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Modular SciFi Series - Polaris Colony Released!

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    The Polaris Collection and Majestic Fantasy are all on sale now through February 1st! Take advantage now!


    Project Reverie Game | SEJonF.com | Twitter | ArtStation | WIP | UE4 SciFi Assets - Season 1 & Season 2 Discount Bundles Free Asset Demo | Ice Shader

    Comment


      Hey everyone! It’s been a while since I’ve offered an update on my Marketplace Collection and I’d like to give you an explanation of what’s been going on.
      For the past 4 years I’ve dedicated my full time to putting out high quality, customizable assets. My goal has been to provide an ever-expanding collection of interconnected assets so that indie developers could create games with AAA quality environmental visuals at an affordable rate, all while distinguishing their assets from fellow developers who utilize the same products. Throughout this time, I have been overwhelmed by and grateful for the incredible support from the UE4 community and their reception of my products.
      In order to accomplish my goal, I had to work full-time on the marketplace to not only produce quality content in a timely manner, but provide a customer service experience I myself would enjoy as a buyer. Very few sellers have the privilege of being able to work on their content full-time and so I am very grateful for the ability to do so.

      Last year I published a record number of products, releasing the Season 2 Discount Bundle and 3 new major environmental/prop packs – two of which belong to the new Polaris Collection. Originally, I had big plans for these collections. These include: additional products for the Majestic Fantasy Collection, finishing the Engineer Collection with a large exterior-focused pack, and continuing work on the Polaris Collection which would see content like space ships, modular stations, vehicles and more added to flesh out off-world environments.

      As a content developer, workload increases exponentially with each subsequent release. This is especially so for a one-person team. I met this challenge with each release, seeking new ways to improve on customer service and also increase efficiency of development without compromising quality. However, as the marketplace continues to grow, there are factors to success that are beyond the control of a seller. Marketing and discovery are two of the greatest. As more content is added to the UE4 storefront, it becomes difficult to stand out in a sea of products. And while within the last two weeks we have had a bit of an overhaul to the way the store works, for the last 4 years we’ve had to struggle with a rapidly growing marketplace with little to no ability to distinguish ourselves from one another, or utilize basic ecommerce features. Many other storefronts offer the ability to communicate with buyers who opt in, allowing sellers to develop a rapport with their buying community – bouncing back feedback on how to create and deliver better products and services while also providing info on new products, unique discounts for loyal customers, and things that make the customer service experience better as a whole. It is critical to the success of any business, especially online, as communication is key for both parties in ensuring the best content and experience are delivered. Analytics is an additional key factor, something we’ve been without since the inception of the UE4 Marketplace and have been awaiting for nearly 5 years.

      These are just a few of many examples as to why I’ve come to this decision. Over the past year I’ve seen many sellers, including a few friends who were top sellers on the Marketplace, give up on developing new content due to the struggles of working on the platform. Selling content is hard enough when you look at factors such as does your content look good, is it useful, customer interest, etc. It becomes increasingly worse when you’re operating in 2019 without storefront features that were commonplace a decade ago. I’ve tried to continue with the hope that things would get better, especially in light of promises that were made but sadly never came to fruition. Eventually when the amount of work far outweighs the return on investment you have to decide whether it’s worth continuing. As someone who’s primary and sole source of income has been the UE4 marketplace for the past 4 years, looking at the downward trend that not only I but even fellow sellers have been grappling with, I have to determine what’s best for my financial situation going forward. As a full-time content creator, the long-term viability of the UE4 Marketplace just doesn’t seem to be there anymore.
      I would love nothing more than to finish the work I started 4 years ago. I had big plans for the asset collections, as well as diving into different genres and categories. However, due to the current state of the UE4 marketplace and how things have rather sharply turned around over the last year I cannot do so without compromising my ability to earn a basic living. What’s ironic is that this significant downward spiral started right after Epic’s 88/12 royalty change.

