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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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JVEA01

Kickstarter Campaign Tips

6 posts in this topic

Hi guys,

 

I would like some advice on starting a kickstarter campaign. Our indie team is a casual collaboration of currently 4 people, the programmer and myself as game designer and artist being the owners of the IP, and 2 sound engineers who are in another state. The project we are currently working on is at the alpha stage and we are currently having people play test our vertical slice of the game, which has been getting some generally positive feedback.

 

We would now like to get some funding to hire more graphic designers/sprite artists to help with the project and a kickstarter campaign seems like a good way to do that. we are aiming for, at minimum, $10,000 - $20,000, but more is obviously better.

 

How should we go about starting our kickstarter campaign; what do we need to prepare for it, and what other things should we be aware of?

 

 

 

 

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Do you have a business plan? Where is the money going? You need $10,000 to $20,000? Which is it? Why the huge disparity?

 

You are legally obligated to deliver your kickstarter promises, so don't ask for a cent less than you have worked out you need to finish your game.

 

Have you judged the viability of your idea? A lot of successful projects seem to have done legwork to drive interest around their game before the kickstarter kicks off rather than scrabling to draw interest once the kickstarter drive goes live.

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I haven't used Kickstarter yet myself, but have been studying it a little to prepare for my own eventual Kickstarter.

 

A common theme seems to be (well-planned) funded projects underestimating the costs of producing and shipping physical merchandise with alot of unexpected costs - try to have your rewards as digital as possible, where manufacturing and distribution is almost $0.

 

You need alot of social marketing before the Kickstarter, because merely being on Kickstarter won't give you much and your efforts within the Kickstarter have a large delay where you are losing money from a lack of notice before journalists (hopefully) start to respond to some of your emails. You can't wait until the day the Kickstarter launches to send out emails to websites.

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The key is to do extensive planning before launching. You need to have jourlists lined up. You need to have a community ready to back you well before you launch. You need to have well thought out reward tiers. You need to have a great video. You also must hit 30% of your goal in the first 48 hours or you most likely won't succeed. I gave a talk earlier this year at our local game dev meetup about how we successfully raised $20,000 in our Kickstarter, you can see the slides and audio here: http://goldfirestudios.com/blog/112/OKGD%3A-Kickstarting-Your-Game

 

Look who's here :)

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