This presentation discusses starting a Kickstarter crowdfunding campaign. It covers the steps of getting an idea, developing the idea with prototypes, leveraging friends and family for support, managing the soft launch period before the official campaign launch, and ongoing project management like responding to backers and providing weekly updates. The presentation warns that after Kickstarter fees, payment and delivery costs, the funds raised may not amount to as much as anticipated. It encourages learning from watching other successful campaigns to understand what works well.
16 million downloads and 300.000 da us later when those numbers can't keep ...Mary Chan
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize and the stigma of being a 'cloner'. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
Team Culture
- we were lacking a defined team culture, so we decided to completely fix that Product management
- we never had anybody focus on this, now we do Legal Concerns
- we were facing 300+ websites that iframed our game from Kongregate, we show how we turned this into profit Funding
- we were making money, but didn't properly manage our budget.
Titanic Effect
- we were focusing too much on growing quantity instead of improving quality Community
- we had neglected our audience, now we're going to leverage them Partnerships
- finding the right partners to work with has saved us a lot of hassle for a worth-while share of our revenues.
We will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons. Part of these can be found in the attached presentation draft.
Intended audience & prerequisites: Mostly intended for small-medium sized independent developers or developers intending to start their own company.
Session takeaways: We want developers to walk away with a new toolkit that allows them to see opportunity in every bit of adversity that might cross their path. Our story is but one of many, but will illustrate some of the most fundamentally necessary mindsets, perspectives and attitudes that developers can adopt to turn the biggest failure into something useful.
A talk about Silicon Valley, Mexican entrepreneurship, innovation, and culture.
This is David Weekly's keynote at SG Emprende, given November 23, 2010 in Mexico City.
16 million downloads and 300.000 da us later when those numbers can't keep ...Mary Chan
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize and the stigma of being a 'cloner'. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
Team Culture
- we were lacking a defined team culture, so we decided to completely fix that Product management
- we never had anybody focus on this, now we do Legal Concerns
- we were facing 300+ websites that iframed our game from Kongregate, we show how we turned this into profit Funding
- we were making money, but didn't properly manage our budget.
Titanic Effect
- we were focusing too much on growing quantity instead of improving quality Community
- we had neglected our audience, now we're going to leverage them Partnerships
- finding the right partners to work with has saved us a lot of hassle for a worth-while share of our revenues.
We will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons. Part of these can be found in the attached presentation draft.
Intended audience & prerequisites: Mostly intended for small-medium sized independent developers or developers intending to start their own company.
Session takeaways: We want developers to walk away with a new toolkit that allows them to see opportunity in every bit of adversity that might cross their path. Our story is but one of many, but will illustrate some of the most fundamentally necessary mindsets, perspectives and attitudes that developers can adopt to turn the biggest failure into something useful.
A talk about Silicon Valley, Mexican entrepreneurship, innovation, and culture.
This is David Weekly's keynote at SG Emprende, given November 23, 2010 in Mexico City.
Lessons Learned: A Year Running a Dev Shop at MarsBasedMarsBased
This presentation includes the lessons learned during over our first year of running MarsBased. Failure, client management, sales, decision taking, team... a launch your business NOW 101 for entrepreneurs.
Digital Marketing Case Study - Deadpool - adidas Global - Herzo 2016GetLyndon
I was invited to Herzo, adidas' HQ, to deliver a thought piece. A digital case study that I crafted at my own discretion. Something that would open up new thoughtways to looking at how one might approach content and advertising. Deadpool was my choice. Maybe not so obvious, but as you shall see, a smashing success with original content and a brilliant marketing campaign to boot. The ROI went through the roof.
The Complete Game Startup Turnaround - When even 27 million downloads and 300...Vlad Micu
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
I will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons.
More Than Pushing Polys: How To Become A Better Artist And Videogame Professional
The IGDA Toronto chapter committee is excited to invite you to our next meeting featuring Adam Bromell, the Principal Editor of Polycount. Polycount is an online artist community created, maintained and contributed to by professional videogame artists and boasts over 4 million viewers per month. Having worked at companies such as Threewave, Relic, and currently at Ubisoft, Adam is an integral part of the Polycount Forum where 33,000+ contributing artists post their work to collaborate, critique, and help each other develop their craft.