      So where does that leave us? I will continue to support the existing products on the marketplace, and deliver the same quality customer service I have prided myself on for the last 4 years. However, while I still have a desire to finish working on the various asset collections, I will be taking a hiatus from development until the storefront modernizes to the point where the lack of basic ecommerce features isn’t a major negative to the ability of sellers to reach their fullest potential.
      I have not come to this decision lightly. Over the last 4 years I have devoted my undivided attention to building up my products and creating a positive relationship with my customers. I am hoping that the UE4 marketplace receives the attention it needs to become the best storefront for sellers and buyers alike. Until then I have decided to pursue another path. I’ll always be available here, by email or anywhere you can find me to chat. I will continue to monitor the progress of the marketplace. Thank you all for your continued support. If you would like to find out more about what I’m doing next, check out my recent announcement.


      Project Reverie Game | SEJonF.com | Twitter | ArtStation | WIP | UE4 SciFi Assets - Season 1 & Season 2 Discount Bundles Free Asset Demo | Ice Shader

      Comment


        Originally posted by SE_JonF View Post
        Hey everyone! It’s been a while since I’ve offered an update on my Marketplace Collection and I’d like to give you an explanation of what’s been going on.
        For the past 4 years I’ve dedicated my full time to putting out high quality, customizable assets. My goal has been to provide an ever-expanding collection of interconnected assets so that indie developers could create games with AAA quality environmental visuals at an affordable rate, all while distinguishing their assets from fellow developers who utilize the same products. Throughout this time, I have been overwhelmed by and grateful for the incredible support from the UE4 community and their reception of my products.
        In order to accomplish my goal, I had to work full-time on the marketplace to not only produce quality content in a timely manner, but provide a customer service experience I myself would enjoy as a buyer. Very few sellers have the privilege of being able to work on their content full-time and so I am very grateful for the ability to do so.

        Last year I published a record number of products, releasing the Season 2 Discount Bundle and 3 new major environmental/prop packs – two of which belong to the new Polaris Collection. Originally, I had big plans for these collections. These include: additional products for the Majestic Fantasy Collection, finishing the Engineer Collection with a large exterior-focused pack, and continuing work on the Polaris Collection which would see content like space ships, modular stations, vehicles and more added to flesh out off-world environments.

        As a content developer, workload increases exponentially with each subsequent release. This is especially so for a one-person team. I met this challenge with each release, seeking new ways to improve on customer service and also increase efficiency of development without compromising quality. However, as the marketplace continues to grow, there are factors to success that are beyond the control of a seller. Marketing and discovery are two of the greatest. As more content is added to the UE4 storefront, it becomes difficult to stand out in a sea of products. And while within the last two weeks we have had a bit of an overhaul to the way the store works, for the last 4 years we’ve had to struggle with a rapidly growing marketplace with little to no ability to distinguish ourselves from one another, or utilize basic ecommerce features. Many other storefronts offer the ability to communicate with buyers who opt in, allowing sellers to develop a rapport with their buying community – bouncing back feedback on how to create and deliver better products and services while also providing info on new products, unique discounts for loyal customers, and things that make the customer service experience better as a whole. It is critical to the success of any business, especially online, as communication is key for both parties in ensuring the best content and experience are delivered. Analytics is an additional key factor, something we’ve been without since the inception of the UE4 Marketplace and have been awaiting for nearly 5 years.

        These are just a few of many examples as to why I’ve come to this decision. Over the past year I’ve seen many sellers, including a few friends who were top sellers on the Marketplace, give up on developing new content due to the struggles of working on the platform. Selling content is hard enough when you look at factors such as does your content look good, is it useful, customer interest, etc. It becomes increasingly worse when you’re operating in 2019 without storefront features that were commonplace a decade ago. I’ve tried to continue with the hope that things would get better, especially in light of promises that were made but sadly never came to fruition. Eventually when the amount of work far outweighs the return on investment you have to decide whether it’s worth continuing. As someone who’s primary and sole source of income has been the UE4 marketplace for the past 4 years, looking at the downward trend that not only I but even fellow sellers have been grappling with, I have to determine what’s best for my financial situation going forward. As a full-time content creator, the long-term viability of the UE4 Marketplace just doesn’t seem to be there anymore.
        I would love nothing more than to finish the work I started 4 years ago. I had big plans for the asset collections, as well as diving into different genres and categories. However, due to the current state of the UE4 marketplace and how things have rather sharply turned around over the last year I cannot do so without compromising my ability to earn a basic living. What’s ironic is that this significant downward spiral started right after Epic’s 88/12 royalty change.

