### If You Are a Composer

Game developers can get high quality sound effects and music loops for low prices and even for free. Therefore, you need to work on full audio assets that include a variation of sound effects for every action.

For example, if creating a set of audio assets for a sci-fi game, make sure that you include all the sound effects that are likely to be needed, like explosions, weapons, collisions, and even opening and closing doors.

As for music loops, an asset including 10 to 15 loops of the same genre is ideal for your customers, because it will allow them to use your audio assets for their entire game.

### If You Are a Coder

As a coder, you are tied to the tools and platform you are working on, like Unity or Unreal, and these already have a lot of assets in their respective stores. So, unless you have some incredibly awesome ideas for a new scripting asset, don't create it and expect a lot of sales.

Many scripts that are available on the Unity Asset Store aren't available on the Unreal Engine marketplace, and vice-versa, so it might be a good idea to look at what's popular on one of the stores and create something similar for the other platform, if it doesn't already exist.

You should also look for something that solves a problem that many new users face in the game engine you're working with. Below is a screenshot of S-Quest, one of my assets on the Unity Asset Store. This asset allows you to create and customize quests for your games through code, which saves the time for many developers and allows them to add quests, quest logs, an objectives bar, and a player experience manager to their games easily.

## How to Set the Right Price for Your Packs

Now that you've finished making your asset—or even if you're still working on it but have a clear idea on what it will include exactly—it's time to give it a price.

Creating assets requires a lot of time and hard work, but they always cost less than their real value. For example, suppose you've just finished a city construction kit with high quality 3D models for roads, buildings, and street signs, and some additional textures. I'd say it shouldn't go above $80, maybe$100. (I came to this number by checking similar and popular assets in the market.) Yes, I know that's not the real value of such work and you're probably thinking that you can get its real value by doing freelance. But in freelance, you're doing all that work for one customer, who'll pay you once, and you can never sell that work again. If you're releasing it as an asset, however, it can generate more revenue in the long term because that asset will be available to unlimited potential buyers who will be attracted by its low price relative to its high quality content.

The price you pick also depends on other similar assets that are available in the market; I recommend always going a little bit lower with the price of your assets than the other assets that offer similar content.

The most successful asset I released is S-Inventory, which includes an inventory system, an equipment system, a vendor system, a crafting system, a containers system, and a skill bar system for Unity, all in one. It only costs \$15. If the price were higher, I don't think it would sell well and compete with similar assets in the store.

## How to Provide Good Customer Support

As an asset developer, you must be active most of the time to provide support for your customers. (This is especially true if you're selling scripting assets or complete projects for a specific game engine, because then you'll be dealing with a lot of users who are new to these engines and will ask not only how to customize your assets to their needs, but also often questions that are not really related to your assets. If you can answer, they will really appreciate it.)

I'd say you should always answer your customers in less than 24 hours. Maybe assign one hour a day to handling these support requests. Use e-mails and even Skype calls or Teamviewer sessions to help your customers, and inform your customers if you are going inactive for some time so that they don't assume you've abandoned your assets.

If your asset has a bug or a problem, a customer will quickly reach out to you and report that issue. Don't start by fixing the problem, as this might take some time (particularly if it's a serious problem), and don't leave the customer waiting for an answer. Instead, instantly answer them, thank them for finding the bug, and let them know that you're looking to find a solution, and how much time you expect it will it take you to fix it (hours, days or even weeks). Replying quickly to your customers will make you a responsible developer and will earn you a good reputation—assuming you follow up with the fixes!

Some customers will be loaded with suggestions requesting changes and improvements in your assets. You always have to consider their suggestions carefully. If you believe that ithe request would improve your asset for the majority of its users, then it's worth adding it. If you believe that it just serves that one customer, however, then you could simply deliver this new feature to them (if it's not too much work) without publishing it in your asset.

Pushing regular updates is also another sign that proves you're an active developer, which helps make customers comfortable with buying your assets, since they know that you'll be there to help them if they face problems using them.

## What to Do About Reviews

Most people rely on reviews when they make a decision of whether or not to buy any asset. Even if your asset is great and satisfies all of its buyers, don't expect them all to write a good review, or even to rate it; only a few of them will likely take the time to do that.

There is a way to ask your customers for reviews. When you finish answering their questions, fixing a problem, or handling a request for them regarding your asset, they will generally be very thankful and overwhelmed. Just ask them to consider rating and reviewing your asset at that time. Aside from complimenting your asset and all its features, they will also likely point out the great customer support that they you provided. That way, you make your customers' lives easier and, in return, they help you to get more sales.

Note that, if your asset doesn't offer what you promised in its description or screenshots, then every single customer will take a part in taking it down by writing long, bad reviews warning other users not to buy it. At that point, it might be too late to even update the asset and fix it.

## Conclusion

To sum up: creating successful game assets which end up being a decent source of revenue requires you to be original, offer variation, price for the market, and take responsibility when dealing with customers.