This is part 3 of Blogging About Board Game Creation. I highly recommend reading the first two (or at least one) before reading this.
After finding a manufacturer, the question becomes how to fund the production of a game. There are obviously several ways to do so. One could try to get private funding from a few wealthy friends or a convinced investment group. One could send the game to established game publishers and hope to convince them to finish development and publish it. And the final option is crowdfunding, which is in essence an updated version of first on this list.
Crowdfunding requires a lot of work but gives the greatest amount of creative freedom to the designer, while private funding and established publishers offer less work but less freedom. I like the freedom to create what I want, and at the moment, my time is a very available resource to use in the creation and production of games. So I am going with the crowdfunding option. If you have a full-time job or other responsibilities, I would suggest going the find-a-publisher route. This ensures the least amount of work on your part (though it’s still quite a lot) and eliminates the whole “find a manufacturer” phase of the operation.
I had personally decided on crowdfunding long before ever coming close to finishing the game in the prototyping process. I already owned a company, and my dream is to own a company that produces all of the things I love (i.e. all of the things I make). Now obviously I can’t manufacture the game without proper equipment, the purchase of which would raise my kickstarter goals to astronomical levels. So I thought going with raising the cash myself through a crowdfunding platform (Kickstarter) and sending them to a manufacturer that would actually listen to what I said would be the best thing, considering my situation.
Now, I would say to determine the method of funding before looking into anything else. In this way I did write these posts out of order. But I had the idea that I would be on Kickstarter when I started my project. And I made all of my following decisions accordingly. However, at this step in the process I reevaluated what I wanted my project to be produced as, and Kickstarter still seemed like the best option for me.
Now when making a Kickstarter campaign I can say that you should have a plan for everything. And the amount of money you need to raise should be the minimum you need to get the project done. That may sound obvious but if you plan on funding part of the project yourself and some large transactions don’t go through you may be paying a lot more than you bargained for.
The types of rewards, the story, how you’re going to do the video, and anything else you want to do (advertising, press releases, etc.) should be thought about and if all goes well, completed by the time the campaign begins. Then, after you get an idea of what you’re going to do, put the idea on the website immediately and submit it for approval. This does not mean that the project must be launched shortly after it is approved, but it does mean that you can launch it at any time after it has been approved. This is not what I did and I have suffered several delays as such. The Amazon payments process takes time, and so does Kickstarter approval. Take this time, and however much more time you need, to polish up the project and make the page look nice. Send the preview link to people and get feedback, make sure that you have a quote from the manufacturer, etc. When everything is in line is the time to start the project, not before.
In the next part, I’ll talk about exactly what that all means, and how to get the most out of a Kickstarter Campaign. Though this will have to wait until mine is actually over. In the mean time, if you’d like to hear something more in depth about one of the topics previously discussed, please leave a comment telling me what it would be. Thank you for reading.