        So where does that leave us? I will continue to support the existing products on the marketplace, and deliver the same quality customer service I have prided myself on for the last 4 years. However, while I still have a desire to finish working on the various asset collections, I will be taking a hiatus from development until the storefront modernizes to the point where the lack of basic ecommerce features isn’t a major negative to the ability of sellers to reach their fullest potential.
        I have not come to this decision lightly. Over the last 4 years I have devoted my undivided attention to building up my products and creating a positive relationship with my customers. I am hoping that the UE4 marketplace receives the attention it needs to become the best storefront for sellers and buyers alike. Until then I have decided to pursue another path. I’ll always be available here, by email or anywhere you can find me to chat. I will continue to monitor the progress of the marketplace. Thank you all for your continued support. If you would like to find out more about what I’m doing next, check out my recent announcement.
        I’m really gonna miss your beautiful work on the marketplace & drooling over your work in progress screens as I anticipate the release of new products, maybe until the marketplace is more modern, you could sell on maybe Gumroad or Cubebrush??

        Comment


          Originally posted by jojo8026 View Post

          I’m really gonna miss your beautiful work on the marketplace & drooling over your work in progress screens as I anticipate the release of new products, maybe until the marketplace is more modern, you could sell on maybe Gumroad or Cubebrush??
          I appreciate that JoJo! I tried Gumroad for a while, but unfortunately it wasn't a viable alternative due to the low exposure and lack of consumer trust on an external platform.


          Project Reverie Game | SEJonF.com | Twitter | ArtStation | WIP | UE4 SciFi Assets - Season 1 & Season 2 Discount Bundles Free Asset Demo | Ice Shader

          Comment


            Jon,

            So I just recently got back into game dev and brushed off the dust on your old packs (I own all of them), and it revitalized my love for your assets.

            So to spread the game dev encouragement, I’ll post some videos of what I’ve been working on and showcasing your assets by the end of the week (need to make some AI). And who knows, maybe you’ll be encouraged to come back

            We we miss you and your amazing sci-fi work. We definitely would like more

            Comment


              Originally posted by Slavical View Post
              Jon,

              So I just recently got back into game dev and brushed off the dust on your old packs (I own all of them), and it revitalized my love for your assets.

              So to spread the game dev encouragement, I’ll post some videos of what I’ve been working on and showcasing your assets by the end of the week (need to make some AI). And who knows, maybe you’ll be encouraged to come back

              We we miss you and your amazing sci-fi work. We definitely would like more
              Hey Slavical, welcome back!

              I'd love to see that, send me a link or feel free to post them here. I do miss working on classical sci-fi environments haha. Thank you very much for your kind words though! Who knows what the future holds. =P


              Project Reverie Game | SEJonF.com | Twitter | ArtStation | WIP | UE4 SciFi Assets - Season 1 & Season 2 Discount Bundles Free Asset Demo | Ice Shader

              Comment


                Originally posted by SE_JonF View Post

                Hey Slavical, welcome back!

                I'd love to see that, send me a link or feel free to post them here. I do miss working on classical sci-fi environments haha. Thank you very much for your kind words though! Who knows what the future holds. =P
                Awesome! I'll try to have a quick video up by the end of the week, and sometime after that I'll make an official vlog. The vlogs will be my encouragement to keep going.

