One little side-point regarding the "sell your tools" point: When you do stop selling them, release the source code under the General Public Licence, so other programmers can learn from your experience. Studying other people's code is a valuable tool for improving your craft as a programmer. Just because you no longer value it enough to keep selling it doesn't mean it's worthless to everyone. Some student down the line might study your tool's released code and drop you an email thanking you for getting them past a roadblock in one of their own projects.
@@laylbongers7358 MIT licence does not require attribution. You are thinking of the BSD licence, which used to require attribution, but does not require it anymore. In any case, you're giving the code away. Placing conditions on it - like the GPL does - is not really giving it away. Whatever conditions you put on it are a form of payment. If you are really done with it and giving it away, it shouldn't matter to you that someone else can turn around and sell it; presumably, you have already exhausted the market for it anyway, so they will not be able to sell very much of it. Especially since grabbing it and selling it does not in any way prevent people from getting it for free, since you know... you're giving it away. If somebody is selling free samples, that only really matters to the people dumb enough to buy a free sample when they're free right over there.
Started with FPS creator aswell haha. Looking back, you weren't really able to make a proper quality game with it, it was just too buggy and too limited in its options but me and a good friend had a lot of fun with and it was just a nice little toy to get some people into actual gamedesign and creating what they actually want to create. good times
Dude. Fantastic ideas! Seriously love this. As someone who's on long term sick, and is self-teaching gamedev as a possible path out this has given me some cool paths to explore to try and get off of long term sick benefits, and slowly move off of benefits altogether (He says, knowing that his dream will most likely never happen)
Regarding selling 3D model assets, do you have any tips on how to find what sells? My first thoughts are finding models you don't see as much. I'm thinking of doing more research on models that are out there, and putting my a more unique version of it.
Very well spoken. I am not in the field of game development, although it's something I have considered. I do however enjoy creating assets and I am going to consider learning more and maybe start selling them. Thank you for the tips, I'm subscribing!
Hey Tim, could you do an in depth video on setting up a funnel? I have basic knowledge about lead magnets and landing pages, but have no idea how to set up automatic email responses/ newsletter that finish with a call to action. Do you know or can you even recommend any automatic email systems?
One of the most real guys I've come across on UA-cam yet, here are the possiblities, the possible benefits, and the possible pitfalls......I like that. He doesn't feed you the everything is awesome and easy line. All too many people are told today....just do this and you will achieve your dreams and have everything you want....no its requires research and implementation and mentors like this guy.....nuff said....Subcribed! :)
Great advice. The idea to sell unique assets or functions is genious. The very process may make more money them a short and sweet side scroller or w/e.
hey Tim. nice video, thank you. u talked about selling assets. on other vieos u like to talk about marketing. have you any thought on marketing of assets, say 3d models that are in some shop, like unity asset store, turbosquid or cgtrader? would be very helpful for some of us. thank you.
Hey Mr. Ruswick. Nice videos. I was curious about passive income vs freelancing when it comes to assets. Sometimes I want to freelance assets for client game devs but notice their games are still very early on in development and not ready for finalized assets. In those cases is it better to sell those assets as passive income to the public or freelance the assets for a one time commission from the client. If you freelance assets for a client, I believe you no longer have ownership rights to sell the assets to the public.
Like modular pieces (for visual artists)? I'm gathering tons of modular pieces I'm doing for my game. And I'm accumulating many substance materials with public variables to control inside the engine (Unity and Unreal are compatible with Substance Designer). Hmm, you're giving me ideas. Thank you, Tim!
Great info as usual! May I ask if anyone here (even those watching) have any nice rsources (arcticles, tips, tricks, etc) on the Selling assets option? Any one with experience etc god give an idea on ho it works, best market places to start with (gumroad, unity, ue4, etc)..etc?
Hey man, I was wondering if an IT course (bsc) is gonna help me in game development. I am about to get out of high school, and have no idea on what I should do next. I need a degree as well, so as to have a back up plan in case game development doesn't work for me, really appreciate your videos
What part of game dev are you interested in? Art or programming, or just game dev in general? It may be best to wait to go to college until you're sure you need to. Especially if you want to make games, you should avoid accruing debt.
Joseph Brandenburg game development in general. I live in india, here the colleges don't cost as much, so money is really not a problem. Plus I kinda wanna go to college cause I might get to meet people, who might wanna make games with me.
