I think is the point, you cant compare working for a private client to selling assets for a large number of customers. Becouse if is the case i could argue, for " amount of money" i want custom content only for me.
However I agree that any developer or artist set the price as they want. is the market, and ends up regulating by itself.
Haters gonna hate?
Wrong in my opinion: vendor platforms like Unity and UE4 market places do, because for all the salaries you listed, you need to have studied many years and hold degrees etc. and need to show a little more at interviews than world machine terrains imported in UE4, or your latest Blender project.
To publish on market places like here, you need âexperienceâ in world machine and âexperienceâ in a mouth ready indie engine like UE4.
That is the difference. And it always will be for good reasons.
Referencing to salaries paid in the industry to professionals for pricing hobbyist content created in world machine is just delusional in my humble opinion.
Everyone can do it.
But not everyone can go into the PhysX SDK and change the engine, or go into Maya and write a MEL script. is what you get paid for in Industry, because is what not every kid can do. You do not get salary for plugging a few node together in world machine.
Donât get me wrong,for me you are free to charge 1$ an hour or 200$ an hour. If itâs worth it, people will buy it.
Almost. How the work is used is different based on the clients but the expectation of what we should earn in the end is the same.
Lets say an artist makes a modular house after 30 hours worth of work for a client and they are paid $600 for that work. Now lets say they spend another 30 hours making another modular house for the Market Place and time they make significantly less than $600 total.
Was it worth their time? Obviously not and that makes the comparison totally apt. If content creators make significantly less on the whole than they would creating content for just one client then theyâll just stop making marketplace assets in general then why create content for the Market Place.
And also represents a significant problem for you guys that you may not have considered. Lets say there somewhere the artist screwed up and the UVs are messed up and itâs going to take another 5 hours to correct. Is that artist going to spend additional 5 hours (or $100 worth of work) correcting something they probably earn a fair wage on? Itâs highly unlikely. And itâs why you see tons and tons and tons of content on the Unity Asset Store that is broken, low quality, or outright abandoned only days after release.
you can probably change the selling price in the marketplace and get more profit. That is the risk, may also happen that for the same amount of hours you earn a lot more money/hour ⌠Itâs the risk you take when selling products on your own, which happens in almost every market.
There is a huge difference between working full time and getting paid by the hour then building something for so many hours and then collecting money after its finished, I mean once its finished you can walk away and keep getting paid for it But as everyone has stated before, IF its good, the price is right people will buy. If its not worth the price then people wont buy thats it. Just like any product in world.
I mean you could of spent 2 years working on your assets and say its worth $40,000 but you know people dont buy your asset because you said you worked 300 hours on it they buy your asset because of the quality of it. I mean someone could build a cube and say they spent 40 hours on it they then whack on $50 for the price, that aint going to sell compared to someone working 40 hours on a great asset. Best of luck to everyone selling their assets on the marketplace.
I dont get it. did it really end up at $1.5 an hour? did you only really sell one copy of your pack or what? (Iâm serious, not being sarcastic)
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Iâm sure it isnât. if your expectation of a Themeforest website is the same as a custom-tailored website, disappointment will come.
same as hiring an architect to create a completely new design for a house, or buying a house that looks the same as the next 50 houses in the block.
or buying a chair at IKEA instead of going to a woodworker.
the prime example is a character asset.
take marketplaceâs military character guy. letâs say I wanted a character without headphones and without bags, and using green camo and armpads. well, nope. because the artist envisioned it that way.
just the fact that the artist is making what the artist wants and not what the client would ask for, and the fact that youâre selling the same asset to multiple users, makes the expectations way different
Hit the nail on the head!
Once the marketplace gets quite large we are going to see people getting undercut everywhere but thats why its called a marketplace. I mean if I built the same thing as the other guy and it was just as good but I said I only want to charge half that then I know my sales will be larger. Just get ready to adapt your selling to a market not a private buyer with no competition.
Youâre trying to frame the Market Place and Unreal 4 engine as âhobbyist platformâ in order to delegitimize content creatorâs right to earn an industry standard rate. Itâs nonsense.
Every platform has the potential to be used as a professional tool whether its Gamemaker (Gunpoint), RPG Maker (To The Moon), Unity (The Forest), and yes, even UE4. Just because you might be a hobbyist doesnât mean content creators price themselves to your budget. Thatâs not how any of works. If you canât afford it then donât buy it. But trying to demonize people because you canât afford their work under the guise of doing whatâs best for the Unreal Market Place is as disingenuous a stance as you can take.
The bottom line is : Unreal Engine 4 is not a hobbyist platform. Neither is the Unreal Market Place. UE4 is the single most powerful graphics engine in the world for professional development and ease of use. The UE4 Market Place is complementary addition to the UE4 experience that helps augment that professional development. Attempting to dismiss that in order to present UE4 as being a purely hobbyist platform is a weary attempt to frame an argument in a way that lifts the burden off your wallet.
What the hell are you talking about? We didnât even put it up for sale.
As a salary worker, salary positions are NOT hourly and you cannot compare them hourly because salary workers very in often stop working at 40 hours and that pay does not change regardless of whether you are required to put in 30, 40, or 60 hours.