                Also, something that I noticed...your stairs and hallway brace meshes (three meshes in total) for polaris use complex collision as simple. The issue here is that when I use a line trace to get the surface type of that mesh, it is always going to return NULL because the line trace looks for simple collision. I have tested using a complex line trace, which looks for complex collisions, but that didn't work. I believe I can get around it by setting every mesh to complex collision as simple and set the surface type in the material, but I don't like doing that because, in theory, two meshes can use the same material but have different surface types; so I like to set the surface type within the mesh instead. Also, complex line tracing is more taxing than simple line tracing.

                How hard would it be to fix the collisions of these three meshes in blender? Since you're not developing anymore, I would feel bad asking you to make those changes, so I am willing to do it myself if needed.
                Last edited by Slavical; 07-08-2019, 06:07 PM.

                Comment


                  Originally posted by Slavical View Post

                  Awesome! I'll try to have a quick video up by the end of the week, and sometime after that I'll make an official vlog. The vlogs will be my encouragement to keep going.

                  Also, something that I noticed...your stairs and hallway brace meshes (three meshes in total) for polaris use complex collision as simple. The issue here is that when I use a line trace to get the surface type of that mesh, it is always going to return NULL because the line trace looks for simple collision. I have tested using a complex line trace, which looks for complex collisions, but that didn't work. I believe I can get around it by setting every mesh to complex collision as simple and set the surface type in the material, but I don't like doing that because, in theory, two meshes can use the same material but have different surface types; so I like to set the surface type within the mesh instead. Also, complex line tracing is more taxing than simple line tracing.

                  How hard would it be to fix the collisions of these three meshes in blender? Since you're not developing anymore, I would feel bad asking you to make those changes, so I am willing to do it myself if needed.
                  Hey Slavical!

                  Sounds good, looking forward to seeing it. =)

                  I've had to use complex as simple on occasion due to a bug with collision in 4.16 and 4.17 where it doesn't always work properly. There was no clear indication of why, and often times it would be random. (i.e. it'd work fine at first, then upon reimport if I modified the actual mesh it would stop working. Then even updating collision from the ground up wouldn't reflect changes in engine.) The creation of the collision isn't difficult at all, and if I'm not mistaken upon export you should have the original simple collision exported alongside it. The tricky thing is whether UE4 bugs it upon import. I haven't experienced this issue in a project I'm working on in 4.20 but back when I was working on UE4 products one thing I always heard/read from customers was they wanted as early a supported version as possible which is why I stuck with 4.16 as my usual base version.

                  But to answer your question it shouldn't be difficult. Oddly enough I believe I've had that bug happen to the stairs in Command Center too, and had to ultimately use Complex as Simple in there as well.

                  Shoot me a PM if the original collision doesn't export with the asset when you try to export it BTW.


                  Project Reverie Game | SEJonF.com | Twitter | ArtStation | WIP | UE4 SciFi Assets - Season 1 & Season 2 Discount Bundles Free Asset Demo | Ice Shader

                  Comment


                    I am pleased to announce that both the Season 1 & 2 Starter Bundles are now a part of Epic's Permanent Marketplace Collection!

                    Check them out - Season 1 & Season 2

                    If you like them, be sure to see what else I have available as part of the Modular SciFi Collection!


                    Project Reverie Game | SEJonF.com | Twitter | ArtStation | WIP | UE4 SciFi Assets - Season 1 & Season 2 Discount Bundles Free Asset Demo | Ice Shader

                    Comment


                      Sounds like Epic is trying to bring you back so you can finish Polaris!

                      Comment


                        Originally posted by Slavical View Post
                        Sounds like Epic is trying to bring you back so you can finish Polaris!
                        Haha, idk about that. Maybe someday though. I never like to write things off entirely. =P


                        Project Reverie Game | SEJonF.com | Twitter | ArtStation | WIP | UE4 SciFi Assets - Season 1 & Season 2 Discount Bundles Free Asset Demo | Ice Shader

                        Comment

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