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Kickstarting Shadowrun
        Returns
  Adventures in Crowdfunding


         Mitch Gitelman
  Co-Founder, Harebrained Schemes
            Seattle, WA
Our Aging Hero
• Designer, Mayfair Games 1993
• Founded Pompeii Design Studio in 1994
• Creative Director @ a horrible game co.
• Joined FASA Interactive in 1996
   – Producer/Designer MechCommander Series
   – Developed Crimson Skies IP
• FASA acquired by Microsoft 1998
    –   Producer, MechAssault - 1st game on Xbox LIVE
    –   Executive Producer, Crimson Skies
    –   Studio Manager, FASA Studio
    –   Director, Digitally Distributed Games
    –   Director, Xbox Live Arcade 1st Party Studio
• Co-Founder, Harebrained Schemes
It is a Time of Disruption...

•   2005   –   Guitar Hero, casual is good
•   2006   –   Wii, Social is better
•   2008   -   App Store, cool kids playing
•   2008   –   Farmville, virtual goods okay
•   2009   –   Words w/Friends, social & mobile
•   2009   –   iOS IAP, free-to-play explodes
•   2010   –   iPad, gaming in bed
It is a Time Undreamed of. . .
• Gamers are almost normal
  • Playboy’s PMOM is out of the closet!
• Game development is considered a
  viable career path (wait, what?)
• Even game development schools exist

• 2012 - Kickstarter, crowdfunding
The Rise of Crowdfunding
• Crowdfunding is another tool to
  monetize your game...
• ...before you’ve finished it

• In some cases, before you’ve even
  started it
And Here, our Adventure Begins




            kickstarter.com
Crowdfunding Basics

•   Find your audience
•   Share your vision
•   Tell your story
•   Prove you can do it
•   Keep in touch
The Pitch
• Keep the video professional, but personal
  – Don’t over-produce it
  – Show your face ASAP
  – People want to be part of a story
• KISS
  – Keep It Simple, Stupid
• Hierarchy of information
  –   Video
  –   Graphics
  –   Text
  –   Better yet, embed key info into graphics
• Remember most people ONLY look at the videos
       • Don’t count on key messages in body copy or FAQ
Before You Start

• What worked and what didn’t?
• What funding ranges worked?
• What reward tiers worked?
• What reward swag worked?
• What elements of the videos, text &
  graphics worked?
• What is the right “ask”?
Update Videos
Respond to Your Audience
•   Answer questions - promptly
•   Say thank you – personally
•   Participate in the dialog – constantly
•   Publish new content – regularly
•   Sleep – when it’s over

• And BEWARE of Stretch Goals
    – Don’t over-commit development
    – Researched your rewards
    – Prepare your stretch goals
Stretch Goals
Social Media Outreach




             Banner

                      Profile
#shadowrunreturns       Pic
Market the Funding

• You need to bring your audience to
  the funding site
• Reach them where they live
  – Online
  – Offline
• Creatively use social media
• Drive for high initial velocity
New Reward Levels and Swag
Know Your Costs
• Digital Distribution
  – Server, bandwidth, etc
  – 30% platform fees
• Cost of Goods
  – Low volume manufacturing = high unit costs
  – More items = lower production per item
• Design and Management Costs
  – Everything that takes time costs your project
• The 3 horseman of the funding apocalypse
  – Picking, Packing, & Shipping
The Numbers
•   Campaign ran for 25 days
•   Over 36k Backers
•   35 written & video updates
•   Over 14k Posts on Kickstarter
    –   Plus emails
    –   Plus Facebook
    –   Plus, plus, plus

• $1.9m in funding
The Progress
The Opportunity

• A chance to Validate
• A chance to Innovate
• A chance to Dream
The Dream




Distance
Game development has
 become democratized
Crowdfunding Sites

•   Kickstarter
•   IndieGogo
•   Gamebitious
•   Fundeadora
The Deluge

•   The floodgates have opened
•   The novelty is over
•   The marketplace is crowding
•   Differentiation remains king

    It is a Time of Adventure. . .
It is a Time Undreamed of. . .
It’s the AGE OF THE INDIE
Questions?


