Questions concerning crowdfunding/risks

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11 comments, last by Gian-Reto 8 years, 11 months ago

I already have an "Abitur", which is a degree that allows me to go to university or start a job training

I'm german and an Abitur is a joke, really, a diploma or bachelor is a (academic) degree, nothing else. A diploma/bachelor is the key to a completely other world of jobs, which can't be accessed with an abitur at all or only very hardly.

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@Ashaman73: I know what you mean. However, I want to try making und publishing my game in the next months (until october) and then continue studying, but in computer science instead of technical computer science. It doesn't make sense to continue with technical computer science because I am not interested in electronics, but electronics are a main part of this.

You're still missing a proven track record and industry experience, and even with both of these things many teams fail.

Well, this may be a problem or may be not, I don't know. But I don't know how I should work for a company and create a game in my spare time, because there is not much spare time left when I have a job...

There's still the problem of a lack of track record. Successful campaigns tell me that the more you released, even it was just mods, the less you can get away with showing. So if I were you, I'd look into modding first.

I never thought about modding, but I thought about creating a smaller game before I try to make the one I am currently making. However, I don't think I could create mods without someone who does some graphics (modelling, textures etc.). Maybe I could create some small mods, but I don't think this would convince the viewers of my campaign...

I will try the way of showing as much as I can. I hope the possibility to actually play this game before/as soon as the Kickstarter campaign is started could be convincing enough :D

One thing to think about (mentioned on another thread, but just to make sure you don't miss it):

If you look at a lot of successfully, high-profile Indie Kickstarter projects, many of them are projects that are almost finished, but ran out of money!

That means 90% of the funding/money was there, but because of a combination of misplanning / tight budgets, the last few grands had to be aquired over kickstarter.

This means:

a) showing off your project is easy as by that time, you will have a lot of ingame screenshots, vids and maybe even a playable demo available.

b) maybe the project had time to aquire a fanbase... people already waiting for the game, which makes it easier for them to decide to invest

c) the project is already on a good way, the uncertainity factor is low. Again making it easier for people to reach for their wallets.

As others said, Indie Game Development is a high risk job decision. You can try it if you have the funds or a job that can pay the bills, but unless you are really lucky and work hard at the same time, you will most probably fail to make any substantial money.

Its clearly not a sane decision to drop out of your school for that, and even taking a break for pursuing Indie dev is only a good idea if a) you want to get into the Game dev industry later on and need some portfolio pieces for that, and b) whatever you do in the 6 months you pause your education, you need to produce a tangible result in the end.

My advice:

a) finish school, get a job and make game dev your hobby until you are creating something that looks promising and are close to finishing... THEN you might think about a kickstarter and going Indie, but make sure you have the needed financial reserves for that. Don't try to rely on a kickstarter for your living expenses.

b) or finish school, find a job in the game dev industry, learn the trade, save up money and make good contacts while working on your own projects in your free time... THEN continue as under point a (with the added credibility of having a track record in the game dev industry and hopefully good contacts to fellow game devs that might prove helpful one way or another).

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