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The Unreal Marketplace Improvement and Feedback Thread

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  • replied
    Martin Bean Enlightening article, thanks for sharing!

    Originally posted by Martin Bean View Post
    ResonantInfinity Many creators do not have 7 products.
    Then we'd better get more productive as that's at best a ratio of 1:4.

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  • replied
    ResonantInfinity I think your numbers are quite accurate! Except for the number of creators, which is much higher. Many creators do not have 7 products.

    I found a blog post on the unrealengine.com site: https://www.unrealengine.com/en-US/b...-revenue-share Its dated juli 11 2018 and they share the following numbers:

    1500 marketplace creators offering 5000 products. (juli 2018 ! )

    They also state that between 2014 and 2018 there have been 8 million downloads. I'm not sure if these are sells or each download counted? And free items ensures a massive increase of downloads.

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  • replied
    Originally posted by BrUnO XaVIeR View Post
    The marketplace isn't part of the plan at all, it's just a nice-to-have.
    I incline to agree with your statement, as this reasonably explains certain things. Yes, the marketplace right now is not in the grand scheme of Epic's things, and to some extent it is understandable. Realistically, however, we cannot have the pretention of being in the same league, financially and exposure-wise, as AAA titles which employ the Unreal engine and cater to huge masses of public. It is natural that resources and strategies are poured into what makes most revenue and puts the Unreal brand out there. At least that's how I perceive things at the moment.

    I think it would be wise to keep evolving ourselves as craftsmen, improve our products as much as we can, have ourselves healthy business models and become more numerous, and eventually changes will come in time as the marketplace expands. As with everything in life, we have to work to achieve what we want. Nothing ever happens over night.

    I did a simple calculation to gauge the size of the Unreal Marketplace, these are ballpark figures as I took the number of products per page and multiplied with the number of pages both regarding total assets and individual categories, here's the breakdown (as of February 2019):

    Unreal Marketplace total assets 7075 (25 products x 283 pages)

    2D assets = 250 (25 x 10)
    Architectural Visualizations = 250 (25 x 10)
    Characters = 875 (25 x 35)
    Community samples = 3
    Visual Effects = 225 (25 x 9)
    Music = 700 (25 x 28 )
    Epic Showcase = 75 (25 x 3)
    Textures = 125 (25 x 5)
    Animations = 125 (25 x 5)
    Blueprints = 900 (25 x 36)
    Code plugins = 425 (25 x 17)
    Environments = 800 (25 x 32)
    Materials = 425 (25 x 17)
    Props = 1250 (25 x 50)
    Sound Effects = 600 (25 x 24)
    Weapons = 225 (25 x 9)

    I will restate, the numbers aren't precise, but are close enough to a realistic approximation. 7000 assets, assuming each creator has an average of 7 assets, that's around 1000 marketplace creators. From my experience with other marketplaces (unrelated to gaming), they contain catalogues of hundreds of thousands (sometimes close to a million) of products and tens of thousands of creators, just for reference. But that's because the marketplace itself IS their business, unlike Epic which has its business well-spread into multiple branches.

    If we'd been thousands and the products would've been in the tens of thousands range, I tend to believe that Epic would invest more resources in the marketplace itself. And it will happen eventually, it is only a matter of growth over time in my view. Also, enjoy the lack of saturation, it's great while it lasts.

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  • replied
    Different verticals are not mutually exclusive. PUBG is an example of a game filled with third party assets that generated a solid return for Epic. Hard not to plan for repeating the experience.

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  • replied
    Yeah but the plan B is the game store and the engine offer as a multimedia toolset for industrial engineering and movies/Tv production.

    The marketplace isn't part of the plan at all, it's just a nice-to-have.

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  • replied
    I edited my reply, it kind of answers that too. I think we're in a holding pattern.

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  • replied
    I fail to see little gadgets as "improvement".
    I see improvement as investment to make the ecosystem grow, if that investment is happening I can't see it.

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  • replied
    The marketplace has only been around for five years and it's been significantly improved in that time. We're probably on about month nine since the last obvious update though.

    I think we're actually a hedged bet in the event Epic has to go back a few steps in its product strategy. If Fortnite were to suddenly die off (as happens to games frequently once they stop being flavour of the year) then it's back to pushing Unreal Engine and a rich, vibrant marketplace. 5% of the next huge gaming craze is still pretty good.
    Last edited by Antidamage; 02-13-2019, 09:56 AM.

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  • replied
    Just give up man, we're about to turn into 4 or 5 years waiting for improvements.

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  • replied
    100% agree on introductory pricing. Currently we can't launch on sale, it has to exist for at least a couple of weeks. This punishes your earliest users. That said, you can just increase the price after two weeks and mention the special deal in your description.

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  • replied
    Small disclaimer: I've opened a topic on this subject without properly doing my research on the existence of this one, luckily a fellow user pointed it out for me.

    1) Introductory pricing: I think it would be a pretty neat idea to have a checkbox in the product submission form labeled "Introductory Price" with a fixed, say, 10-15% off. That way the process is automated instead of contacting support about it. The length of the introductory pricing should be as long as the "NEW" label is displayed on the thumbnail of the product (which is a month if I have observed correctly). Eventually, under or alongside "NEW" we could have something which symbolizes the introductory price, for example "NEW, 15% OFF" or "NEW+Intro Price", or something along those lines. This way, we stimulate fresh releases sales and stimulate potential clients to pay more attention to the main marketplace page.

    2) Discount code generator for products: it would be a major benefit to be able to generate codes for our products for various particular reasons. For example, a client buys multiple of our products, we could generate custom codes for them so on their next purchase they get a discount. Rewarding fidelity is a nice thing to have available. I think this one would be a bit harder to implement, but this would strengthen in my view the potential relationships with various clients.

    2.1) In order for point 2 above to work correctly, we should have access to whom has bought our products in the reports page. I'm not interested in personal information, just the name/profile of whom has bought our products in order to reach out to them with various custom offers/discounts.

    3) The possibility for anyone to subscribe to our main marketplace page. This way, clients genuinely interested in our products could receive notifications via email directly "Creator X just uploaded Product Y on Unreal Marketplace".

    3.1) Tag subscription. It would be a good tool for developers looking out for particular assets to subscribe to tags. For example, someone is developing a horror game, so it would be pretty neat to have the option to subscribe to horror related tags and receive email notifications about it.

    I feel right now there is a bit of a disconnect between creators and clients, and all of the ideas above have the main intention of strengthening these kind of relationships. The only "loss" so to speak is just the effort it takes from Unreal's part to implement them, otherwise, only advantages.

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  • replied
    Hi,

    I have a weird problem. When I reply on my assets page to customer's comments, instead of my Publisher name, the Marketplace shows my Fortnite name.
    This shoould be fixed, it looks weird, my customers will not see that the asset developer (me) replying to their comments. I allways like to use a funny name in Fortnite, I do change it frequently for fun but it looks unproffesional in the Marketplace when I send a reply to a customer's comment. Also my Fortnite name is used in Marketplace forums, while it would be better if Marketplace forum would show my Publisher name and not my Fortnite username.

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  • replied
    integrated audio preview

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  • replied
    we need a model viewer like Unity Player for the Unity Store. This way rather than being taken in by potential problems we'd be fully aware of how the model will display within the engine. Preferential that it contains the same LoD, tri, vert, uv channels, and collision preview found within viewing meshes in-engine.

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  • replied
    Originally posted by audreyspency View Post
    Good thread folks, let's try to keep this one on track
    Truth be told I haven't seen a response from someone from the marketplace team in quite a while.

    Leave a comment:

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