Please join us on Thursday October 20 at 7:30pm where Adam will be giving a talk based on his adventures throughout his career, and what he has learned along the way. Some topics he will be presenting will include essential advice on how to make your work stand out, improving your value as a professional game developer, and how to stay passionate about your work. This talk is aimed at amateurs and veterans alike…and not just artists!
Wether you're a freelance designer, or you're working in-house for a design agency or company, you need to be passionate about what you do. In this presentation I'm trying to help upping your passion by a variety of do's and don'ts.
Presented at 11/29/12 workshop for Bad Girl Ventures, Cleveland OH. Other speakers detailed info on crowd funding sites, video production and social media.
Networking&Establishing Your Personal Brand with VideoYelena Kadeykina
The session was held at MIT for participants of MIT-Portugal program to discuss a perceptive on networking in USA from international crown, why networking is critical for your professional development and what resources MIT and
Boston entrepreneurial community have to offer you. We will go over basic networking rules and tactics to help
you build stronger relationships with U.S. entrepreneurial community. We will also discuss why it is important to
establish your personal brand and why video is one of the most effective tools to do it. Some basics of online
video production and marketing will be introduced to get you started right away.
Community in a nutshell for developers - Alessio Fattorini - Codemotion Rome ...Codemotion
Creare una community di sviluppatori ed utilizzatori intorno al proprio prodotto è diventato ormai fondamentale. Persone appassionate che forniscono feedback, documentazione e casi d'uso, trovano bug, suggeriscono feature e contribuiscono allo sviluppo. Tutto questo crea innovazione, attira contributor ed allarga la base di utenti a dismisura. Vi spiegherò come rendere il proprio prodotto una bomba creandogli una intera community intorno, come gestire discussioni aperte e coinvolgere le persone. Consigli pronti per l'uso, cosa funziona e cosa no.
Launches, SEO, Adwords, Twitter, Blog, Search Engine, Keyword ResearchMike Roberts
- Embarrassing Mistakes I've Made In Launches
- Things I've Learned
- Detailed Launch Plan for SpyFu SEO RECON Files (Agency Ready White Label SEO Reporting).
See the presentation here: http://vimeo.com/14965166
From the Ground Up: Building a WordPress Business – A WordCamp TalkSeth Shoultes
I've been using WordPress for over ten years and running a business around it for over eight years. Before that, I worked various construction jobs, then ran a small website development business and dabbled in all kinds of CMS's, then moved on to work as a front-end developer in a marketing position at an international medical coding and billing education company. While I worked there, I developed their WordPress websites and built various in-house plugins, at the same time I stayed up every night after work developing the early versions of Event Espresso for my wife's scrapbooking business. Due to the material costs and flaky customers, she wasn't willing to shell out fees to Eventbrite. Since there weren't any good plugins (IMO) at the time, I found an abandoned plugin that handled registrations, then added PayPal. Since I never heard back from the original developer, I ended up releasing and marketing my plugin under a different name. After a while, it got to where I was supporting it so much that I had to quit my full-time job to work on developing the plugin, supporting customers, and growing the business around the plugin. Somewhere along the way, I picked up my co-founder, Garth Koyle, we entered the Utah Entrepreneur Challenge in 2011 and won the grand prize of $40,000 for our business idea. At the time, we had just released the first version of our mobile apps, which allowed onsite ticket scanning and attendance tracking. Then in 2015, we launched our software as a service company, called Event Smart, which is powered by WordPress and Event Espresso.
Lessons Learned: A Year Running a Dev Shop at MarsBasedMarsBased
This presentation includes the lessons learned during over our first year of running MarsBased. Failure, client management, sales, decision taking, team... a launch your business NOW 101 for entrepreneurs.
