SuperGenius started out like many small game companies – with a dream. They wanted to outsource their talent and work with the best game developers in the world. They quickly discovered that someone else would always work for less so had to figure out a way to compete that would allow them to earn a living.
In this article in Gamasutra, Paul Culp, talks about the studio’s first attempt at being an amazing art asset producer and the lessons that helped it become the company it is today. “By taking a more holistic approach to the art and animation, and making sure it worked properly was immensely valuable to our clients. We stopped focusing on mass asset production and instead focused on completion, wrote Culp.”
One of the first lessons they learned was who they did not want to be. Another lesson was, “if you are going to spend a huge chunk of your time doing something, it better be something you believe in. Any endeavor, no matter how profitable it is, will eat you alive if you don’t like who you are while doing it.”
If you have tried to sell your art assets, what lessons have you learned?