Hello, i been considering selling assets on UE Marketplace or soon Fab and i would like it to support me quite a bit. I want to ask people who do sell assets or did sell in the past on UE Marketplace how the experience is? I don’t expect massive earnings but i am hoping for at least 400€-500€ a month. I would create code-related assets such as gameplay systems and engine plugins. Is it realistic?
Hi. Yes it’s realistic, but it’s a full time job - it’s not as simple as writing them and just releasing. You need to do updates and provide support, maintain documentation etc. To get exposure you also need to do regular marketing. If you broke it down to an hourly rate you probably won’t be too excited - but if you love what you’re doing and like working from home it can be very rewarding.
Hi @JustJohnySk ,
I disagree with @RecourseDesign , I don’t believe is realistic to earn 500 euros a month, no matter how talented or how many hours you put in. The reason is the 1 time payment system (purchase and own forever). You may get to 500 euros in one or two months but Game studios are very limited and they’ll eventually own all your work.
So unless your producing plugins and game systems like they do candy in India (1000 per second) … your up for big disappointment. I would see this as a freelance side or hobbie job, not a full time job. At least not until they incorporate a recurring income for us.
Thanks for your input @elemento . What you think is realistic amount? I would start it as side job but i would like to turn it into a full time job over time.
I’ve made something like that for the first couple of years after I made my plugin for scattering mesh instances. I did it exactly because UE just did not have any reasonable built in solution for it. It was a huge gap in the engine’s capability.
Then once Epic finally sealed that gap with PCG, the sales dropped of sharply down to about $200 every 2-3 months.
So it’s definitely possible to achieve if you find some feature/capability the engine lacks but people really desire. But you also need to put really lots of effort into UX. It can’t just do the thing. It has to do the thing at the same or better UX standard than the engine itself.
If I had to do it again I’d pick selling art assets honestly, since they require way less maintenance and user support. It’s also easier to stand out with them, since the technical execution (optimization, organization, naming, quality) is generally quite crappy on Unreal Marketplace. All it should take to succeed is to have good standards in terms of keeping your asset packs clean, well organized and consistent in quality. That’s not hard to achieve for anyone who knows what they are doing.
Then, if someone buys your high quality asset pack and are immediately surprised they don’t need to spend another few hours cleaning it up and optimizing it, they’ll likely remember your Marketplace name and prefer to buy your assets specifically next time they look for something.
With FAB I really don’t know. I think everybody is asking that question because on one hand, we will have a lot more exposure inside engines, fornite and possibly disney’s metaverse. People may now come to FAB to purchase 3D assets directly to use for AR glasses and that would help Asset Sellers become forefront to customers like Game Devs have always been. That would be a game changer in terms of income.
On the other hand, we will have a ton more competition coming from Sketfab and Artstation Sellers, Quixscans and more. So it’s exciting but at the same time unpredictable, because this kind of project has never been done before.
You definitely can. Specially if you have the time and passion for it. You can slowly build your Brand and they’ll look for your products. Create a loyal fan base.
^This^… Also… For anyone thinking of becoming a creator or to all active creators… Please try to be more consistent with folder naming. Especially matching TOPLEVEL folder names to the actual pack name. At least try to make it as close as possible. The amount of random folder names the marketplace team just let slip through is amazing. Example: All the 1000’s of modular sci-fi packs out there.
Well that the thing that i am not an artist, so that not really a option for me sadly.
Greetings @JustJohnySk
I’ve spent quite a while working with projects/assets and it is absolutely doable. But(I use this word strongly), it is VERY dependent on your content. Things you have to consider are how much content are you putting on the MP monthly, the quality of that content, and what is the market for that genre.
Because sales are generally someone buying an item one time, you’ll need a lot of buyers. So, it has to be something in high demand and you’ll have to constantly put out new content that people like. Some of the top sellers are very dedicated to new releases and I’ve noticed many of them have repeat buyers for different assets. It’s a lot to consider. But, at the end of the day you have to ask yourself are these things that you can and want to constantly put your effort into and will your work sell.
That’s a mouthful. But, I wanted to be detailed. I hope that helps.
^This^… But just to add… New products that feel novel / innovative, even if they don’t get a whole lot of regular updates are also … For years devs were calling out for custom terrain solutions, including infinite landscapes and spherical terrain / planets. Areas that didn’t interest Epic much. So when these products started appearing, it created a whole lot of excitement and interest for free. There are past legacy marketplace wishlist threads too, that you can look at which are probably still relevant… Maybe get Chat-GPT to summarize.
Hi, I’m also trying to sell 3D characters for Unreal Engine at FAB.
How much can I make per month if I work full-time?
Is there anyone who would be willing to collaborate on this?