How much we've made selling game assets

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  • Опубліковано 2 чер 2024
  • After we canceled Songs of Everjade, we figured we would try and recoup some of our costs and dip our feet into the asset store. Results have been... mixed. Here's how the process has been for us.
    Our assets on itch: bitemegames.itch.io/
    Our assets on Unity Asset Store: prf.hn/l/EJyzXRQ
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    Timestamps:
    00:00 No clickbait intro
    00:13 The assets we made
    03:32 Unity vs Itch analytics
    05:04 Major Unity issues
    07:31 Marnix really doesn't like Unity
    08:38 How to make your own assets
    10:39 Is it worth it
    11:07 Closing
    ---
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  • Ігри

КОМЕНТАРІ • 69

  • @bitemegames
    @bitemegames  24 дні тому +21

    NOTES:
    1) Turns out Unity doesn't want to scam me, but my European mind just can't comprehind that they add the VAT on top of the price that I configure already. I configured the price of our assets, assuming the 30% cut and then another cut for the VAT. This isn't the case however, with countries such as the US reporting the correct rate of $7.99. I would still prefer being able to configure a single price for all countries, and then have VAT go out of that, but that may just be personal preference from being from Europe.
    2)Throughout editing this video I realized that I have different pricing configured for our Asian Garden Tileset, $6.99 on itch vs $7.99 on Unity. However, I don't think that this has had any impact on sales numbers or driven people to buy on itch vs. Unity, as neither store page refers to the other.
    Changing the Unity price to be aligned with itch.io at $6.99 would require me to submit a change and wait another 6 weeks on approval.

    • @lawrence9713
      @lawrence9713 24 дні тому

      Wait, unity price change takes 6 weeks. Oh shit. I was thinking going from sketchfab to unity. Guess I'll not do this at all.
      I discovered the different pricing as well already, just by switching organizations the assets had different prices

    • @mandisaw
      @mandisaw 24 дні тому

      It's the VAT, another commenter already spotted it, but can-confirm that it's 7.99 and 4.99 in the States

    • @danthomas994
      @danthomas994 23 дні тому +2

      They show the "correct" US price here in Australia but that is weird as they actually shouldn't. I think US is only country where prices are pre tax prices. (Try renting a car or staying in a hotel and you typically pay double the "quoted price" due to so many additional taxes.) I'm originally from the UK and there they have to show price inclusive of VAT. Here in Australia is the same as I never see prices without GST (our sales tax which is 10%) included yet Unity does. If I was to buy an asset from store when I get to the checkout page it will then add the additional 10%. So why for us is the price on asset page exclusive of tax yet in other countries it is automatically included?
      The Unity Asset store is sadly very poor. If it offerred some of the features of Steam that help both buyers and sellers it probably could fund Unity. Why can't creators create a bundle of assets and we only pay the price for the ones we are missing. Why can't you buy asset store priducts as gifts for a fellow developer or to allow people to buy for you whan asked what gift they can get you? But that same person evaluating all the assets probably has to also devlop the site as well :D

    • @Marc-gj9vx
      @Marc-gj9vx 10 днів тому +1

      Its not possible because each country has different VAT rate, so that would mean some country would give you more money and some less, which doesn't make sense.
      Also in USA/ Canada, VAT is always added on top of displayed price.

    • @mandisaw
      @mandisaw 10 днів тому

      @@danthomas994 Unity does allow creators to gift, bundle, do partial credits, etc. Lots of asset creators do it as a matter of course, but if not, you can reach out to them and ask. Gifting from one dev to another would just be a gift card, no?

  • @tykeno
    @tykeno 24 дні тому +55

    I love it when tubers answer the question in the title straight of. I'll listen to the break down but don't drag out the answer

    • @3Wizards
      @3Wizards 13 днів тому +2

      Agreed. I have just found the channel and watched only 2 videos yet, but this seems to be a no nonsense, no unnecessary fillers and all about the information approach. I really appreciate that.

  • @beidero
    @beidero 24 дні тому +20

    I love how you always answer the title right away, rather than having to skip through half the video to find it.

