• Advertisement

Advertising, Promoting, and Sales?

Recommended Posts

Just wondering the best method for selling concept art and 3D character models? Is there anything that I should be sure to include in my drawing model sheets? Like character name, artist name, or story synopsis.

Also, what methods are best for advertising, promoting, and sales of game assets. Is there anything I need to know before selling a game or game asset? Is Unreal Engine Marketplace a good place to start selling game assets like 3D modeled weapons, armor or characters?

Is it very hard to get a game onto Steam, or are there better platforms to start with selling a game? What is Steams policy for allow a game into its market?

I do apologize for the broad topic and the scattered questions. If anyone could provide any insight to any of these fields it would be helpful. Also, tried and tested methods are much more enlightening than simply accepting a Google search answer.

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By howie_007
      angelscript/add_on/scriptstdstring/scriptstdstring.cpp:39: virtual CStdStringFactory::~CStdStringFactory(): Assertion `stringCache.size() == 0' failed.
      The above error happens when I quit out my application. I'm developing on Linux. I'm not sure why the stringCache still has strings in it. Shouldn't the destructor just clean-up the left over strings instead of asserting?
    • By Sunny Kumar
      This is my first time building a game engine, albeit a 2D one for Android.
      I've decided to build a simple ECS engine. The game I'm trying to *almost* duplicate at the moment is Doodle Jump.
      I currently have the following systems running in my update loop, in the given order:
      1) Physics (applies gravity)
      2) Collision (works by predicting next position based on current position and velocity, and updates the current position on collision)
      3) Transform Update (updates all entities based on their current velocities)
      4) Render System (Draws to canvas)
      I have the following questions:
      I want to write a manager that generates obstacles at, say, fixed gaps and when the player reaches the middle of the screen.
      This manager will need the current position and velocity of the player. (It finds the player by quering the ComponentManager for all entities having a PlayerComponent)
      1) Where should this manager be placed in the game loop?
      2) Should it even be a manager? Can such logic lie in systems?
      3) Extending upon 2, what really are Systems supposed to handle?
       
      Any help is appreciated!
    • By RoKabium Games
      Another one of our new UI for #screenshotsaturday. This is the inventory screen for showing what animal fossils you have collected so far. #gamedev #indiedev #sama
    • By Dave Haylett
      Hi everyone. I need some help with my project. It's a 2D-graphics-heavy WPF front-end app written in C#, which talks to two Access 2000 databases (yes I know, it's all I've got). It will be distributed freely on the internet, and so will be being used by Windows users of various installations/versions of Windows, Office, etc.
      One of the two databases (let's call it A), is intended to be read-only, and will be distributed with the app. It has half a dozen relational tables which I as the developer have populated, and is connected to in the app via OleDB Jet 4 with SQL querying the data now and then as the user uses the front-end. The database will be replaced whenever I release an update to the app.
      Database B is read/write, and contains end-user preferences, for example when they favourite something in my front-end, a Favourites table in here gets appended to. This database is not distributed with my app, and should not be overwritten, as it will lose user prefs, etc. and annoy my users.
      Whenever my app is run by a user, during initialisation database A will suck in the user data from database B (using simple SQL SELECT * INTO...), so that all the tables can be joined together by the SQL in database A (to include user prefs/favourites in SQL queries), and whenever the user favourites something, a record is created both in A (for the short-term session) and B (permanently). Database B isn't just about holding favourites, there is other user data in here as well, so there are 3 or 4 tables in B.
      So far, this is all working fine and I'm happy...
      Unfortunately my app is currently 32-bit, and it now needs to break the 32-bit memory barrier what with the size and volume of the graphics I'm pulling in (using the HDD is not really an option, as different graphics are needed kind of instantly and the hard disc would be being hosed and the app dog-slow otherwise, I suspect even off an SSD).
      I'm using VS2015, and switching to 64-bit will probably fix the memory problem, but it breaks Jet 4.0. I'm sure this is old news to most of you.
      To try to keep with 32-bit (and Jet4) but get the memory I need I've tried the -largeaddressaware toggle, and I've tried the editbin suggestion, but I just can't get these solutions to work in VS2015 no matter how hard I try. Are these definitely 100% solutions to 2gb memory limit in 32-bit applications? Should they always work? Am I dumb in being unable to get this to work?
      So otherwise I'm resigned to migrating to 64-bit, and having to get around the database issue, not the memory issue.
      My users will be using a variety of Windows versions (probably 7 and 10), and I'm sure various versions of Office, and so my solution for querying my two Access databases needs to be pretty open if possible.
      Googling has suggested I switch from JET4 to ACE12, but this is apparently requiring me to uninstall Office 2000 and install a 64-bit version (which I don't have), so I can't use it, and I suspect any users who also have an old version of Office installed won't be able to use it either?
      Googling has also suggested I use MS SQL Server. This sounds fine if there's such a thing as a "lite" local version which can manage database access, but I still need to somehow get the data from the databases (A.mdb and B.mdb) into the SQL Server each time the users fire up my app.
      The only solution I can think of at the minute, is to export all the tables from database A into CSVs every time I update the data in there, and have the app import them in a lame way, and also convert database B into some crappy text file which gets written to whenever the user changes a preference. I'd much rather use SQL to do all this if possible, as when the user browses around the app, queries involving joining several tables in A are regularly created and executed to adjust the user's experience/return search results/etc.
      So to summarise my misery, is there either an easy reliable way for me to keep with 32-bit/Jet4 and be able to address >2gb. Or is there instead an easy reliable way for me to switch to 64-bit and successfully query two Access databases without requiring all my users to have 64-bit Office installed?
      Thanks for reading and I hope someone can help.
    • By dekronoth9
      I'm wondering if I have this understood correctly:
      A basic 3d game engine ONLY renders the modelsw tthemselves, nothing else.
      Models a fairly crude looking by themselves.
      Curved edges and other round appeaarences are accomplished through post-processing effects, such anti-aliasing etc.
      New model and image enhancing effects are being developed all the time, thus needing new, built from the ground-up engines to be developed in order to support them.
      Now comes my question.
      What if the only thing the engine itself did was render those base models and geometry, and each of the post-processing effects came as pluggable, seperate "modules", so each time a new one was invented, a new module could be developed to accomodate them, thus avoiding the need to code a completely new engine.
      Is this idea feasible?
      Please let me know what would/wouldn't work about this idea, as well as anything I didn't/misunderstood
  • Advertisement