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Game Assets [Unity, Unreal Engine]

@game_assets

Top Unity, Unreal Engine assets! 2D, 3D, Audio, Templates, Tools, VFX. Club: @game_assets_club

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  • Game Assets [Unity, Unreal Engine]

    22 Sept, 07:50

  • Game Assets [Unity, Unreal Engine]

    19 Sept, 07:49

    🧰 You don’t need to solve every problem aloneStuck on UI? Need a character controller? Missing sounds? Looking for shaders, animations, icons, environments, or templates?Before building it from scratch, check if someone has already solved the boring part.✅ Save your custom work for what makes your game unique.Use existing resources for everything that simply needs to work.That can mean: - assets - plugins - templates - open-source projects - tools - useful dev communities
  • Game Assets [Unity, Unreal Engine]

    17 Sept, 07:49

    ⏱️ Common mistake: working without a finish line“Work on combat” is not a task.Neither is: - improve UI - make level better - polish enemies - work on Steam pageThose tasks can eat an entire week because they have no clear end.✅ Make tasks finishable:Instead of: “Improve combat”Write: “Add hit sound to 3 weapons”
  • Game Assets [Unity, Unreal Engine]

    15 Sept, 07:49

    🧪 Your demo is not a smaller version of your gameIts job is simpler: prove that the game is worth playing.Before publishing, give the build to someone who hasn’t seen it before.Watch for 3 things: - where they get stuck - where they get bored - whether they reach your best mechanic⚠️ Don’t explain anything while they play. If you have to explain it, the demo isn’t doing its job.Steam’s own build review won’t catch most bugs or design problems — that QA is still on you.✅ Quick fix: Fix blockers first. Not every animation.
  • Game Assets [Unity, Unreal Engine]

    12 Sept, 09:13

    🚀 A release date is not a launch plan.If your plan is:“Finish the game, upload it, then start marketing”…you are asking the launch day to do all the work.A simple launch plan needs visible milestones:✅ store page ✅ screenshots ✅ short gameplay clips ✅ trailer ✅ regular progress postsYou don’t need everything today.But you should always know which marketing asset comes next.
  • Game Assets [Unity, Unreal Engine]

    10 Sept, 09:12

    ⏱️ 1-minute launch drillOpen your current build and ask:What could I show from this game today?Choose only one:one clear screenshot one 10-second gameplay clip one mechanic GIF one before/after comparisonIf you cannot show anything yet, don’t build a full trailer.Build one small moment worth sharing.🎯 Marketing becomes easier when you collect proof of progress while developing — instead of trying to create everything at the end.
  • Game Assets [Unity, Unreal Engine]

    8 Sept, 09:12

  • Game Assets [Unity, Unreal Engine]

    5 Sept, 09:12

    📄 Don’t sign what you don’t understandBefore signing a publishing deal, check:- recoupment - deductible expenses - IP ownership - sequel and DLC rights - marketing obligations - payment reports - termination conditionsYou don’t need to become a lawyer.But you do need to know which questions to bring to one.📌 Need help finding useful contract checklists, asset-license guides, templates, or other resources for your game?Join here
  • Game Assets [Unity, Unreal Engine]

    3 Sept, 09:12

    💼 A publisher is not a rescue planA publisher can bring: - funding - marketing - localization - console ports - platform contactsBut none of that is automatic.Before signing, ask:- What exactly will they deliver? - Which expenses are recouped first? - How is “net revenue” calculated? - Who owns the IP? - What happens if they stop marketing the game? - Can you recover the publishing rights?
  • Game Assets [Unity, Unreal Engine]

    1 Sept, 09:11

    ⚠️ Myth: your game must be perfect before releaseTrying to match AAA quality usually creates one result:the game never ships.Your first release does not need: - every planned feature - endless content - perfect animations - support for every platform - months of invisible polishingIt needs: - a working core loop - stable performance - clear controls - enough content to prove the idea - no problems that destroy trust
  • Game Assets [Unity, Unreal Engine]

    29 Aug, 09:11

    ⚡️ You may not have a motivation problem.You may have a starting friction problem.You open the project and immediately need to:❌ find the right prop ❌ replace a placeholder ❌ search for UI ❌ fix missing materials ❌ remember what you were doingTwenty minutes later, the work session is already dead.Try this:Before stopping today, prepare the first task for tomorrow.Leave the right scene open. Write one clear next action.
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  • Game Assets [Unity, Unreal Engine]