  • @rmt3589
    @rmt3589 24 дні тому +7

    I didn't know Itch had assets. This will be massively useful as a gamedev, enginedev, and soon-to-be artist.
    Also, a lot of Unity assets aren't Unity-only. Check the license of each asset, and you may be surprised.

  • @RealCoachMustafa
    @RealCoachMustafa 24 дні тому +6

    This video was very insightful. I see so many good assets on the Unity store and they only have like 5 reviews and it makes me wonder how well they sell on there.

    • @alignedgames
      @alignedgames 23 дні тому

      Its quite a wide range but I've sold assets that have had over 100 sales that have 2 reviews, people just dont review...

  • @burnheart2965
    @burnheart2965 24 дні тому +12

    Respect for immediately answering the title question

  • @ananths1122
    @ananths1122 24 дні тому +6

    yeah. thnx for keeping it direct. have a like. and a comment too. gotta go now though (tutorial madness)

  • @honaleri
    @honaleri 23 дні тому +4

    I think selling assets is just...a hard market in general. You have to hit the most desirable niche and simultaneously be above the competition while being unique enough to out perform the popular ones.
    Like for example, you probably couldn't compete with Synty if you wanted to sell low poly 3d models, it would just be too hard to do what they do but better and differently. But getting a specific niche could be useful?
    I dont know, looking at the number of sales on most asset packs I think the ones that actually make money are like... code and system functionality stuff. Like terrain editors and stuff that's productive. Simple because gamers typical aim for an unique look and the people buying assets typically do what you did if they are serious, hire someone for custom stuff, or make it themselves. So the people buying packs are almost always less serious and thus... less funded, so their are fewer buyers. And these things exist for a small market, just game devs. So, it's like a small sunset of a small market that buy this stuff already.
    It's simply not the most lucrative market. Especially with how much people can get for free already.
    But it's easily a mini income stream. For the right person.
    Thanks for the coverage.

  • @javiercolinacatalurda9644
    @javiercolinacatalurda9644 23 дні тому +2

    I believe that if the pixel art were well-executed, they would sell more. Pixel art follows drawing rules that are not applied in your assets

  • @skate1
    @skate1 4 дні тому

    Great video straight to the point

  • @mythrando
    @mythrando 21 день тому

    I just wanted to say thank you for sharing your journey.

  • @_MG_01
    @_MG_01 10 днів тому

    I liked because you asked for in your no clickbait intro :D

  • @PeterSedesse
    @PeterSedesse 24 дні тому +3

    The problem with really unique art is that you have to sell enough that people can make a game out of it. you buy the tilesets, you buy the icons....then what? You need to hire someone to do the other stuff that matches that unique art. It is why syntry is so successful, they have an art style, but there is so much available that you can build a whole game out if it.

    • @alignedgames
      @alignedgames 23 дні тому

      Exactly, and it takes a long time to get there.

  • @SharyGameDev
    @SharyGameDev 24 дні тому +1

    Tip: Make the wooden bridge planks little bit shorter. Vertical part looks too long and that's why it is not a cosy bridge 😁
    PS. Great video btw.👍

  • @vast634
    @vast634 20 днів тому

    Music: you can charge also for a single track. If that track exactly fits the project, the buyer might be willing to spend quite a buck for it. Music has not direct alternatives, just similar compositions. An example: the Empyrion main-menu track is great. A single track I would spend some money on.

  • @GGFTV
    @GGFTV 24 дні тому +2

    The lack of sales from Unity is actually really crazy.

  • @Dailyfiver
    @Dailyfiver 21 день тому

    I appreciate your videos

    • @bitemegames
      @bitemegames  21 день тому +1

      I appreciate you watching!
      -T

  • @holacabeza
    @holacabeza 23 дні тому +2

    Fountains

  • @AdroitConceptions
    @AdroitConceptions 24 дні тому +2

    they show as 7_99 and 4_99 for me (non-VAT location) on the unity asset store.

