Mitch Gitelman

658 views
566 views

Published on

Ponencia en Colombia 3.0

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
658
On SlideShare
0
From Embeds
0
Number of Embeds
12
Actions
Shares
0
Downloads
1
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide
  • 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
  • Graph the revenue per price point
  • Mitch Gitelman

    1. 1. Kickstarting Shadowrun Returns Adventures in Crowdfunding Mitch Gitelman Co-Founder, Harebrained Schemes Seattle, WA
    2. 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. 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. 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. 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. 6. And Here, our Adventure Begins kickstarter.com
    7. 7. Crowdfunding Basics• Find your audience• Share your vision• Tell your story• Prove you can do it• Keep in touch
    8. 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. 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. 10. Update Videos
    11. 11. 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
    12. 12. Stretch Goals
    13. 13. Social Media Outreach Banner Profile#shadowrunreturns Pic
    14. 14. 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
    15. 15. New Reward Levels and Swag
    16. 16. 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
    17. 17. 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
    18. 18. The Progress
    19. 19. The Opportunity• A chance to Validate• A chance to Innovate• A chance to Dream
    20. 20. The DreamDistance
    21. 21. Game development has become democratized
    22. 22. Crowdfunding Sites• Kickstarter• IndieGogo• Gamebitious• Fundeadora
    23. 23. The Deluge• The floodgates have opened• The novelty is over• The marketplace is crowding• Differentiation remains king It is a Time of Adventure. . .
    24. 24. It is a Time Undreamed of. . .
    25. 25. It’s the AGE OF THE INDIE
    26. 26. Questions?mitchgit@hbs-studios.comwww.harebrained-schemes.com

    ×