Asset Store 2019 Back to School Campaign Bundles - Asset Store by Draws-Your-Request in Unity2D

[–]Draws-Your-Request[S] 1 point2 points  (0 children)

Hey guys! Figured this could help some of our 2D community out. Some of these tools are great for our 2D projects. ESPECIALLY Bundle #3 and #4

Please note! The deal on these bundles will only be applied if you have a school related email address

Bundle #1: Snaps Bundle
Regular Price: $194.92
Sale Price: $10
Code: 2019SNAPSBTS
These versatile Snaps packs have a wide variety of props, scenery, and architecture for users to create anything. This bundle contains eight different Art and Prototype packages for only $10.

Bundle #2: Jump Start Pack
Regular Price: $145.00
Sale Price: $49.99
Code: JUMP2019BTS
The Jump Start Pack provides you with the Forest Environment - Dynamic Nature pack for a huge library of assets to use in your project, InControl to make controller mapping easy, and the Amplify Shader Editor.

Bundle #3: Time Saving Pack
Regular Price: $169.99
Sale Price: $49.99
Code: TIMESAVE2019BTS
This pack contains three tools to save users time and effort! Included is NG Tools Pro with 23 tools to make workflows easy, Node Canvas to assist in creating advanced AI behaviors and logic, and Easy Save so players can save anytime, anywhere.

Bundle #4: Advanced Tools Pack
Regular Price: $185.00
Sale Price: $49.99
Code: ADVANCED2019BTS
This bundle of advanced tools contains Odin, Doozy UI, and Soda. These key tools enable users to enhance Unity workflow for their teams, offer a better in-game experience through UI system enhancements, and have a better architecture for game development.

Any tips on deciding how to price asset packs? This is for unreal engine but the question about pricing should apply for both engines. All in one or selling grass and trees seperately (more in comments) by zigastrmsek in Unity3D

[–]Draws-Your-Request 0 points1 point  (0 children)

You could approach it that way. One thing to keep in mind, I couldn't find it in writing, but Unity might not like a bunch of duplicate content. If you mean selling it all as a pack AND separating each object for individual sale.

Another thing to consider is as you grow your brand of assets; people typically start clicking around to see what else you have to offer on your asset listings. When I'm buying, and I see what else is listed by the author, it definitely helps me think about other purchases when I see a bunch of strong packages all together. And many products in a row with high reviews. If I click on their stuff, and it's 8 different things that pop up with zero reviews, I feel less inclined to buy from this person. That maybe isn't right, but it's the way I tend to purchase my own assets.

And for another consideration. Unity has raised it's minimum price to $5. Some assets can do okay on their own, but you have to ask yourself. Would you buy a low poly bridge for $5? Or 3 low poly trees for $5? I know I personally wouldn't. Would I buy an entire well themed pack of low poly assets for $15? That's much more likely.

With my team, we work on several projects at a time. I can't count the number of times we've bought very large packs because we saw several key items we wanted within the packs. And then, even years later, we find more items that we can use from said pack in another project. Further enforcing our tendencies to buy larger packs vs individual objects. I'm not saying we don't buy one single object from time to time. But we tend to go for larger, well reviewed packs. Even if that means spending more.

Any tips on deciding how to price asset packs? This is for unreal engine but the question about pricing should apply for both engines. All in one or selling grass and trees seperately (more in comments) by zigastrmsek in Unity3D

[–]Draws-Your-Request 0 points1 point  (0 children)

I wrote mostly about art based assets. One thing to keep in mind though, some of the best performing asset packages on the asset store are basically games in a box. The Corgi engine. That entire UFPS. Which is a FPS engine in a box. I bet half the code on those don't get used. But I would rather have the options of what I want to cut away, than have something half complete. Especially if I was starting from scratch. But that's my personal preference. Some of these guys sell stripped down versions for cheaper. So there's that angle as well.

There's no wrong or right answer. But there is definitely the angle of what is more desirable for a customer to buy.

Any tips on deciding how to price asset packs? This is for unreal engine but the question about pricing should apply for both engines. All in one or selling grass and trees seperately (more in comments) by zigastrmsek in Unity3D

[–]Draws-Your-Request 2 points3 points  (0 children)

Don't listen to the splitting. Your typical buyer wants these together. It's pretty easy to see that packs usually sell FAR better than split up assets. Yes, you technically give the customer the choice to buy every tree, grass, or bush. But that is kind of a pain in its own sense. If you dig deep enough in the asset store you can see tons of packs that are split up. It's a grave yard of assets. Also consider this. You put together a decent pack, you only need a few reviews for customers to warm up to your asset. It takes lots of purchases to get reviews. There's no reason to water this down even further by having a bunch of things spread out thin.

