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Daniel Esteves是一位Asset Store的发布者,他的Asset不仅仅只是他正在开发的游戏的附属品。相比做游戏,他更喜欢做工具。

他以前做过flash小游戏,还建立了一间独立游戏工作室。工作室在Kongregate网站上开发了一款大型多人在线卡牌游戏,颇受欢迎。但经过几年更新后,收入便渐渐减少了。

Daniel在为更新游戏寻找新摄像系统时,发现了Unity和Asset Store。他当即为快速原型制造的可能性心动不已,“我突然明白了很多小事可以如何很快地做好。我就像走入了糖果店的小孩子。我当时想,‘这真是太酷了’。我买下了全部那些资源。”

他随即想到,如果还有其他人跟他一样对资源如此狂热,那就完全可以做这个生意。就在这期间,他卖掉了他游戏工作室的股份,这样他就可以花时间去开发资源了。“因为我本就喜欢格斗游戏,而市面上又没有此类产品,我便决定花8个月时间研发2.5D的格斗游戏工具包,并称之为全球格斗引擎(UFE)。”

HurtboxSample

UFE于2013年12月在Asset Store发布,但Daniel在此之前早就开始向潜在客户推销这个创意了。而且他还建议其他人也这么做,“在深入开发之前,先把自己的想法作为正在进行中的项目(WIP)在资源商店论坛上发帖。先介绍自己和自己的资历,然后再介绍你的创意。开发过程中不断贴出你的进展,截屏和视频片段。”这样能够吸引粉丝,而真正的粉丝会给以反馈,帮助你开阔思路,也能替你宣传你的资源。

发布之后,Daniel一直忙于更新和客户服务,最终,他雇了两个自由职业者帮他做开发。他仍然能收到很多服务咨询,但他一直保证说明文档的更新,这一点很重要。

“如果你是程序员,说明文档就是一切。能在服务方面为你省下很多时间。当然总会有不看长说明的用户,但相信我,绝大部分的客户是聪明的成年人。只要你写清楚,大部分客户不会来麻烦你。如果你是建模师,就尽可能好好管理你的说明文档,给用户看到更多的视频或演示网页就是很好的方法。”

话虽这么说,但他很清楚客户服务的好处。Daniel把Asset Store的论坛当做公共问答网站,这为他省去了用电子邮件反复回答同样问题的麻烦。而且他也很清楚,那些报告错误,询问具体功能的人,都在帮他更好地塑造他的产品。

他最重要的一位客户是《功夫之王》的开发者。只花了很少的预算,职业3D建模师、动画师的Jay Lee就完美地搭建出了他所梦想的游戏,重现了经典影片中的动作场面。

UFE的未来将如何?Daniel计划发布另一个专为2D游戏准备的引擎,还设想搭建一个综合性的清版动作游戏引擎。目前为止,他还可以用自己的爱好维持生计。自6月以来,他的资源的总收入已经超过两万美元。不过他的项目的未来要看Unity用户对这类游戏的喜爱程度了。所以他希望格斗游戏不会过气。

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  1. If he releases a beat ’em up toolkit I will buy it day one. Especially if it’s exceptionally versatile.

  2. Sometimes it’s better to look at forums that are looking for a solution similar to what you offer, mention the asset and hope someone gives it a try. Ex: I made an instant 3d replay feature that records all game play and you can carefully observe every frame in any angle you want using GameRec. Heres a demo video GameRec unity3d asset tutorial Demo: http://youtu.be/Ay-wuj5PvHU

    Check it out :)

    I made a couple of sales with very satisfied users in this month alone.. all I did, was mention it on a form. Good luck!

  3. It’d be useful to have some insight into what sort of assets are providing a living for their developers… from what I’ve experienced I think it may mainly be those with higher-priced items, mostly like the editor extensions…. but I might be wrong, it could be popular scripts or certain 3d assets etc. Some kind of graph of ‘what sells’ would be useful, but I expect that would be too revealing for Unity to share even on a per-category basis?

    I do agree about needing to come up with something that is unique… something some portion of the audience finds hard to do on their own… like maybe targeting newcomers or those in a niche. Then you’re basically selling your expertise and doing various magic that your buyers can appreciate and find useful. Also the polish and documentation and support is important. But also the demand has to be there, you can’t expect to make money from something that only a few people are looking for.

  4. Antoine Desbiens

    十月 9, 2014 5:44 下午

    It depends on 3 factors I think. First being how hard it is to make something similar, we’ll call it rarity. Second being what the current demand for said product is. Last being the degree of difficulty to implement. If you have something that is rare, where the demand is strong and where the documentation/support is good enough to ensure positive ratings, I’m sure it could go big on the asset store.

    1. I am not sure how rarity as you define it is different than “hard to implement”.

      1. Antoine Desbiens

        十月 9, 2014 6:22 下午

        I’m not strictly refering to scripts here, since the asset store is quite large. Although, something being hard to recreate doesn’t mean it has to be a nightmare to implement. What I mean is, ask yourself how many people you think could create what you created. If you believe alot of programmers could, then you probably shouldn’t bother with it. The common practice nowadays is to base the product on what the current demand is, and not to push a product and hope there’s a demand for it. Knowing that, say you want to release X, but X is relatively easy to create for a knowledgeable programmer, you should expect the market to be flooded with X’s, and thus, you should expect X to be of lower value. Now, say X is hard to recreate, X requires a certain expertise. You can expect a lower number of competitors, and you can expect its market value to go up. This is what I mean by rarity.

        While, by hard to implement, I am refering to the documentation and after-purchase support provided to your customers to ensure positive ratings. Of course, some assets may be harder to implement due to their nature/complexity. Therefore, your level of documentation shouldn’t be universal but proportional to your asset’s complexity.

        I hope this makes more sense.

  5. @LIOR TAL As a personal anecdote:I tried to sell one “cool bit of code” that I use basically everywhere. It sold all of 2 copies at 5 bucks apiece. Maybe it’s not that useful, or maybe I need to market it aggressively.

  6. As developers, we all have some cool bits and pieces of useful code that we probably use in every single project we work on.

    i wonder whether sharing those on the asset store could provide some revenue (or ANY revenue at all?), or only bigger scope assets, such as the “engine” described in this post may have a shot at making some $$

    1. It’s difficult to get much attention for those ‘bits and pieces’ – people tend not to look for them in the same way that they go looking for ‘big’ assets.

      That might actually be an interesting post for Kristyna to make, actually – the best ‘little’ utilities and code chunks (“Unity power-toys?”), for $5-$10 apiece, that people maybe don’t need for their projects (i.e. wouldn’t think ‘hmm, I need an asset that does X, I’ll go look in the store’) but would still find useful. Like my own Scene View Bookmarks, ahem. :)

      1. Kristyna Paskova

        十月 13, 2014 9:31 上午

        Haha, subtle. Not a bad idea for a category post though. Would you have any other suggestions than Scene View Bookmarks by any chance?

        1. Hmm… well, Lightmapping Extended is one. Also Immediate Window

          It’s difficult to think of others because the whole idea is that these are things you don’t realise you need until you see them… I tend not to use much Asset Store stuff myself.

          Maybe things like Scene Saver or Notes? I’ve not used either but they look like the sort of thing that stand to be useful to everyone, regardless of platform or discipline.