Kickstarter Campaign Tips

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5 comments, last by Unduli 10 years, 4 months ago

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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This post did not belong in the Job Advice forum. It's now in the Business forum where it belongs.

-- Tom Sloper -- sloperama.com

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.

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.

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

Here's another pretty good presentation by Jeff Pobst (CEO of Hidden Path) on doing their kickstarter

Brian Schmidt

Executive Director, GameSoundCon:

GameSoundCon 2016:September 27-28, Los Angeles, CA

Founder, Brian Schmidt Studios, LLC

Music Composition & Sound Design

Audio Technology Consultant

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 :)

mostates by moson?e | Embrace your burden

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