    • @mandisaw
      @mandisaw 24 дні тому +1

      Yeah, that's probably the difference, they come up just fine in the States

  • @grindalfgames
    @grindalfgames 24 дні тому

    I have two gamedev tools and a game on itch and the tools sell ok(the game very rarely sells) But Itch is so easy to use, its so user friendly, Its amazing in every way. I wish steam was more like it(because lets face it steam is a pain behind the scenes)

  • @thomaswang
    @thomaswang 11 днів тому

    Chad intro

  • @astromonkey1757
    @astromonkey1757 23 дні тому

    let's work on that algo, since my prev comment had a link, here's the same comment without the link, i was thinking the difference in sales could be attributed to the asset being more of a 2d pixel art thing suited for itch rather than a 3d asset for unity, perhaps there isn't much demand for sprite assets on unity

  • @freshedpotato
    @freshedpotato 24 дні тому

    I waited like two months and unity still declined me because of quality control reasons, which I understand, but the reasons were still vague. It all lacks proper and clear documentation.
    One of the QC reasons i can remember was "obvious seam markings" which is A. subjective (I thought they looked fine and the seams really weren't that noticeable) and B. I had like 30 models included in that package, so which objects specifically had seam issues? I would have had no idea.

    • @mandisaw
      @mandisaw 24 дні тому

      Generally with models you either want to release them solo, or once you have the hang of things, you can bundle a few related ones together. 30 models all together is not good, especially for a new creator - few people will invest that much in a new "brand".

  • @bogoid
    @bogoid 24 дні тому +1

    itch-i-oh? I always called it itshiow

    • @alignedgames
      @alignedgames 23 дні тому

      Well I guess its itch IO (input output)?

  • @Trupen
    @Trupen 22 дні тому +1

    I look at the very first number and think 61k of gross revenue sounds pretty good.
    then I hear it's 61 dollars, not 61k 💀

  • @BarelyTryingStudio
    @BarelyTryingStudio 21 день тому

    Are you allowed to sell your commissions ?

    • @bitemegames
      @bitemegames  21 день тому

      Yes, we bought it with full commercial rights (which we paid extra for). -M

  • @whilefree
    @whilefree 24 дні тому +1

    First one to comment! Thanks for sharing the info.

  • @Tertion
    @Tertion 23 дні тому +1

    The sooner you realise Unity is dying, the better it is for you and your studio.

  • @tjspeirs75
    @tjspeirs75 24 дні тому +1

    Unity just throwin upcharges on shit with no notice to the buyer OR the seller, eh? The scumminess just don't stop from them

  • @MiniatureGiantsGameDev
    @MiniatureGiantsGameDev 23 дні тому

    your assets are also quite niche. If you made more generalised assets that could be used in a variety of genres, I bet you would see a lot more traction.

  • @MiniatureGiantsGameDev
    @MiniatureGiantsGameDev 23 дні тому

    this is just typical of the Unity experience unfortunately. Their ability to communicate how something is working is an absolute disaster. My example is their change to how they handle ad payments at the start of this year. A ticket logged in late February has STILL not been responded to. There are so, so, so many examples of things that just dont work the way you would expect them to, and there is never a good reason for it. Its crazy. So much focus on releasing the next version of the engine, but literally no focus on back-end support for developers outside of the engine.

  • @luckyboy5nu
    @luckyboy5nu 22 дні тому

    i don't understand, Isn't there multiple employees in your studio? How did you convince them all to work for free for the past 2 years? if not for free what are they getting paid and how are you guys getting the money to pay them? especially in belgium where the average salary is a couple of grand a month X all biteme games employees?

  • @_nickthered
    @_nickthered 23 дні тому

    For me the item assets looked good, yet those tilesets and shading in your game, personally to me they look bad. They could be fixed pretty easily I think, though the more I look at them the worse they get to me. Just my opinion of course

  • @alexandremiyagi245
    @alexandremiyagi245 24 дні тому +1

    Why not release the game on a smaller scope instead of canceling? You've already paid the fee for the Steam game page. With nearly a thousand wishlists, I don't see any reason to cancel, considering you've already completed a good portion of the game anyway.

