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My Crowdfunding Nightmare
by Luis Blondet on 12/07/12 12:17:00 am

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 

"Making games is hard". That's what all the experts and veterans kept writing. "Making a living out of making games is even harder" is what they all keep saying to aspiring dreamers like me and you know what? They are absolutely right. Making games IS hard, harder than i could ever imagine. But why? Because there is a million things that can go wrong with a game's development, as i learned through the School of Hard Knocks, this is especially true for someone with no talent, team or money.

My strategy has been a simple one; instead of spending ten years learning to code well, i can spend those years raising and saving money so i can then hire an expert to do the work better than i ever could. This gambit i made two years ago was the right decision, since now the market is being littered with game engines, programs to help non-programmers make video games and there are even new programs to help non-artists make graphics for their video game. If i would've chosen to master programming instead of learning marketing and entrepreneurial skills, i would've been competing against these new tools. Only in two years so much has changed, imagine how much these programs will evolve in eight more years.

It will be two years this 26th of December since my successful croudfunding campaigns in Kickstarter and IndieGoGo and there has been little to show for it. Some of you remember the first version of Tribal Pride

I have succeeded in something most do not; I funded my game using Kickstarter and IndieGoGo. I was ecstatic! I was going to go make Tribal Pride and start making a living as a proffesional game maker, and i said to myself; "What a wonderful world".


...and then the nightmare began


(...continued in my dev blog. Sorry, too lazy to redo the whole thing here).


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