Where do you guys buy game dev assets?


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edited in Questions and Answers
So where can I get graphics / sounds / fonts, etc for purchase to do rapid prototyping of games?

Do you use any of these? Why?

Discussion welcome

Comments


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    http://www.glitchthegame.com/public-domain-game-art/ Try this for what you can get hold of. Maybe it helps?

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    I make squares, and make them different colors.....

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    @ iPixelPierre and then what?

    It is a good "rapid" way of prototyping, but then what about after that?

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    I use squares/circles/cubes when prototyping and generate simple sounds with bfxr if I need them. Reason being that if I can make boring squares and circles feel fun or move interestingly, then I know that will just get compounded by good art and juicy effects.

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    dislekcia said:
    if I can make boring squares and circles feel fun or move interestingly, then I know that will just get compounded by good art and juicy effects.
    ^ This ^

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    I get that, but what I'm asking is do you ever buy ready baked game assets? Then again, you do have your own in-house artists.

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    So where can I get graphics / sounds / fonts, etc for purchase to do rapid prototyping of games?
    It is a good "rapid" way of prototyping, but then what about after that?
    Wait....what?

    Anyways, I usually check here : http://opengameart.org/

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    edited
    So nobody buys ready made graphics (packs) ?

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    Boysano said:
    I get that, but what I'm asking is do you ever buy ready baked game assets? Then again, you do have your own in-house artists.
    We didn't have in-house artists when we started. We built a game people liked and many offered to help make it look better. Giving other people the chance to impact the game like that was a really useful thing to do.

    I don't see the need for graphics packs. Sure, picking up individual assets via something like Turbosquid or the Unity Store is useful when you need a specific thing for part X of your game, but packs as a whole have never been useful for me. Either I don't need them and focusing on a specific artstyle too early doesn't help the prototype, or gradually refining programmer art helps create a unique look/focus for the game that skilled artists can get into and enjoy.

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    Graphics packs pros:
    1. They allow artists another avenue for generating income.

    Graphics packs cons:
    1. 9 times out of 10 don't follow the requirements you need them too. (edge flow, texture sizes, poly count) Animations are too generic. (you don't get everything you want and now you don't have the source rig to make more!)
    2. Other games can use the same assets as you.

    Colored unity primitives pros:
    1. Anyone can do it.
    2. If you have gameplay that is fun it attracts artists. (as an artist when I play a game that is just cubes and I'm enjoying myself, my next thoughts are: Hey I could totally make better art for this game!
    3. People will give you focused feedback on the gameplay instead of commenting on the squiggle of your main characters arm.

    Colored unity primitives cons:
    1. deving with primitive shapes can get visually boring after a while. (boredom that's easily overcome with killer gameplay)

    Programmer art pros:
    1. It also attract artists when coupled with good gameplay.
    2. It allows programmers to explore art they otherwise wouldn't sit down to make.
    3. Often leads to groovy/unique visuals

    You will notice programmer art doesn't have any downsides in my opinion.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    I don't think there is a need to spend money on art for prototyping. Like I said, I myself make primitives.
    And yes I think it can get boring to look at but I'm having fun with the mechanics/creation to even notice the visuals.
    I'll be putting up a public alpha of my game within the next week or two with primitives. My enemy is a flat square that has "kill me" written on it :)

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    We bought art assets once before. We had to rework them so much (crap topology, crap optimization) that we've never done it again. But then we have a pretty large team of in-house artists.

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    I don't want to make case for buying art as-is because I agree with the above, but I have found that starting too primitive does not work for me. The amount of rework, especially with more complex 3d assets, are just too much if a game has passed beyond a certain point - it's not always that simple to plug in art afterwards. For 2d games it may be simpler.

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    edited
    For rapid / cheap development :

    Mixed

    http://www.dexsoft-games.com/
    Unity store
    http://www.pixelprospector.com/indie-resources/

    Textures

    http://cgtextures.com/
    http://gametextures.com/


    Models

    http://www.turbosquid.com/
    http://3drt.com/store/characters/

    Sounds

    http://www.freesound.org/
    https://www.soundrangers.com/
    http://www.sfxsource.com/
    http://www.soundsnap.com/

    Fonts

    http://www.angelcode.com/products/bmfont/ (generate a font sheet)

    Icons

    http://opengameart.org/content/95-game-icons
    http://game-icons.net/

    -------------

    The grey-box prototyping argument is a valid one, but as with many things in life, people can take general rules of thumb and try to turn them into cast-iron laws. The line between art and gameplay is a bit blurry in some cases. Some mechanics can't be tested without having at least some prototype art.

