How to get Kickstarted?
Hi
1st time post since recently stumbling upon these forums , The issue me and long time friend are having is that we're trying to figure out the whole process of getting kickstarted here in S.A ,apart from STASIS's success we have no idea as how the process afterwards of being funded with Taxes and other various niggles that might get in our way, we're a simple two man team that's recently finished Matric and have been working on games for the last two or so years and wish to continue in a professional way, there isnt as such any really outline as what to do to get us up and running and how to actually be funded without implications of tax and various other issues.
I'm hoping you guys can share some insight on this and any help will be appriciated.
Thanks in advance.
1st time post since recently stumbling upon these forums , The issue me and long time friend are having is that we're trying to figure out the whole process of getting kickstarted here in S.A ,apart from STASIS's success we have no idea as how the process afterwards of being funded with Taxes and other various niggles that might get in our way, we're a simple two man team that's recently finished Matric and have been working on games for the last two or so years and wish to continue in a professional way, there isnt as such any really outline as what to do to get us up and running and how to actually be funded without implications of tax and various other issues.
I'm hoping you guys can share some insight on this and any help will be appriciated.
Thanks in advance.
Comments
First thing to check though is whether you're aware that you need some kind of base overseas? (I'm not sure if this just requires a US bank account or similar, or if a member of the team must be in one of the countries) As stated on the website: "Creating projects is currently open to creators over the age of 18 and based in the US, the UK, Canada, Australia, New Zealand, and the Netherlands."
You can read more about the guidelines here: https://www.kickstarter.com/help/guidelines?ref=help_nav#
And here: https://www.kickstarter.com/help/faq/creator+questions?ref=faq_subcategory#PaymUs
There are local equivalents like StartMe available, but obviously with tiny audiences in comparison.
The experienced crowd on the forums will give you a better indication of how to go about your project, but you should perhaps focus for now on just working on a solid kickass concept with something physical to show for it, and only worry about funding later
http://makegamessa.com/discussion/566/kickstarter-and-how-to-get-funded-/p1
http://www.reddit.com/r/gamedev/comments/1k67t0/a_lobsters_guide_for_video_game_projects_on
I think after you have read that and STASIS's post mortem thingy your good to go.
http://www.stasisgame.com/kickstarter-postmortem/
Again thanks for the great articles and advice.
There are a lot of really good composers out there who will work for 'indie rates' - if your game uses music as a central theme you may even find a composer who is willing to work as a part of your team to develop the game.
You could also take a look at websites like Audio Jungle who license their music out for a fee MUCH lower than getting a custom soundtrack written.
If you are both recently out of Matric I'm assuming that you have pretty low additional expenses (rent, food, etc). Use this time to your advantage and push the development of your game to a playable state.
The bar for Kickstarter games is set pretty high nowadays - without a demo your chances are greatly reduced (even if you are asking for a small amount). Not only are people less likely to back projects that they haven't 'played', but there is also a HUGE amount of marketing that comes from Lets Plays on YouTube and Lets Players pushing your game on twitter. PewDiePie did a shout out for Stasis and we jumped a few 100 dollars on that one tweet alone.
If you go the KS route I would really look at developing your project to the point of a full vertical slice, or at least as far as you can get to a 'feature complete' game - then using Kickstarter funds to expand on the core product. The initial time outlay you put into the game now will pay off in spades later on. So many Kickstarters fail because the games don't exist yet in a form that's fun an playable.
Developing your game further will also give you a much better understanding of your time lines. You may find that you dont even need do any sort of crowdfunding initially. There are a lot of other options out there - early access for one is an incredible platform that not only gets you invaluable feedback but in some cases has fully funded development of titles.
Super helpful eh? :D
What I'd like to do is ask why you feel you need funding and what that funding is supposed to achieve. I feel that it's always a waste of time trying to get money for something that other people aren't already desperate to pay you for.
P.S. The Desktop Dungeons composers, despite being some of the best in the business (srsly, it still freaks me out that they wanted to work with us), were paid in straight revenue share. We didn't need any money to get great music, all that mattered was being able to seduce them with a good game ;)
@dislekcia As such taking @Chris_Bischoff and your advice we'll try to avoid Kickstarter and surely finish the game without needing capital (ala Tom Francis's Gunpoint and Dennaton Games Hotline Miami style)
I do have very simple Ableton Live(simple being a very loose term) experience but doing anything with a high BPM I would probably break the immersion of the game lol.
Again thank you @Chris_Bischoff , @dislekcia for those insightful posts and hopefully we find success without needing initial capital.
I swear putting up something dead ugly with no animation now and some mechanics to make people think is WAY better than putting up something that's "fine" a few months later. 3 Months is a LONG time to go without feedback. You could be spending those 3 months WITH feedback - or better, multiple rounds of feedback. It's SUPER INVALUABLE.
Do it.