Fair enough. I don't know much about India except for the stuff that's big enough to make headlines on US news. My advice would be to teach yourself everything you can right now, you'll go into school more prepared and have an easier time. If you start making a simple game now, you'll have some perspective on what it is you like, don't like, want to specialize in, want to get help for, etc. Plus, if you know a lot going in, the chances of leading a project increase. Finally, you may realize that it isn't for you and decide to refocus. I've been teaching myself 3D art and I'm (hopefully) about to start a pretty selective program. Since I already know my strengths, I can more easily focus on improving in the areas I feel weak.
I don't think I was clear about this, but University won't get in the way of anything, either. I started learning 3D in high school, and it's taken so long to get through the pre-reqs in college that I haven't done any 3D stuff beyond mere basics. But the traditional art classes I've taken were good. I imagine game dev has some similar stuff- you'll probably be forced to sit through a basic JS class all over again even though you already know how to program, but you might be introduced to some new perspectives along the way. The point is, it may feel like a waste of time for the first year or two or three. That's why I've been trying to take control and teach myself- it will be worth it when I get into that program, and I hope to be ahead of the curve.
Nah Manny, I have rental property and they handle it all. I don't need to think about it. Even after all of the expenses including the management company, repairs, etc... I make $10,000 a year per house. The management company only took about $1,000 of that. But even if they took a lot of money... I do *NOTHING* at all and get a 5 figure income per house. Occasionally I have to approve some kind of repair (which involves sending an email with "yes"), but mostly don't even think about it. Sure there is some profit cut out... but I get back all the time I would spend on managing it. I can use that time to pursue some other money making opportunity. Nearly every other use of my time can make more than a 4 digit/year income. Including working at McDonald's or something. So "Cuts out so much profit" is inaccurate. It's creates more profit.
My brother is a millionaire. He spent the first 28 years of his life losing money on get rich quick schemes. He became a millionaire by opening his own company and working his ass off.
Another way for passive income: get a job that you do like, so it seems that you are paid for almost nothing. Of course, as Tim pointed, it requieres a loooot of effort beforehand. It's a long-term plan. I did it. I work till lunchtime. Then I have afternoon and evening for my family and myself (sport, dogs, coding ...). :)
What kind of job? I've been really thinking about doing this but I can only find kid coding instructor positions which I know usually don't provide enough hours...
Having said that, I haven't got anything up on the Unity store yet, because their approval system takes weeks and if you haven't done exactly what they require, they reject it. So then you have to submit it again and wait another few weeks
Even if this is true, it's still valuable to have a bunch of information collected all in one place. It's not going to change the world, but might be worth money to some.
By the way... There is modern version of FPS Creator - GameGuru. It's drag and drop 3D game engine for beginners. Don't know about asset import ))) store.steampowered.com/app/266310/GameGuru/
I'm currently selling 2 assets in the unity asset store: assetstore.unity.com/packages/tools/gui/tasty-pie-menu-70483 assetstore.unity.com/packages/3d/props/tools/low-poly-survival-kit-111978
2:30 The list starts.
One little side-point regarding the "sell your tools" point: When you do stop selling them, release the source code under the General Public Licence, so other programmers can learn from your experience. Studying other people's code is a valuable tool for improving your craft as a programmer.
Just because you no longer value it enough to keep selling it doesn't mean it's worthless to everyone. Some student down the line might study your tool's released code and drop you an email thanking you for getting them past a roadblock in one of their own projects.
MIT would be better, so they can learn from it, improve it and make money with it as well
In USA they would just plagarize the material and claim it as theirs it's why copyright is such a big issue in America
@@teatea4496 Under the GPL and also under MIT that is not allowed, attribution is required as defined under those licenses.
@@laylbongers7358 MIT licence does not require attribution. You are thinking of the BSD licence, which used to require attribution, but does not require it anymore.
In any case, you're giving the code away. Placing conditions on it - like the GPL does - is not really giving it away. Whatever conditions you put on it are a form of payment. If you are really done with it and giving it away, it shouldn't matter to you that someone else can turn around and sell it; presumably, you have already exhausted the market for it anyway, so they will not be able to sell very much of it. Especially since grabbing it and selling it does not in any way prevent people from getting it for free, since you know... you're giving it away. If somebody is selling free samples, that only really matters to the people dumb enough to buy a free sample when they're free right over there.
I've made 1 sale on my unity asset on asset store and i thought i made it, lol..
Hey! What did You sell?
it's a Drone controller Asset, i'm planing to update it with templates for drone racing and drone shooter as well :) you can find it in my channel
HAHAHHAAHHHAHHHAHAHAHA fucking legend
You know what would be a really cool thing. If you made a racing game out of it. That would be cool in my opinion.