    • @bitemegames
      @bitemegames  24 дні тому +6

      Except we didn't complete a big portion of the game yet, maybe like 30%.
      The game also has big fundamental issues, such as not being fun. We'd have to completely remake the game at that point, and we've learned a lot about how pixel art also isn't a great move for either our team or marketing our game. -M

    • @DeadStawker
      @DeadStawker 24 дні тому

      I don't remember if you mentioned this in one of your previous videos but what about releasing it for free, or even selling the source code as an asset? ​@@bitemegames

    • @bitemegames
      @bitemegames  24 дні тому +4

      Selling/giving away the source code isn't an option, as we are using a bunch of Unity assets in our game as well, which we can't redistribute. Ripping them out would break the game, so it doesn't make much sense their either. -M

    • @DeadStawker
      @DeadStawker 23 дні тому

      ​@@bitemegamesthat would make sense haha.

    • @alexandremiyagi245
      @alexandremiyagi245 19 днів тому

      @@bitemegames In my opinion, the critical issue is that you failed to make the game fun. The problem isn't that you only completed 30% of the game. Now I understand the decision. However, the game prototype should already be fun. Continuing without fixing this was the biggest mistake.

  • @timgriesbach1056
    @timgriesbach1056 24 дні тому +1

    TL;DR $61.91 😉

    • @Dashmaster305
      @Dashmaster305 24 дні тому +1

      Most necessary comment on UA-cam

    • @flamart9703
      @flamart9703 24 дні тому

      That's the food for about 1 month in my country, if you cook by yourself and aren't too greedy. :)

  • @bleyk_267
    @bleyk_267 23 дні тому

    answering the title of the right up front and telling people is okay to stop the video is very noble, but the youtube's algorithm will not think that way.
    With so many people watching just 10 seconds of a 11 minute video, this will really affect its engament and might even affect the channel as a whole.
    I would avoid doing big videos like that if you want to reach more people.

    • @bitemegames
      @bitemegames  23 дні тому +5

      You'd think so, but our UA-cam dashboard is actually telling me that we have normal average view duration.
      Am I shooting myself in the foot algorithmically? Absolutely, but that's not just this video, but the entire approach of this UA-cam channel. If I wanted an army of 15 year olds watching, with 100k+ subs, this is the wrong approach indeed.
      I know my titles aren't clickbaity, my thumbnails aren't A/B tested. But I don't want to be a UA-camr first. I want to be a gamedev first, UA-camr second, where people will come (and stay) for the value I deliver. I could definitely have made this title 10x more dramatic and clickable, but I don't think it will pay off in the long run.
      Could just be noble (and stupid) like you say, we'll see down the line I guess... -M

  • @marcomoutinho7611
    @marcomoutinho7611 24 дні тому

    WTF u sell something that you buy... I don't think that's very ethical.... Or I didn't understand correctly

    • @getchicken5279
      @getchicken5279 24 дні тому +3

      They commisioned their art, so they probably own the rigths to sell and distribute them

    • @bitemegames
      @bitemegames  24 дні тому +14

      We got all of these things made custom for us by a artist, including all the rights. There's no difference whether we would have had an artist on payroll inside our studio, vs contract work like this. -M

    • @ardinherbst3887
      @ardinherbst3887 24 дні тому +3

      Very common, not something I would give anyone a hard time about. No different from museums owning the rights to sell prints of famous paintings they have purchased.
      ...maybe a little different but something that is completely excepted by artists otherwise their work would be valued even lower.

    • @mandisaw
      @mandisaw 24 дні тому

      Dude, several of the top asset-brands on the Store are actually a front for contract-work they commissioned from others. Can't recall if it was InfinityPBR, Protofactor, or both, but whichever one is a regular on Jason Weimann's podcast was saying they use it as a means to fund their own game. Just commissions art from places with low CoL and then resells it on the Store at premium US prices. I don't like the colonialist/exploitation angle myself, but it is what it is.

    • @alignedgames
      @alignedgames 23 дні тому

      lol, this is how all the big guys do it, how do you think Synty pumps out so much stuff?