While the attitude that the Unreal Engine is a hobbyist engine is a bad one and highly disrespectful not only to the content creators, but the wonderful people at Epic.
Though I will agree with one point. It is unreasonable to assume that the average freelancer will make the same amount as a salary employee unless that freelancer is popular or comparing themselves to a local currency which benefits heavily from exchange values. Many freelancers start their careers off creating small scale commissions or producing for marketplaces or on places such as Fiverr or even Tumblr. Yet that isnât the end point for the average individual because the demand generally isnât high enough to produce the salary they would achieve working at a studio. It is certainly still a viable career choice for many people, but there is no way an individual should assume the average person can be getting industry standard salaries.
How many times do I need to explain to you: (in a charming, yet plain way
- You are NOT a professional working in industry, when you create content with world machine for a mouth ready indie engine like UE4!
There are millions of youtube kids who can do . - And you are not just selling ONE copy of your work, but potentially in the thousands range.
(Chosker put it perfectly)
Also, you should not complain: half of the community knows about your pack now because of thread If you sell it for say 10$ instead of 40$, you will still make 2x as much money now, because 4x as many people know now about it.
jeez some of thread has got a bit over the top.
Lets have some reality here, for the most part it is a hobbyist engine in regards to these forums and thereâs very few hobbyists whoâll pay 100$ for anything regardless of the quality. For more serious people using the engine who are teamed up and trying to make money I canât see that they would pay for a pack of generic terrains as I doubt they would use it in the final product anyway. They might buy a cheap pack of terrains or pack of models to use in the alpha/beta stages to test stuff.
Seriously I canât see a âAAAâ games company going onto the UE marketplace and buying stuff can you?
For actual companies and serious teams I would assume that if they wanted some terrains doing theyâd want them to fit their game so if they didnât already have the talent pool within their team/company then they would hire someone freelance.
So just a suggestion but why not use your terrain pack as part of a portfolio and advertise yourself on the âfor hireâ section, obviously have the terrain pack for sale aswell on the marketplace for extra income but in all seriousness, thereâs no way youâre going to make a living just solely selling anything on the UE marketplace or any other marketplace unless you release the most amazing must have thing ever and that is never going to be a terrain pack. Maybe a c++ related product that does something useful the engine canât do already.
Iâd cite as an example, he doesnât make any money off the plugins and blueprint add-ons he releases to the UE world, he probably should as heâs releasing stuff that is infinitely useful and stuff that no one else really does. Now he hasnât made any money off these things but heâs got noticed by his efforts, his code gets added to the source code and I imagine gets alot of paid work because of it.
Unfortunately thatâs the way it is in the gaming world, you usually have to do something amazing to get noticed, you have to put in that hard graft usually for little or no money to get noticed, then you can start commanding a decent fee/wage. Look at the guy who made the Falskaar mod on Skyrim, hundreds of hours by himself making that massive mod, he got no money for his efforts but Bungie picked him up and now he works on Destiny.
I just canât imagine Epic setup the marketplace with the thought in mind that people can make a living out of it, subsidise a living maybe.
Youâre missing the point when you bring up selling one copy of a work to potentially thousands of people. Lets try some math!
30 hours of work x $20 per hour = $600 payout from one client
20 clients x $20 per sale = $400 payout from twenty clients
The hourly rate doesnât matter. The payout does. And if content creators are not getting the payout that the industry suggests they should get, theyâll stop working on the assets youâve already purchased from the marketplace. Theyâll stop fixing any bugs. Theyâll stop doing updates. Theyâll stop adding content. It happens all the time on Unity marketplace because the work stops being worth their time.
I bring up because everyone thinks that theyâre just paying for one content pack or whatever. The thing is what everyone really wants to buy is CONTENT + SUPPORT. If something goes wrong or a UV seam is showing, youâll want to be able to contact the seller and get them to fix that problem. But if that seller has made only $400 when they normally would have made $600 youâre not going to get that support for the issues plaguing you because that support isnât worth that extra $100 worth of time they would have gotten from an hourly client.
What happens is :
30 hours of work x $20 per hour = $600 payout from one client (set industry rate)
15 clients x $20 per sale = $300 payout from twenty clients (actual earned income)
5 hours of work to fix problems X @20 per hour = $100 of free work to correct issues (additional time + money lost)
And what people will do in case is take the $400 and walk away because at point itâs not worth their time to put in the $100 of effort to correct any further issues because the number of people who will might actually further buy the pack is still less than the $700 worth of time they would have put in doing the job.
If you must correct issues with your product for âone industry clientâ you must spend 5 hours fixing the problem too, right? (or you charge 5 extra hours? iâm seriously asking)
Now suppose that you sell 100 copies⌠is just market. No one can guaranty how many copies you will sell. You must decide a strategy and go with it.
Câmon buddy, we all know it is not just going to be just 20 people buying for package.
By looking at previous sales it will be more like:
30 hours of work x $20 per hour = $600 payout from one client
2000 clients x $20 per sale = $40000 payout from two thousand clients
Just to make people aware what the number in questions here are.
And why you can NOT compare to industry salary or any hourly basis.
How do we know that? Like was said before: there is no guarantee.
Hey everyone, letâs try and remain respectful and professional in our debates on the forums. Weâre always open to hearing valid points of view, but letâs be cool to each other in the process
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