@@newsystem3667 Lets bet u have now waaaay more income ?! :) ! :)
I found this helpful as an animator. I appreciate your insight into all these different topics. Keep posting stuff!
you always talk about what i need when i need it
"you can sell other people stuff"...
*Takes long stare at valve
Started with FPS creator aswell haha. Looking back, you weren't really able to make a proper quality game with it, it was just too buggy and too limited in its options but me and a good friend had a lot of fun with and it was just a nice little toy to get some people into actual gamedesign and creating what they actually want to create. good times
Dude. Fantastic ideas! Seriously love this. As someone who's on long term sick, and is self-teaching gamedev as a possible path out this has given me some cool paths to explore to try and get off of long term sick benefits, and slowly move off of benefits altogether (He says, knowing that his dream will most likely never happen)
Appreciate your work. I like it more to see something like your workspace in the background. simply more interesting
Hi Tim! How much time did you spend working on philophobia?
Fantastic...Thank you! subbed and shared
Regarding selling 3D model assets, do you have any tips on how to find what sells? My first thoughts are finding models you don't see as much. I'm thinking of doing more research on models that are out there, and putting my a more unique version of it.
Very well spoken. I am not in the field of game development, although it's something I have considered. I do however enjoy creating assets and I am going to consider learning more and maybe start selling them. Thank you for the tips, I'm subscribing!
Hey Tim, could you do an in depth video on setting up a funnel? I have basic knowledge about lead magnets and landing pages, but have no idea how to set up automatic email responses/ newsletter that finish with a call to action. Do you know or can you even recommend any automatic email systems?
One of the most real guys I've come across on UA-cam yet, here are the possiblities, the possible benefits, and the possible pitfalls......I like that. He doesn't feed you the everything is awesome and easy line. All too many people are told today....just do this and you will achieve your dreams and have everything you want....no its requires research and implementation and mentors like this guy.....nuff said....Subcribed! :)
Man ur underrated but ur damn good n all your videos are dope😊👍 thanks for working hard
Great advice.
The idea to sell unique assets or functions is genious.
The very process may make more money them a short and sweet side scroller or w/e.
Great Ideas . Thanks Mr. Tim
Hi,
I would like to know if there is a platform where I can sell my projects you guys know and have experience with
Thanks Tim! You are an inspiration for me!
Did you take a course in graphic design? Cos' I love all your thumbnails
hey Tim. nice video, thank you. u talked about selling assets. on other vieos u like to talk about marketing. have you any thought on marketing of assets, say 3d models that are in some shop, like unity asset store, turbosquid or cgtrader? would be very helpful for some of us. thank you.
Hey Mr. Ruswick. Nice videos. I was curious about passive income vs freelancing when it comes to assets. Sometimes I want to freelance assets for client game devs but notice their games are still very early on in development and not ready for finalized assets. In those cases is it better to sell those assets as passive income to the public or freelance the assets for a one time commission from the client. If you freelance assets for a client, I believe you no longer have ownership rights to sell the assets to the public.
Thanks heaps for creating this :)
I've made some tools like you suggested that fill a need for game development and I want to sell them. Where should I sell them?
Hey Tim, how do i qualify my game for Feedback Friday? I'd really appreciate some opinions and exposure.
Good stuff! Thanks
Like modular pieces (for visual artists)? I'm gathering tons of modular pieces I'm doing for my game. And I'm accumulating many substance materials with public variables to control inside the engine (Unity and Unreal are compatible with Substance Designer). Hmm, you're giving me ideas. Thank you, Tim!
Very good video dude i just subbed to you now :)
passive income never heard about it the title got me interested but it seems so tough to set up xD gotta try and sell my assets though.
Great info as usual! May I ask if anyone here (even those watching) have any nice rsources (arcticles, tips, tricks, etc) on the Selling assets option? Any one with experience etc god give an idea on ho it works, best market places to start with (gumroad, unity, ue4, etc)..etc?
First ! And very interesting by the way. Love your videos man.
Thank you for tell the true 👍🏿😊 about the pass income.
that was beautiful.
What is your book about?
I'm intersteed in that too! I'd definitely read it.
Hey man, I was wondering if an IT course (bsc) is gonna help me in game development. I am about to get out of high school, and have no idea on what I should do next. I need a degree as well, so as to have a back up plan in case game development doesn't work for me, really appreciate your videos
What part of game dev are you interested in? Art or programming, or just game dev in general?
