The following post was written by Calle Lundgren from VisionPunk as a follow up to his Unite Nordic talk. At the end of this post you can watch a short video interview with Calle from Unite Nordic 2013.
以下帖子是VisionPunk的Calle Lundgren撰写的,是他对Unite Nordic演讲的后续报道。 在本文结尾,您可以观看来自Unite Nordic 2013的Calle的简短视频采访。
Hi, I’m Calle Lundgren, coder, artist and designer at VisionPunk. We’re a small indie team developing an asset humbly named Ultimate FPS. I’d like to share some of our experience so far on fully leveraging the possibilities of the Unity Asset Store to fund our games development.
嗨,我是VisionPunk的编码人员,艺术家和设计师Calle Lundgren。 我们是一个独立的小团队,专门开发一个名为Ultimate FPS的资产。 我想分享到目前为止我们在充分利用Unity Asset Store的可能性为我们的游戏开发提供资金方面的一些经验。
![Untitled1](https://i-blog.csdnimg.cn/blog_migrate/f908ee09fa8642bd5b39de507f2c2f9d.png)
Although it isn’t easy, making a living through the Asset Store has been possible for at least two years. It all depends on your expenses, the appeal and pricing of your product, the competition, your skills and what you are willing to sacrifice (more on that later).
尽管这并不容易,但至少有两年可以通过Asset Store谋生。 这一切都取决于您的支出,产品的吸引力和价格,竞争,您的技能以及您愿意牺牲的东西(以后再介绍)。
Here are my tips so far for funding an indie game with the Asset Store:
到目前为止,这是我为Asset Store中的独立游戏提供资金的提示:
1) Stay alive by some means during the early days. Game design consulting was ideal for me. I could do it one day per week.
1)在早期,通过某种方式保持生命。 游戏设计咨询对我来说非常理想。 我每周可以做一天。
2) Design your game early on to know its technical needs and requirements (later you will want to identify all kinds of synergies in order to minimize cost).
2)尽早设计游戏,以了解其技术需求和要求(以后您将需要识别各种协同作用,以最大程度地降低成本)。
3) Build some game generic features or content that will be part of your game. Make these modular and possible to “productify”.
3)构建一些游戏通用功能或内容,这些功能或内容将成为您游戏的一部分。 使这些模块化,并有可能“产品化”。
4) Sell your content in the Asset Store and use the earnings to fund your game.
4)在资产商店中出售您的内容,并使用收益来资助您的游戏。
![phpOQ9GajAM](https://i-blog.csdnimg.cn/blog_migrate/1c2628ff0cd53fa21b84f13af1256458.png)
This approach has many benefits:
这种方法有很多好处:
● Your game is making money (figuratively speaking) from the moment you start selling your game’s assets in the Asset Store. Once your packages start selling well, money will appear in your bank account monthly.
●从您开始在Asset Store中出售游戏资产的那一刻起,您的游戏就开始赚钱了(比喻说)。 一旦您的套餐开始销售良好,钱就会每月出现在您的银行帐户中。
● Becoming an Asset Store publisher will challenge you to learn new things. Support routines, online business infrastructure and economics, marketing strategies, teamwork, collaboration technologies et cetera.
●成为资产商店发布者将挑战您学习新事物。 支持例行程序,在线业务基础结构和经济学,营销策略,团队合作,协作技术等等。
● You will get the opportunity to build productive relationships with other game developers and Asset Store publishers that will boost your business and future opportunities.
●您将有机会与其他游戏开发商和Asset Store发行商建立生产关系,这将增加您的业务和未来机会。
● You will be forced to keep a clean, modular code base (or suffer an increase in support cases). Every once in a while another skilled programmer will come around and point out ways to do things better, meaning your programming skills will likely improve (depending on your level of humility).
●您将被迫保留干净的模块化代码库(或增加支持案例)。 偶尔会有另一位熟练的程序员来找我,并指出做事更好的方法,这意味着您的编程技能可能会提高(取决于您的谦卑程度)。
● You will be constantly exposed to new, cheap and powerful middleware solutions that may shave months off your game’s development time. If you are skeptical about combining systems by diverse authors into a big working whole, just know that getting over this can cut dev time immensely.
