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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Pangeran Wiguan

Anyone Actually Releasing Games Using Assets From Marketplace Models?

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Hello, as a lone-dev man, I'm going to pursue making an RPG games based only on Assets Store 3D models, using Unity3D.
 
For 3D model like houses, props and environment, I think it will be a great advantage.
Why?
Because if you're happen to hire a 3D artist, it will cost 10x the price at the assets store.
But of course, uniqueness is an issue.
But again, houses, props and environment doesn't differs much in any games you play, hence for me this is not an issue at all. In fact, it's great because we can replicate the quality standard exists in most games nowadays.
 
Just look at this, isn't great already?
 
https://www.youtube.com/watch?v=6q-clhIScms
 
BUT, it's quite different case for characters 3D model.
Imagine you're looking at Ezio from the Assasins Creed in some unrelated games titled, The Land of Paradise (some adult games).
Or Captain Shepherd from Mass Effects in a almost identical games called Space Colonisation (Very similar but different story and space).
What will you think?
 
It have been on my mind, but Unity Assets Store games really good, I mean surprisingly good.
Just look at these,
 
https://www.youtube.com/watch?v=IDzBqkUAGU0
 
https://www.youtube.com/watch?v=iwt76xFTcrc
 
3c94d532-08dd-46f5-8f93-08d563242afe_sca
 
What do you think?
 
Anyone actually approach this way before?
This is some kind of motivational effort and to keep my morale as high as possible to finish this project.
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Lots of games now have character editors that do a pretty good job (The Sims, Saints Row The Third, Eve Online, Dragon Age, to name a few Ive very recently used), so I guess there's at least the information needed to implement, if not tools & libraries to do it. Then all you need from any kind of asset store is a good selection of content to choose from in the way of hair models, cloths and accessories. I wouldn't take any character models entirely, and certainly never for any character that isn't just there in the background to populate an area.

 

As far as generic content goes. a lot of basic textures and props, vehicles, and possibly buildings (although Id make my own key buildings & vehicles given the textures&props) I think is fine if they fit your art style.

Edited by SyncViews
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