It may be best to wait to go to college until you're sure you need to. Especially if you want to make games, you should avoid accruing debt.
Joseph Brandenburg game development in general. I live in india, here the colleges don't cost as much, so money is really not a problem. Plus I kinda wanna go to college cause I might get to meet people, who might wanna make games with me.
Fair enough. I don't know much about India except for the stuff that's big enough to make headlines on US news.
My advice would be to teach yourself everything you can right now, you'll go into school more prepared and have an easier time. If you start making a simple game now, you'll have some perspective on what it is you like, don't like, want to specialize in, want to get help for, etc. Plus, if you know a lot going in, the chances of leading a project increase. Finally, you may realize that it isn't for you and decide to refocus.
I've been teaching myself 3D art and I'm (hopefully) about to start a pretty selective program. Since I already know my strengths, I can more easily focus on improving in the areas I feel weak.
Joseph Brandenburg thanks man, that really helps, that is actually what I planned to do, and having someone give the same advice gives assurity
I don't think I was clear about this, but University won't get in the way of anything, either. I started learning 3D in high school, and it's taken so long to get through the pre-reqs in college that I haven't done any 3D stuff beyond mere basics. But the traditional art classes I've taken were good. I imagine game dev has some similar stuff- you'll probably be forced to sit through a basic JS class all over again even though you already know how to program, but you might be introduced to some new perspectives along the way.
The point is, it may feel like a waste of time for the first year or two or three. That's why I've been trying to take control and teach myself- it will be worth it when I get into that program, and I hope to be ahead of the curve.
IMHO passive income:
1. Renting property
2. Stock Dividend
@Manny Dorsey: Still better than to be a corporate slave. ^__^
Nah Manny, I have rental property and they handle it all. I don't need to think about it. Even after all of the expenses including the management company, repairs, etc... I make $10,000 a year per house. The management company only took about $1,000 of that.
But even if they took a lot of money... I do *NOTHING* at all and get a 5 figure income per house. Occasionally I have to approve some kind of repair (which involves sending an email with "yes"), but mostly don't even think about it.
Sure there is some profit cut out... but I get back all the time I would spend on managing it. I can use that time to pursue some other money making opportunity. Nearly every other use of my time can make more than a 4 digit/year income. Including working at McDonald's or something. So "Cuts out so much profit" is inaccurate. It's creates more profit.
My brother is a millionaire. He spent the first 28 years of his life losing money on get rich quick schemes. He became a millionaire by opening his own company and working his ass off.
Another way for passive income: get a job that you do like, so it seems that you are paid for almost nothing.
Of course, as Tim pointed, it requieres a loooot of effort beforehand. It's a long-term plan.
I did it. I work till lunchtime. Then I have afternoon and evening for my family and myself (sport, dogs, coding ...).
:)
What kind of job? I've been really thinking about doing this but I can only find kid coding instructor positions which I know usually don't provide enough hours...
u r legend like chilitomato guy
You're the best
if I am promo game for a local company how much can I charge and how would I approach them?
For selling 3D models, I've found CGTrader to be the most reliable source of sales of all the marketplaces.
Having said that, I haven't got anything up on the Unity store yet, because their approval system takes weeks and if you haven't done exactly what they require, they reject it. So then you have to submit it again and wait another few weeks
Some get into real estate or just rent out a bedroom or airbnb and use the income to fuel their indie game dev addictions.
Lol been considering selling my assets
*SHOW ME THE MONEY!!*
are dividends not passive income
1:15 okay bye XD jk
His whole book is just quotes off other people
Even if this is true, it's still valuable to have a bunch of information collected all in one place. It's not going to change the world, but might be worth money to some.
You know every book is, right? Like...there is even a section called "bibliography" and "references" on every single decent book
Future need creativity and i am coming
I don't think there's anything wrong with the word "passive income"?
Breathing is passive but you're body is still doing something.
By the way...
There is modern version of FPS Creator - GameGuru. It's drag and drop 3D game engine for beginners.
Don't know about asset import )))
store.steampowered.com/app/266310/GameGuru/
I'm currently selling 2 assets in the unity asset store:
assetstore.unity.com/packages/tools/gui/tasty-pie-menu-70483
assetstore.unity.com/packages/3d/props/tools/low-poly-survival-kit-111978
second
So don’t make a game for passive income
I'd read the sh*t out of your book :D
Invest in BTC
this guy doesn't know what passive income is. bad video.
why?