one bottleneck for indy games is getting game-suitable art.
(i) content contribution, management-
- upload, search, browse game assets. labelling/search tags
(ii)-version control , including awareness of nested/reference assets (models reference textures, scenes reference instances of models)
(iii)- asset conditioning utilities - model segmentation, texture-atlasing/conversions, tristrips, compression, PVS, pre-lighting; LOD , textures atlas thumbnails, figuring out grouping for streaming/caching (‘apps that request X are likely to want Y,Z later…’)
(iv)- asset Serving/hosting : such that indy titles hosted on web-pages or smalll app downloads could grab their textures/models on the fly from a centralised location.
of course this might be too much (hosting cost?), or too much to standardize. On the other hand, it might be the kind of work that plays to rusts strengths, i.e. an online system. I do note now you have a foundation, perhaps running such a server would be within the scope of that.
I gather unity and unreal have ‘asset stores’ , libraries of animations …
As for my own interests - I’m actually into Rust looking for excuses for NIH really- I would be unlikely to use amethyst itself (I dont want to work on anything with any engine ‘brand’ or source code ‘flavour’ other than my own. I’ve done console gamedev since before the days of off the shelf engines ; my motivation is building something that’s mine as far as possible), but I’ve used some piston utilities and other peices from Cargo; and I know to actually get games out these days engines are a fair choice. Cargo has been a pleasant part of the rust experience.