●您将不断接触到新的,廉价的和强大的中间件解决方案,这些解决方案可能会使您的游戏开发时间缩短数月。 如果您对将由不同作者组成的系统组合成一个庞大的工作组持怀疑态度,请知道克服这些问题会极大地缩短开发时间。
● Your customer base is potentially a huge, free test team that will heat-seek every single flaw in your product (believe me). Throw in tested-and-stable systems from other developers too, and there’s a fair chance your game will be reaching beta in a pretty robust shape.
●您的客户群可能是庞大的免费测试团队,他们将热切寻求产品中的每个缺陷(请相信我)。 也可以从其他开发人员那里获得经过测试和稳定的系统,并且您的游戏很有可能会以相当强大的状态达到Beta。
![IMG_19072013_101543](https://i-blog.csdnimg.cn/blog_migrate/9111ac04cc616ea02c92c7bb59af6c2a.png)
Basically, developing your game in this environment can disperse workload over many channels, most of which are cheap or free to you. It will boost personal growth while allowing you to use off-the-shelf solutions for areas where you have no desire to reinvent wheels.
基本上,在这种环境下开发游戏可以将工作量分散在许多渠道上,其中大多数便宜或免费。 它可以促进个人成长,同时允许您在不希望重塑车轮的领域中使用现成的解决方案。
Downsides? Not many if you’re just looking to make a little extra money. But in my personal experience:
缺点? 如果您只是想赚一点额外的钱,那不是很多。 但是根据我的个人经验:
● For my first asset, Ultimate FPS, I’ve gone all-in and chosen a complex product in a fiercely competitive niche. This means I’ve been in classic crunch mode over the last months (stopped counting at around 2000 hours). This is a recipe for having to make some shitty personal sacrifices.
●对于我的第一项资产Ultimate FPS ,我全力以赴,并在竞争激烈的利基市场中选择了复杂的产品。 这意味着在过去的几个月中,我一直处于经典紧缩模式(大约在2000小时后停止计数)。 这是必须做出一些卑鄙的个人牺牲的秘诀。
● Success is proportional to customer relations. Support can become quite daunting when your asset takes off (depending on user demography). I currently average one hour of support per day, five days per week.
●成功与客户关系成正比。 当您的资产腾飞时(取决于用户人口统计),支持可能会变得相当艰巨。 我目前平均每天一小时,每周五天。
![Untitled3](https://i-blog.csdnimg.cn/blog_migrate/e03ec7ad56ad9d9ddeef74fc74df0c6f.png)
When someone posts this in your thread, you know it’s time to up your build tempo
当有人在您的线程中发布此内容时,您就该该提高构建速度了
● Ironically, thus far I’ve found little time to work on my actual game! It’s sometimes bittersweet to witness the stunning creativity of certain customers, some of whom have already shipped super high-quality games, and some of whom are so innovative it makes me shiver (with admiration).
●具有讽刺意味的是,到目前为止,我几乎没有时间从事实际游戏! 见证某些客户的惊人创造力有时是痛苦的,其中有些人已经交付了超高质量的游戏 ,而有些人是如此的创新使我颤抖 (钦佩)。
But it’s OK. I’m making money, learning and having fun. Over the last year Ultimate FPS has evolved into a sweet, modular first person framework. Thousands of indies have purchased it, and hundreds are helping to improve it by contributing ideas and testing. I’m part of a small team of skilled and passionate coders and artists, and indulging in my dream job. As for my dream game? …. one day, just you wait!
但没关系。 我在赚钱,学习和娱乐。 在过去的一年中,Ultimate FPS已经发展成为一个甜美的模块化第一人称框架。 数以千计的独立开发者已经购买了它,并且数百个通过贡献思想和测试来帮助改进它。 我是一个由熟练而热情的编码人员和艺术家组成的小团队的成员,并且沉迷于我的理想工作。 至于我的梦想游戏? …。 有一天,就等你!
Want to know more or get in touch? Let’s hook up on twitter.com/VisionPunk
想了解更多或保持联系? 让我们挂上 twitter.com/VisionPunk
翻译自: https://blogs.unity3d.com/2013/07/19/funding-indie-games-asset-store/