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Track Of The Week | 2x Tuesday Cyber Recharge by Joel Steudler

Listen to Track Of The Week | 2x Tuesday Cyber Recharge, a playlist curated by Joel Steudler on desktop and mobile.

Comments

Matthew Ashworth

Yeah, I can understand regarding the difficulties selling game assets. It's hard to make a reasonable income from that. For me personally, as a consumer, when I go on a hunt to buy music assets specifically, there are several factors I consider. Ideally I want both quality and quantity. Hah, who doesn't? Well, I want quality because I want the music in my games to be good. But I realise that not every scene requires emotionally charged epics and I don't have enough cash to ensure that every track in my games is top stuff. And this is where quantity comes in. For the regular scenes, such as conversations or downtime, I usually use low-key and ambient music tracks, and for those I usually look for quantity and best possible bargains. Those I want to get as cheaply as possible and ideally as a pack. But the epics or very emotional tracks that I am saving up for important scenes, for those I am willing to spend more. Usually in the realm of $10 - 20 per track, depending on the length of the track and how much I want it. If it's something I really want and I have enough spare cash, I'll be willing to pay a bit more than $20 for it, but these are rarer. Perhaps other buyers use a different approach. But going off my personal experience, there is a need for all sorts of tracks, both cheap and more pricey ones. But I completely understand the dilemma. I have some graphical assets on sale on both Itch.io and Gamedevmarket and I only get an odd sale every few months, ahah. I wonder if any asset creators even manage to make a steady stream of income on a consistent basis. They must be a tiny minority if they exist.

joelsteudler

I appreciate the insight on your approach. It makes sense, from your point of view. It'd be very hard to source enough music for a full game from more premium priced tracks (like on Pond5, which... it feels funny to call -them- premium priced). The way to make a consistent income off game assets is to have started publishing them ~2014 and not stopped since then, so you have a very large catalog. Or to have some very sharp social media skills to build an audience. Or both. And to find venues where you can aggressively undervalue your product to secure high volume of sales.