Same. Its unfortunate that asset flip games are tarnishing small studios. I wouldn't be able to make a game without assets as I have 0 skill when it comes to 3d modeling
@@TheSilverFoxLPit took me the last almost 2 years of learning to make my own models, mane them game ready and properly optimized. It put my game design on hold for 2 years. Yeah it’s nearly impossible as a solo dev.
@@UnrealUniversity would you be able to make a tutorial series on how to add ladder climbing with animations for UE5.3? Or at least point me in the direction of a good tutorial. All the ones I've found don't seem to work.
Pre-made assets can be used to cut out a big chunk of work for your indie game. However, they should not take centre stage. Your main assets (characters, important animations, unique areas) SHOULD be made by the developer. For trees, grass, mountains, distant areas, etc. it's okay to use pre-made assets.
I’m a solo dev who only knows blueprint and I focus on the combat and feel of the game. No 3d modeling, no environmental design, vfx, animating experience, and I don’t have the time to learn or work on those areas of my game because my role and my passion is combat. I also don’t have the resources, trust, and direction to hire someone for custom commissions. So for me it’s buying assets that I really like and utilizing them; most just straight out of the box without any sorts of modifications and into my game is what I’ll continue doing. That’s the beauty of UE, it’s so accessible to people who want to create a game without any experience needed in most if not all elements of game development. If I wanted to I could even just buy a whole combat system. And like said in the video you can learn from purchasing assets especially code based ones. I’ve adapted quite a few techniques that sellers have used in their products. But of course there are risks especially if you’re thinking of selling your game. Just like Only Up there was a game called Bleak Faith that contained stolen animations from Darksouls and Elden Ring. I’m not sure if the devs truly knew or not but the animations were sold on the marketplace. I don’t play souls like games so one of the assets I purchased ended up in my game, for me to realize later that the seller was ripping assets when they released Jetstream Sam’s entire animset on the market. There was also an incident where a free for the month asset contained stolen sounds. Just have to look out for any red flags with some of these sellers and do your research on what they have to offer. In the end at least for me, building a game is like a hobby or passion project. I’m not just buying assets, dumping ‘em into a quick build and throwing it into steam for 5 bucks. I want to make my own dream game and if I ever manage to sell it good. If not I’m still enjoying developing and playing it and it wouldn’t have been possible without premade assets.
Yeah I heard about the Bleak Faith story as well, I don't think the developers knew because, I think they purchased it from the marketplace, and the marketplace was actually using stolen assets and sounds good I wish you luck on your journey
I wouldn't be able to even think about making my game without the marketplace. Im a programmer not an artist. 1 person doing everything themselves I feel is almost impossible in anything under 10 years for a 3D third person game to be anywhere near "good". These assets allow solo devs with an idea for a game to bring it to life as long as they walk the type rope you talked about correctly. Its actually so amazing how great the marketplace is for solo devs. 1 person who knows programming can now outsource the art for the game via the market and things like fiverr and then be able to put everything together because they know code. Its truly a new age for solo game dev with the market bringing so much art, animations and sound to the table people like me who always dreamed of making a game can now take UE5 and do it. Nanite is another thing that helped solo devs immensely because I can now run AAA levels on a 3 year old 2070 using nanite and DLSS 3.5 @ 60+ fps ... like this months "Ithris Cemetery" showcase map ... in UE4 my pc would literally black screen and reboot lmfao. Great video thanks man !
A game designer's main job is interactivity/gameplay mechanics. The people responsible for creating assets are from other fields such as vfx, composite artists, 2d/3d artists, etc. If your job/skill isn't to create the assets, then of course you'll need to get assets for your game. I've received education in game design from college and online courses directly from game designers in the industry and this information is what I learned from them.
Well if you know art direction is not that difficult unreal gives you A ton of assets free of rights for you to use them learn materials and use the build in modelling tools and you will be fine.
I'm new to ue5 and I find myself often wanting to use assets. Yet my game maps always run smoother when I use my own stuff from scratch. They even look better and more detailed. My question is, are single one man teams viewed the same with assets as a team of 50 or even as few as five people? Or is it more excusable? I want to build a career with this and would appreciate any advice with this. Such as should I credit the creators of certain assets so people know I'm being honest and not just trying to make a quick buck? I know there's no shortcuts to success but where does the line get drawn with giving credit where it's due? And is there legal repercussion to crediting someone without their given permission even though they market it as free to use in projects?
I’m new as well but there should be terms in the details of the assets. For example some assets can’t be used for monetary gain etc but to answer your last question you should definitely credit the creator. Just a morale thing
1:06...this...and the fact that it's hard to tell YOUR story visually without the proper assets...I stopped downloading the free monthly assets and have only paid for one off the store...making your own assets takes a lot of time, with a steep learning curve...but for me it's worth it in the end...
I'm trying to add a spin attack animation for my playable character and am just wondering, do I have to finish the animation fully on blender or is there a blueprint widget I can use to make my character rotate on command?