    For example, something like the combat system in God of War or fighter games, you couldn't really get a good sense of how the combat would feel with just grey boxes bumping up against each other, you'd need at least a simple-but-rigged humanoid with some animations in there.

    You may also be testing something other than mechanics, such as atmosphere/mood, art style, scene composition. And, like others have said, it can be a way to attract art talent. You may be able to see your vision for your game in amongst the grey cubes, other folk might need a bit more audiovisual stimulation to get excited.

    And the final reason, honestly, is just because it's fun and motivating. Game dev should be something you enjoy. It can be motivating to see a cool model, texture or sprite in your game, listen to some moody background music, hear your shotgun roar as you fire it in an enemies face, see some explosion particle effects. Even if it's throw-away.

    Just don't get carried away, don't treat it as final art and obsesses over it, and don't spend money you can't treat as "throw away".

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    Hi thanks for all the discussion!

    I agree with you @garethf, and also I do believe there is a gap in the market for well packaged game dev assets.
    I surely would love to find a 1 stop shop with packages that are designed as 1 style.
    Of course if you have to rework the assets, then it means your artist or game mechanics didn't match the pack style well or you the product was miss-represented which is just a shame..it would make more sense to use a pack to start a game and then develop it further.

    I do like the concept, especially since I'm a solo programmer, and can't afford just to spend my whole pension on hiring a studio with the great creative artists , etc staff I would like...
    I like the idea of polished products, versus free unpolished products. In large what apple did with its appstore to software for devices vs. android. So what I do not like about opengameart is that it is so difficult to find a complete set, even a small 2D set of complete matching styles.

    I was wondering if any game devs studios would sell their old asset packs for games, they decided to can for whatever reason.
    With assets I mean everything: sound/sprites/fonts...

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    edited
    We recently brought some artwork from GraphicRiver.
    This Guy
    and this Guy has some pretty stuff.

    And we are currently working on our own game asset shop, where we sell graphics that we do not use in our games.

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    edited
    I pay for membership on cgtextures.
    That's about all.

    As @Elyaradine pointed out, paid models are usually pretty meh.

    I am working on an asset pack that contains 2 sets of the same assets.
    One set is non triangulated so artists can modify them without having to spend hours removing edges before tweaking which is usually ready for sculpting out of the box. All unwrapped ofcourse.
    And a second set which is the in-game optimized versions.

    Depending what exactly you are looking for Boysano.
    I have made my Xoi San game assets public, all the sprite sheets and fonts.
    The only thing i couldn't make public was the sound as the guy who made them felt he wanted to keep them non distributed.

    But there are loads of royalty free sound effects sites.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    There are many freelancers right HERE in the MGSA forums... All you have to do is ask.

    Good, red blooded, local, SA people who are awesome at their craft and are begging to get involved with all sorts of projects.

    Why pay for expensive overseas artists and assets? These forums will put you in contact with some great graphics experts, musicians, coders for rent, game designers and others who cost a fraction of the overseas artists.

    If ever I am lucky enough to be involved in developing a game that is internationally accepted and deemed "successful" , I sincerely hope it would be in collaboration with local people who aren't necessarily established yet.

    So my answer is: right HERE on MGSA. Your one stop shop...

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    My/our method has always been to make the stuff ourselves. It may not be the quickest, of course, but we get what we need and we more or less know each-others visions ;) Everytime we need something, one of us would just try and do it. Learnt quite a bit in the process :)

    *Disclaimer: I realize this solution may not be viable for everyone.. ;)

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    my friend
    i know a site sell Game Resources Game Icons Maps Original Painting UI Material and Effects.
    www.brushcity.com
    check it
    image

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    I pixelart by design, then replace with proper gfx afterwards :D

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    edited
    Recently I also purchased some stuff from GameMaker's or YoYogames new marketplace....love how you can just import it into the game engine. Actually we have sold a few scripts on there as well funny enough.

    I definitely would like to collaborate more with local artists and devs...all in good time.
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