mitchgit@hbs-studios.com
www.harebrained-schemes.com
Mitch Gitelman

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Mitch Gitelman

  • 1. Kickstarting Shadowrun Returns Adventures in Crowdfunding Mitch Gitelman Co-Founder, Harebrained Schemes Seattle, WA
  • 2. Our Aging Hero • Designer, Mayfair Games 1993 • Founded Pompeii Design Studio in 1994 • Creative Director @ a horrible game co. • Joined FASA Interactive in 1996 – Producer/Designer MechCommander Series – Developed Crimson Skies IP • FASA acquired by Microsoft 1998 – Producer, MechAssault - 1st game on Xbox LIVE – Executive Producer, Crimson Skies – Studio Manager, FASA Studio – Director, Digitally Distributed Games – Director, Xbox Live Arcade 1st Party Studio • Co-Founder, Harebrained Schemes
  • 3. It is a Time of Disruption... • 2005 – Guitar Hero, casual is good • 2006 – Wii, Social is better • 2008 - App Store, cool kids playing • 2008 – Farmville, virtual goods okay • 2009 – Words w/Friends, social & mobile • 2009 – iOS IAP, free-to-play explodes • 2010 – iPad, gaming in bed
  • 4. It is a Time Undreamed of. . . • Gamers are almost normal • Playboy’s PMOM is out of the closet! • Game development is considered a viable career path (wait, what?) • Even game development schools exist • 2012 - Kickstarter, crowdfunding
  • 5. The Rise of Crowdfunding • Crowdfunding is another tool to monetize your game... • ...before you’ve finished it • In some cases, before you’ve even started it
  • 6. And Here, our Adventure Begins kickstarter.com
  • 7. Crowdfunding Basics • Find your audience • Share your vision • Tell your story • Prove you can do it • Keep in touch
  • 8. The Pitch • Keep the video professional, but personal – Don’t over-produce it – Show your face ASAP – People want to be part of a story • KISS – Keep It Simple, Stupid • Hierarchy of information – Video – Graphics – Text – Better yet, embed key info into graphics • Remember most people ONLY look at the videos • Don’t count on key messages in body copy or FAQ
  • 9. Before You Start • What worked and what didn’t? • What funding ranges worked? • What reward tiers worked? • What reward swag worked? • What elements of the videos, text & graphics worked? • What is the right “ask”?
  • 10.
  • 12. Respond to Your Audience • Answer questions - promptly • Say thank you – personally • Participate in the dialog – constantly • Publish new content – regularly • Sleep – when it’s over • And BEWARE of Stretch Goals – Don’t over-commit development – Researched your rewards – Prepare your stretch goals
  • 14. Social Media Outreach Banner Profile #shadowrunreturns Pic
  • 15. Market the Funding • You need to bring your audience to the funding site • Reach them where they live – Online – Offline • Creatively use social media • Drive for high initial velocity
  • 16. New Reward Levels and Swag
  • 17. Know Your Costs • Digital Distribution – Server, bandwidth, etc – 30% platform fees • Cost of Goods – Low volume manufacturing = high unit costs – More items = lower production per item • Design and Management Costs – Everything that takes time costs your project • The 3 horseman of the funding apocalypse – Picking, Packing, & Shipping
  • 18. The Numbers • Campaign ran for 25 days • Over 36k Backers • 35 written & video updates • Over 14k Posts on Kickstarter – Plus emails – Plus Facebook – Plus, plus, plus • $1.9m in funding
  • 20. The Opportunity • A chance to Validate • A chance to Innovate • A chance to Dream
  • 22. Game development has become democratized
  • 23. Crowdfunding Sites • Kickstarter • IndieGogo • Gamebitious • Fundeadora
  • 24. The Deluge • The floodgates have opened • The novelty is over • The marketplace is crowding • Differentiation remains king It is a Time of Adventure. . .
  • 25. It is a Time Undreamed of. . .
  • 26. It’s the AGE OF THE INDIE

Hinweis der Redaktion

  1. Games have become almost “normal”Even game development schools existA time of innovation (and copycats)2005 – Guitar Hero – Casual Games2006 – Wii – Social Games2008 – Apple Ap Store – Games are Cool2008 – Farmville – Virtual goods2009 – Free to Play Games2010 – iPad – play on the couchLater – Words with Friends – Social AND Mobile
  2. Graph the revenue per price point