    27 Aug, 09:11

  • Game Assets [Unity, Unreal Engine]

    25 Aug, 09:10

    🧠 Myth: You need motivation to work on your game.Reality: Motivation often appears after you begin.The problem is that “work on the game” feels too large.So reduce the entry point.Instead of:❌ improve combatWrite:✅ add one hit sound ✅ test enemy knockback ✅ fix one attack animationThen work for only 10 minutes.
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  • Game Assets [Unity, Unreal Engine]

    22 Aug, 09:10

    🧰 Don’t collect resources you’ll never useMore stores, tools, plugins, and asset libraries do not automatically make development easier.Before adding a new resource, ask:- does it save production time? - does it improve the final result? - does it solve a problem I have right now?If the answer is no, skip it.🎯 Rule to remember: The best resource is not the biggest library. It’s the one that removes your current bottleneck.📌 If you want help finding asset packs, plugins, templates, or useful libraries that actually fit your gamejoin here
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  • Game Assets [Unity, Unreal Engine]

    20 Aug, 09:09

    🛒 Steam, Epic, or itch io? Choose by goalDifferent stores solve different problems.Steam Use it for a full PC launch setup: store page, wishlists, festivals, community features, and built-in analytics.Epic Games Store Worth considering when revenue share matters. Developers currently keep 100% of the first $1M in annual net revenue per product, then 88%.itch.io Useful for prototypes, game jams, early builds, and limited playtests. Creators can choose how much revenue share goes to itch.io.⚠️ Common mistake: Choosing a store only by its revenue cut.🎯 Rule to remember:
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  • Game Assets [Unity, Unreal Engine]

    18 Aug, 09:09

    📊 Stop guessing where your players come fromIf you share the same Steam link everywhere, you learn almost nothing.Create a separate UTM link for each source: - YouTube - Reddit - X - Discord - newslettersSteam can then show which links brought visits, wishlists, and purchases.✅ Do this today: - create 3 tracked links - use each link in one specific place - compare the results - stop investing time in sources that bring clicks but no action🎯 Rule to remember:
  • Game Assets [Unity, Unreal Engine]

    15 Aug, 07:53

    🧰 Your Steam page needs the right assets — not more assetsBefore adding decorative art, make sure you have:- a capsule that stays readable at small size - screenshots that show the real gameplay - a trailer that reveals the core loop quickly - consistent fonts, colours, and visual languageYou don’t need to create everything from scratch.Capsule templates, trailer presets, fonts, icons, backgrounds, and promotional packs can save days of work.Use that saved time to improve the game and test the page.📌 If you want help finding assets and resources that actually fit your projectJoin here
  • Game Assets [Unity, Unreal Engine]

    13 Aug, 07:53

    📉 Myth: wishlists predict your launch sales10,000 wishlists do not equal a predictable number of sales.Wishlists are useful: players may receive notifications when your game releases, launches a demo, or gets a qualifying discount.But wishlist quality varies enormously.Someone who played your demo and loved it is not the same as someone who clicked after seeing one viral post.✅ Use wishlists to measure interest — not guaranteed revenue.A better question is:Which trailer, festival, creator, or post brought people who genuinely care about the game?Use separate UTM links for each campaign and compare the results.🎯 Rule to remember:
  • Game Assets [Unity, Unreal Engine]

    11 Aug, 07:53

    ⏳ Steam Next Fest: work backwards from the deadlineA demo made at the last minute is usually a buggy slice of the wrong part of the game.For the October 2026 Next Fest:- August 31: registration deadline - September 21: submit early for the press preview - October 5: required items must be in review - October 19: the festival begins✅ Prepare in this order:- choose one short slice that shows the core appeal - make the first minute easy to understand - test it on people who haven’t seen the game - fix crashes, blockers, and confusing moments - submit before the deadline — not on itYour demo doesn’t need every feature.
  • Game Assets [Unity, Unreal Engine]

    8 Aug, 07:53

    ✨ Do not polish everything at once.Polish the action players repeat most.If your game is about shooting, improve the shot.If it is about collecting, improve the pickup.If it is about building, improve placement and confirmation.One strong repeated interaction can make the whole game feel more finished.Adding feedback from scratch can take hours: animations, effects, UI, materials, setup.Ready-made assets can help you test and improve those moments faster — without rebuilding every small detail yourself.🎁 Get 30% off the first year NOW✅ See HUB and VIP — and speed up your game’s polish
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