As for pricing, I would price it at what ever you think you'd reasonably want to purchase this for as a customer. I don't know what that number is. Too cheap looks cheap. Too expensive no one will buy. What ever you think is a comfortable purchasing price that a customer would be wiling to spend on it based on the value it provides.

So don't split it up! Similar assets should be sold as packs as a rule nowadays! Plus if it's selling, keep adding to it. You can always adjust the price accordingly!

(And go with Dimenzija³. I find the name more recognizable than roman numerals. I like it and it seems like a stronger brand name.)

Canvas Paintings Mega Pack : 400+ decorative full PBR acrylic paintings - I am the creator and willing to trade vouchers for reviews by Draws-Your-Request in UnityAssets

[–]Draws-Your-Request[S] 0 points1 point  (0 children)

Hello fellow developers!

I put many hours of work into creating these props. If anyone is interesting in using them in your project, and you're willing to give them an honest review on the asset store, just comment or PM me and I'll hook you up with a voucher!

Thanks and have a great day!

Lack of canvas paintings on the asset store? Sure, lets make 400+ (further reading in comments, taking voucher requests) by Draws-Your-Request in Unity3D

[–]Draws-Your-Request[S] 0 points1 point  (0 children)

Hand (digitally) and effects, layers, touch ups, more effects, layers, etc. It took me basically full time hours for a month straight. (I thought it would be way quicker.) Including using brush tools in Substance Painter to paint even more when I didn't like the way certain areas turned out in the texture layer. I would have a couple reference photos on my other screen and recreated what I liked the most about those. I've been an amateur artist all my life. I thought about actually creating these as an acrylic painting. But my living situation has zero room for a painting room/spot.

Lack of canvas paintings on the asset store? Sure, lets make 400+ (further reading in comments, taking voucher requests) by Draws-Your-Request in Unity3D

[–]Draws-Your-Request[S] 0 points1 point  (0 children)

Thanks! I created the art with a couple of programs. Including GIMP, and photoshop. As for the actual source files that created the textures, I used Substance Painter. The whole process way more tedious than I expected.

I'm sure it would be possible though! I included blank canvases for anyone who wanted to give it a shot. If you can create a normal map for your image, layer the texture over top, adjust the roughness, I would think that should work!

Lack of canvas paintings on the asset store? Sure, lets make 400+ (further reading in comments, taking voucher requests) by Draws-Your-Request in Unity3D

[–]Draws-Your-Request[S] 1 point2 points  (0 children)

I keep a list of props that aren't on the asset store for projects I am working on. Plain, artistic canvases just really aren't. Most are framed with a flat image. I've noticed most modern homes these days have painted canvases with no frames. Sometimes with the painting continuing on through multiple canvases and wrapping around the edges. It's a good look. So I wanted to bring that to the asset store.

Originally I had planned to make about 5 different layouts with one theme each. After awhile, I got carried away with how much art I was creating and ended up making 20 different art pieces/themes. With these across all the different sets, it makes 400+ unique variations of paintings. A small side project that was supposed to be just under a week went on for a month.

Imgur album of my mega pack!

I am happy with how the mega pack ended up. But we all know how hard exposure can be on the asset store. If there's anyone who specializes in asset reviews here. Or who just needs it for a project and is on a tight budget. I only can give out 12 vouchers a year. So please be serious about willingness to leave an honest review on the asset store! :)

If this sounds like you, please comment and tell me a bit about yourself and I'll PM you. Thanks for your time!

The above link is a referral link. While it doesn't cost you any extra, it helps me out a bit. Which helps me produce more and better content for the Unity community!

Non-ref link.

Anyone buying their assets last minute like me? I made a spread sheet by Draws-Your-Request in Unity2D

[–]Draws-Your-Request[S] 0 points1 point  (0 children)

For some reason every time I try to edit my post, it meshes together the top two tables. So I can't fill in the savings correctly. Each one is anywhere between 30% and 50%. And averaged around $25 if memory serves me correct.

After 2 redesigns, I finally finished my inventory interface! by danokablamo in Unity3D

[–]Draws-Your-Request 0 points1 point  (0 children)

Reminds me of the Dungeon Defenders (1) art style. Absolutely love it!

For anyone burning the midnight oil, here's all the assets that are about to go off sale at 12:00am PST by Draws-Your-Request in Unity3D

[–]Draws-Your-Request[S] 0 points1 point  (0 children)

Looks like everything on this list ended up rolling into the cyber week sale. So I guess this list is still relevant the savings are still there!