Digital Marketing Case Study - Deadpool - adidas Global - Herzo 2016GetLyndon
I was invited to Herzo, adidas' HQ, to deliver a thought piece. A digital case study that I crafted at my own discretion. Something that would open up new thoughtways to looking at how one might approach content and advertising. Deadpool was my choice. Maybe not so obvious, but as you shall see, a smashing success with original content and a brilliant marketing campaign to boot. The ROI went through the roof.
The Complete Game Startup Turnaround - When even 27 million downloads and 300...Vlad Micu
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
I will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons.
More Than Pushing Polys: How To Become A Better Artist And Videogame Professional
The IGDA Toronto chapter committee is excited to invite you to our next meeting featuring Adam Bromell, the Principal Editor of Polycount. Polycount is an online artist community created, maintained and contributed to by professional videogame artists and boasts over 4 million viewers per month. Having worked at companies such as Threewave, Relic, and currently at Ubisoft, Adam is an integral part of the Polycount Forum where 33,000+ contributing artists post their work to collaborate, critique, and help each other develop their craft.
Please join us on Thursday October 20 at 7:30pm where Adam will be giving a talk based on his adventures throughout his career, and what he has learned along the way. Some topics he will be presenting will include essential advice on how to make your work stand out, improving your value as a professional game developer, and how to stay passionate about your work. This talk is aimed at amateurs and veterans alike…and not just artists!
Wether you're a freelance designer, or you're working in-house for a design agency or company, you need to be passionate about what you do. In this presentation I'm trying to help upping your passion by a variety of do's and don'ts.
Presented at 11/29/12 workshop for Bad Girl Ventures, Cleveland OH. Other speakers detailed info on crowd funding sites, video production and social media.
Networking&Establishing Your Personal Brand with VideoYelena Kadeykina
The session was held at MIT for participants of MIT-Portugal program to discuss a perceptive on networking in USA from international crown, why networking is critical for your professional development and what resources MIT and
Boston entrepreneurial community have to offer you. We will go over basic networking rules and tactics to help
you build stronger relationships with U.S. entrepreneurial community. We will also discuss why it is important to
establish your personal brand and why video is one of the most effective tools to do it. Some basics of online
video production and marketing will be introduced to get you started right away.
Community in a nutshell for developers - Alessio Fattorini - Codemotion Rome ...Codemotion
Creare una community di sviluppatori ed utilizzatori intorno al proprio prodotto è diventato ormai fondamentale. Persone appassionate che forniscono feedback, documentazione e casi d'uso, trovano bug, suggeriscono feature e contribuiscono allo sviluppo. Tutto questo crea innovazione, attira contributor ed allarga la base di utenti a dismisura. Vi spiegherò come rendere il proprio prodotto una bomba creandogli una intera community intorno, come gestire discussioni aperte e coinvolgere le persone. Consigli pronti per l'uso, cosa funziona e cosa no.
Launches, SEO, Adwords, Twitter, Blog, Search Engine, Keyword ResearchMike Roberts
- Embarrassing Mistakes I've Made In Launches
- Things I've Learned
- Detailed Launch Plan for SpyFu SEO RECON Files (Agency Ready White Label SEO Reporting).
See the presentation here: http://vimeo.com/14965166
From the Ground Up: Building a WordPress Business – A WordCamp TalkSeth Shoultes
I've been using WordPress for over ten years and running a business around it for over eight years. Before that, I worked various construction jobs, then ran a small website development business and dabbled in all kinds of CMS's, then moved on to work as a front-end developer in a marketing position at an international medical coding and billing education company. While I worked there, I developed their WordPress websites and built various in-house plugins, at the same time I stayed up every night after work developing the early versions of Event Espresso for my wife's scrapbooking business. Due to the material costs and flaky customers, she wasn't willing to shell out fees to Eventbrite. Since there weren't any good plugins (IMO) at the time, I found an abandoned plugin that handled registrations, then added PayPal. Since I never heard back from the original developer, I ended up releasing and marketing my plugin under a different name. After a while, it got to where I was supporting it so much that I had to quit my full-time job to work on developing the plugin, supporting customers, and growing the business around the plugin. Somewhere along the way, I picked up my co-founder, Garth Koyle, we entered the Utah Entrepreneur Challenge in 2011 and won the grand prize of $40,000 for our business idea. At the time, we had just released the first version of our mobile apps, which allowed onsite ticket scanning and attendance tracking. Then in 2015, we launched our software as a service company, called Event Smart, which is powered by WordPress and Event Espresso.
