Hi #indiegamedev,
I know many indie developers wonder how to fund their game. Let's talk about it with graphics and figures.
Here is the example of @CryingSuns πŸ‘‡
Feel free to reply with your funding structure fellow indies πŸ––
#gamedev #gamefunding (thread) Image
Self-funding:
Basically, in our case, revenues from previous games and work for hire.
(It could be your own savings of course if you start from scratch)
Self-funding is risky but freedom has a cost of course.
Work for hire also has a cost: time and energy you don't spend on your game, delaying your schedule.
Public fund:
In France, it can be on several levels, national or local, and different forms (grants, loans, tax credits)
Public fund often implies hard constraints (deadline, type of games, administrative work) but it could be a substantial funding with no interest rate.
Bottom line is: in France, you have to bring at least 50% of the budget, public funds can't exceed 50% of the total.
Publishers:
You can negotiate funding and various services (loc, QA, etc.) to finish your game, pretty classic, although each deal is different.
(BTW, a few publishers as Rawfury disclosed their contract template, you should definitely check that)
Working with a publisher is great if you find the right fit to get complementary skills, services and funds to enhance your chances at launch.
The cost is a % of revenues, which can be huge. Make sure this % worth it, choose the right partner & negotiate the terms with a lawyer.
Crowdfunding:
In our case, a successful Kickstarter campaign. If you're interested in this, follow @icotom account and talk to other indies who made it.
More than the funding itself, it's a great moment to gather your community and create a communication momentum.
Besides the platform costs, human and financial cost to launch a campaign, you will have to make promises which might generate production constraints.
Bank loan:
It was not related directly to Crying Suns but it contributed to it.
If you have a healthy structure, it can be a pretty easy and viable solution.
Pb: you need to give the money back + interests.
Be careful of the conditions (interest rate, personal guarantee, etc.)
A final thought: the tricky part for us was the work for hire we had to handle in parallel of CryingSuns' prod.
It delayed our schedule & demobilize the team from the project for months.
Not sure I would do the same now, I would probably increase one of the other funding sources.
(As I focused on Crying Suns case, feel free to add some funding sources I didn't mention and tell what you think of them of course)

β€’ β€’ β€’

Missing some Tweet in this thread? You can try to force a refresh
γ€€

Keep Current with Frederic Lopez @AltShift

Frederic Lopez @AltShift Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @fredolz

17 Feb
Hi #IndieGameDev, a small hack for your game market study: the targeting tool of Facebook Ads Manager
facebook.com/business/tools…
You might wonder how big is your market or at least a ballpark idea of its size. Niche? Mass market?πŸ“ˆ
Here's a tip:
(Thread πŸ‘‡)
#marketing #gamedev Image
Start a draft of Ad Campaign on Facebook Ads Manager & test your target criteria 🎯
During the process, the tool will give you an estimation of your audience. For free πŸ‘
(Of course you need to define your targets first, but it's a crucial exercice to do in any case)
Here is a quick and lame example: Let's say that I want to create a racing game around Star Wars universe.
Location: Worldwide
Age: 18-45
Interests: Stars wars AND Racing games
Potential reach: 1.5M Image
Read 5 tweets
20 Jan
I performed a small marketing experiment at @AltShift_Games on @CryingSuns' Epic version.
We added a QR code on the game's menu redirecting to the iOS / Android store pages.
Our question: Did it generate sales on mobile? (Thread)
#gamedev #indiedev #marketing
1/5 Did Epic players flash the QR code?
Yes, we have an average of 3,45% of Epic players who flashed the code and visited the store page adapted to their mobile.
Small surprise, this rate is higher than expected. A good additional traffic from the Epic version.
2/5 Did it change the usual conversion rate? (i.e generated more sales per visit)
Yes, significantly on iOS, between 5 & 10 times.
Not significantly on Android (the small increase on the 14th is probably due to our starting discount), but always nice to have additional volume.
Read 6 tweets

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Too expensive? Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal Become our Patreon

Thank you for your support!

Follow Us on Twitter!