Licensing

Just starting a thread about Licensing for products/software used in Game Development

I often look around the forum and see users using Maya, 3DS Max, Mudbox, the list goes on… and think how did these indies or solo or small groups afford the licensing? Especially when they claim they are making a commercial product (this is a genuine question if you have an answer)

Our small team uses Blender/UE4 and look at these indies with envy! (Kinda like ‘Man I wish we had that, I hope they do well!’ kinda way)

I wonder if they/you use Student versions of the software and plan to make the assets then buy a commercial license intending to use the same assets they made in the student version, which allegedly isn’t on the right side of many EULA’s (Autodesk).

Or do they/you use the Student version of the software the show that on Kickstarter, gain crowd funding and buy a commercial license and redo all the assets from scratch. Which thinking about it probably isn’t allowed either as you are some what making money on assets created in a Student version.

Our plan is to use Blender, create the framework of the game, show our skills get crowd funding then buy full commercial licenses and import/redo our current assets.

I guess I wonder how so many Indies use professional software for commercial games.

Not a serious thread just asking how people do it? Whats the standard plan for moving onto the Professional software or if you have a plan for this at all?

I use the 30 dollar subscription for Maya and Photoshop, which is really affordable. These days getting your hands on professional software is cheaper/easier now. However, no one is really going to tell you that they are using pirated software.

Even large companies make the mistake of not purchasing all the licensing they need.

I did learn of some developers waiting till they got funded so that they can then purchase the software they needed, instead of using unlicensed software.

These days though it shouldn’t be hard to just purchase a subscription, they are fairly cheap.

Indie license of Substance Painter and Designer, indie license of MODO 801/901, Adobe Photoshop subscription and boom - you’re ready to create commercial products

I have a Maya LT subscription, and photoshop subscription. 30 and 20 dollars a month. I purchased Substance Painter for a onetime fee a while ago, and I use Xnormal (free) for my normal AO baking. Covers all my game development needs.

I use Maya LT ($300 per year). I have an old PS license I bought for a one-time fee a looooong time ago. I bought Substance & Substance Painter ($250? one time fee). Mudbox ($10 per month - not sure if I’m going to continue). World Machine Standard ($99).

That’s about it from a tool perspective. Honestly, before it’s all over, I figure I’ll have sunk more money into Marketplace content than on tools.

Thanks you guys,

It seems I underestimated how many people shell out from their own pockets. Maya LT seems to be the 3d/animation package most use right now. Shame about the no Python or I’d be on it in seconds! I can’t complain about Blender it has served very well.

If anyone else has anymore set ups about their licensing, or wants to share their toolset and be happy to read :smiley:

I use the maya full version but payment was f+++++ hard.I took it as a investment for the future as i dont have faith in expensive rental licenses.People who buy the expensive stuff normaly make the purchase from a resellers as they offer licenses sometimes between 200-400€ cheaper but you have to make them sweat on the phone for days.
For small teams that want more cool tools i woudnt recommend maya lt(that depends on the established pipeline of course).Taking a full modo/lightwave 3d license will cost all most the same as the rental one for maya lt but offer more.

On the other hand,dont think all those indies have the original soft…You’d be surprised.
With that said,if you are going commercial or just establishing the workflow there is a ton of cheap-acceptable priced soft.Just not the autodesk one.
If you ask me,i can tell you its most in the technique that you use to make stuff rather than the software.