2. PRESENTATION
★
Introduction
★
Getting the idea
★
Developing the idea
★
Friends and family
★
Be a backer too.
★
Soft launch - real launch
★
Managing the project
★
You want to know this
★
What's next ?
★
Q&A
3. INTRODUCTION
★ Leo Dominguez & Violette Polchi
★ Le petit cartable
★ www.lepetitcartable.com
★ facebook.com/lepetitcartable
★ twitter.com/leoetviolette
★ Kickstarter campaign
★ Kickstarter = #1 crowdfunding platform
★ Crowdfunding = describes the collective effort of
individuals who network and pool their money,
usually via the Internet, to support efforts initiated
by other people or organizations
★ Other crowdfunding platforms : indiegogo -
KKBB - fundus...
★ Goal Of 38.000$ in 40 days (100 orders)
4. GETTING THE IDEA
★ Came from a lack that we had
★ Simple idea
★ Didn't do any market research
★ We trusted our idea
★ Possibility to develop it
★ Credibility
★
How much does it cost ?
★
Do you have the ressources ?
★
Where do you do it ?
★
Who should you trust ?
★
Surround yourself with the best
★
Do prototypes.
5. DEVELOPING THE IDEA
★ Depends a lot on the last slide.
★ Fixing your price
★ Fixing your margin
★ What do you want to sell ?
★ What is the added value ?
★ Make them lough, dream, cry...
★
What’s your dream product ?
★
Check for competitors
★
Copy what works !
★
Don’t be too inovative
★
Set guidelines.
★
You can do so much.
6. FRIENDS & FAMILY
We didn’t pay one cent - You know someone that... - He knows someone that... - You need money - You need support - You need them
http://www.youtube.com/watch?v=QgHHTu3hSB4
7. BE A BACKER TOO
Live the experience - Ask questions to a creator - Look hundreds of project - Understand what works
8. SOFT LAUNCH - REAL LAUNCH
1 month before The day
★
Create your project on KS ★
Click on the launch button !
★
Talk about it to all your friends ★
Talk about it to EVERYONE
★
Launch it on your own facebook page ★
Start to tweet/post/comment really often
★
Ask (gently) your friends to share it ★
Call/mail/tweet/like/follow....
★
Launch twitter/Vimeo/Facebook account ★
Use your network
★
Launch your own website ★
Keep exclusive content for that moment
★
Don’t do too much ★
Invite your friends
9. MANAGING PROJECT & UPDATE
★
Full time job
★
Fast response = Fast money
★
Answer everyone
★
Don’t lose time with idiots
★
Update every week at least
★
Make them part of your life & team.
«Une vidéo d'un cul-cul... mais d'un cul-cul...»
«Deux prénoms (et personnages) bobos et hop, on vend n'importe quoi (aux bobos?)»
«270€ le petit cartable en cuir au look rétro pour que le fiston adoré puisse aller à l'école en emportant SON iPad, SON Mac et SON iPhone...»
«J'espère que l'ingéniosité français ne se limite pas à ça parce que ça craint vraiment»
13. YOU WANT TO KNOW THIS
★
8-10% fees ★
58.266 $
★
3 weeks to receive the funds ★
52.475$ after fees and problems
★
Backers can cancel their pledges ★
40.625€ after conversion
★
Backers can have a paiement problem ★
5.000€ of investments
★
Lot of differents countries to deliver ★
4.500€ of delivery expanses
★
Really expensive delivery ★
Cost of the production
★
The $ is really low. ★
Taxes and others...
At the end : not so much !
14. WHAT’S NEXT ?
Checking the production line - Delivering - Officialy a company - Working on new prototypes - Thinking about a new KS campaign...