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Which package would you buy and how much would you pay?

A topic by cejblan created Apr 06, 2026 Views: 725 Replies: 13
Viewing posts 1 to 6
(1 edit)

I'm asking this question because I'm currently unemployed, and my goal is to study market demand so I can offer income-generating services as soon as possible.

Please refrain from answering if you wouldn't purchase the package you mentioned.

I offer packages in:

- Pixel Art

- Voxel Art

- 3D Modeling

Which of these packages would you purchase?

What theme do you need it for?

How many units would you like the package to include?

How much would you pay for the final result?

If you truly need the package you have in mind, I can make it happen. My idea is to find a middle ground between unpaid and paid work: you earn and spend little, and I earn as well.

Moderator moved this topic to General Discussion
Moderator(+1)

(moved to the right category)

Are you talking about commissions or about products you want to sell on itch.io?

Personally, I find these questions hard to answer. In principle, I have bought both 2d and 3d assets in the past but at the moment am mostly interested in 2d assets. I will buy individual assets (spritesheet for a single character) or larger collections (texture packs) depending on what I need, and there is no "correct" size for an asset pack. Personally I'd say that with things like tilesets or anything "modular", having more options in there makes the package that more useful. For many other types of asset, selling them individually or in smaller packages works fine.

The price question obviously depends on what you're offering and how much use I can get out of it for my games. But as a hobbyist who currently doesn't even have a tip jar, $20 is kind of the highest amount I can justify spending on any given asset pack at the moment. That would change if I had reasonable expectations of recouping my costs, of course.

Hi Ratsnake Games, thanks for replying. That's exactly what I mean, custom packages.

If you'd like, we can talk privately and adjust the package requirements. I'll create it based on all your instructions, and if you want, it can be exclusive to you. If you don't mind, I can also make it public on itch.io.

(+1)

I'm just asking for clarification because pricing for a commission will obviously be different than for an off-the-shelf product.

At this point I'm not interested in commissioning anything, and if I do in the near future, I'll have very specific requirements and will want to see a portfolio first. So, sorry, I'm not interested in discussing terms right now.

Okay, my idea is to charge a low rate, enough to gain real experience, deliver a quality product, and put food on my table.

Currently, I don't see it as viable to inflate prices in such a competitive market; it wouldn't benefit me at all. Therefore, I'm willing to charge reasonable rates, since even in my country, $20, although it's spent very quickly, is a significant amount of money when you're trying to earn it. I don't intend to give my work away, but I can adjust the price to reflect both international and local costs.

As for my portfolio, it's small, but I'm gradually expanding it. Since graduating with a degree in computer science, the few jobs I've had related to my field have been in web development and community management, so pixel art has only been a hobby lately. But now I want to monetize it:

/t/6183620/art-pixel-art-2d-and-voxel-art-3d-looking-for-a-projec...

To be clear: The $20 line I mentioned would be for off-the-shelf products. For a commission, I would be willing to pay more if the content warrants it (and it usually would - $20 doesn't buy a lot of work in the West, and I don't want to exploit people).

Again, it is unlikely that I am going to commission you because I need some very specific stuff that not every 2d artist will be willing and able to pull off (i can't go into details here but feel free to check out my game), but other people who are considering commissioning you will probably want to see a portfolio as well. That shows that you can deliver, and gives prospective customers an idea of what your style and skillset is.

Good luck!

(+1)

I appreciate your interaction; it's very helpful. I understand what you mean, and I'm completely open to creating content like that. I'm currently making ends meet with odd jobs as an AI data moderator, and I see a lot of things... don't worry, seeing that is normal in my day-to-day life. Feel free to contact me whenever you need to; remember, knocking isn't the same as entering.

And if you have the time and are interested, I have a game published, and I'd love to hear your opinion. Regards, Ratsnake Games

(+1)

You should clarify, that you are talking about ai assets. At least I assume such, since you used ai a lot in your game and you mention a background in computer sciencs and not art.

If you want to know what sells on Itch, just have a look.

/game-assets/top-sellers/tag-ai-generated

And in case you do not use ai:

/game-assets/top-sellers/tag-no-ai

Are you referring to mentioning it in the game? Because I haven't mentioned AI at all here. I also have a background in audiovisual production and direction. I also already mentioned that art is a hobby of mine.

I know it's sold on Itch.io, but that wasn't the question. The question is about the demand for something specific. Like in any marketplace, on Itch.io some topics sell more than others, and the statistics change each season. Since they keep that kind of information private, I'm conducting a survey based on community responses.

Anyway, I appreciate your input. Thank you very much, redonihunter.


(+1)
graduating with a degree in computer science

And the AI disclosure of your game reads: Code, Graphics, Sounds, Text

You also mentioned ai data moderation. Since you have a lot to do with ai, you might want to clarify if you plan to create assets with ai or with strictly no ai. There is no middle ground. Any ai usage will disqualify your assets for a lot of game developers, due to various reasons. Not the least that the game they would create would be considered a game with ai. If they want to spend money on assets, buying ai assets is only a valid option, if the game already contains ai. Otherwise it is very unwise.

Since they keep that kind of information private, I'm conducting a survey based on community responses.

You will not gain any statistical data from a survey in the public message board. Too few responses.

But the top sellers (with ai or with no ai) will give you an overview what people are willing to buy and for how much. You can apply more filters. Like the last 30 days. Or additional tags like fantasy or pixel art. You can even cross check with the filter of paid assets and how popular they are.

(+1)

I understand what you mean. I haven't considered using AI for resource packs, and if I did, I would mark it as AI-generated, just like the game.

We shouldn't confuse one thing with the other; using AI isn't wrong, but not disclosing that you're using it is. Regarding the topic of this post, I don't plan to use AI. An art portfolio with AI-generated images is a farce; it doesn't make sense.

Those links you shared provide interesting information, thank you for them.

(+1)

Kinda feels like the real issue here isn’t even the type of art but how clearly the offer is packaged. People seem fine paying around that $10–20 range for ready-made assets, but commissions are a whole different story and need trust plus a solid portfolio. I’ve seen similar patterns while working with platforms like Phonexa, where positioning matters as much as the product itself.

(1 edit)

Thank you very much, stevemarkovic. Yes, a portfolio is very important, and I am already working on it. I plan to release texture packs and 3D models priced at $5 and $10, and to cap commissions at a maximum of $20 for the first 10 or 20 orders.

I believe the best strategy is to prepare and publish these packages, as they will serve as my portfolio. In that case, I could also list each 3D model individually for $3.

Best regards.