverse audience, versus the ease of knowing what someone’s real needs are who want to buy a software tool. I think either way you have to know who your audience is and you can’t just hope to target everyone and expect to make any sense of what that demographic needs or what they will respond to. Targetting a niche and knowing that audience very well is much better I think, otherwise there’s such a lot of luck or bad luck involved that it doesn’t make for good business decisions, unless you have tonnes of money to throw at it.
I so far sold around 25 copies of my Shader Wizard on the asset store with no other marketing besides a forum thread and one version update, making me about $350 since October. December was a slow month, maybe because I didn’t release a new version. In the beginning I wasn’t realistic about who my audience was, thinking people would buy for 3D games but it’s really mostly suited to 2D stuff and I didn’t want to admit that. Trying to target the wrong audience can lead to negative feedback from people who are disappointed or confused. I also didn’t really know what kind of person would buy my asset because I was blinded by hopefulness/fantasy about how it would turn out. But also I didn’t realize that my tool would be useful for mobile developers so that was a marketing avenue I hadn’t leveraged properly and the product wasn’t being positioned to target that audience very well. Also nobody can live off $100 a month
… but it was an encouraging start to test the waters. My audience was basically way too small. You have to think about traffic and how many people will be finding your asset/tool/script because that really plays a huge part in getting noticed, creating buzz, developing a reputation and making sales. So as they say in business, if you fill a real need people will buy… that basically relies on the fact that needy people, people with problems, want those needs to be fulfilled so that their problems go away, and their perception of need/lack is what drives them to look for solutions, and your asset could be that solution. But without that underlying need, your asset becomes a fringe luxury that only people with extra money to splash around would buy. Unity itself it built on taking the pain out of game develoment which is addressing a need based on how much pain is involved in trying to develop games without a decent engine and editor. It’s partly unfortunate also but it’s harder to make business success doing what YOU want to do and ignoring what other people want/need. Trying to get a balance of both is the challenge.
I guess ideally a good performing asset would be one that a lot of people need/want, one that takes the least amount of time versus how popular it will be, and one that doesn’t need much maintenance/support to keep selling well. It’s also important not to have too much competition - the more options people have the less traffic you’ll get unless you’re really popular. Being the best in a given niche field is a good idea I guess.
Well there already is a few RPG kits in there and I dont think its one of the best selling things anyway.