Game Development Community

How much do torque content creators make?

by Mango Pork · in General Discussion · 04/25/2008 (11:31 am) · 3 replies

Hey All,

I'm a 3D artist looking to create some content to put up for sale on garage games.

I'm not expecting to get rich or anything, however I'm curious:

How much money (on average) does a content seller make on this site?

How about 3D model/art/content sellers in general across the industry?



Even if I land $50 bones a week its worth it because I love what I do so much.

Let me know. Thanks!

#1
04/25/2008 (1:11 pm)
Nicketas can you send me a link to some of your work? My team is working on a couple of demos and could use some stand in art.
#2
04/25/2008 (3:08 pm)
Art content varies quite a bit on our site. Things like the Tim Aste packs and Todd Pickens packs have done very well historically. That being said I will see if I can drill into the issue a little more as I get this question a lot.

As far as straight art goes, in my opinion stylized art is much more successful than generic art. We have packs that contain basic guns, swords, characters etc. but for those packs to be successful they need to have a ton of documentation, animations etc as most people use those types of packs as examples for how to create art of that nature for the engine. Packs that are heavily stylized like a sci-fi robot, or fantasy weapons that aren't realistic may be a little more niche and won't appeal to everyone but they inspire people to make games and people who are building a game with that feel will buy it for their game or simply because they appreciate that art style.

To add further value to your packs there are several roads you can take. Creating awesome documentation to help people implement your art or tweak it to their needs is big. Adding custom code along with your pack can also be very beneficial. For instance a tank pack that has code for implementing the treads usually sells more than just a tank pack because people will pick it up just as an example of how to do things in the engine. You could also take it to another level by creating a starter kit that features your art.

Another revenue stream for artists that I have seen is contract work that has come out of the packs they have created for GG.com. By having the pack on the site it gets an artist exposure and allows someone to look over their work to see if they would be a good fit. Both Tim Aste and Todd Pickens were hired because of the content packs that they presented to us. Sort of a portfolio that you get paid for.

Hope that answers some of your questions. Feel free to send me some prototypes at derekb @ garagegames.com.
#3
04/25/2008 (3:37 pm)
Excellent answer, derek.

Now, do you guys here at GG require that the artwork is torque engine specific?

Or will it, as you said, simply sell more if it is?

Also, does the content have to be exclusive to GG or do I still own the rights to it so that I may sell it elsewhere if I choose?

Thanks!