jeudi 13 juillet 2017

Funding your journey



After setting up 2 companies I spent quite a while looking for finance. I wanted to share that experience with indie game devs who need to fund their game projects.



This is for all game developers in need of finance, to fund their game project. You can get a variety of investment from the 8 sources I identified below. The first question is: what stage are you at? Probably start with Crowd funding for a small amount, and VCs will give you the biggest investments:

1.Crowd funding
2.Tax breaks
3.Angels
4.Loans
5.Match-funding
6.Revenue-share
7.Grants
8.VCs

Crowd funding

For advice in crowdfunding, refer to my previous blog post on our successful Kickstarter campaign. But if you want only 1 advice: always ask less than what you actually need. This way you increase your chances of success and you get good PR. These days it's hard to get a lot of funding out of crowdfunding, but it's still a great way to put you on the map for future investors and partners.

Tax breaks

I would advise you get help from professional accountants to speed up this process as it can be tedious.
As a rule of thumb (in the UK) you are entitled to 40% of your R&D related expenses (e.g. programmers' salaries)
and on other development expenses, a 20% tax break from the Video games Tax Credit. For more info on the
latter, contact the British Film Institute.

Business Angels

There are many ways you can get in contact with business angels:•Startup accelerator (in the UK: Ignite 100, Seedcamp)
•Pitch to angels, attend angels events (South East England: OION, Surrey 100...)•Ask fellow game developers to introduce you to their angels
Angels are more than investors, they add value to your business:
•Follow their advice, they have good common sense.
•Keep them informed, meet up regularly.
•They are more likely to invest than any new investor.


Match-funding

Once you have an investment, consider if you can find match-funding from:
•Creative England
•Angel groups (Syndicate room)
•Equity crowd funding (Crowdcube, Invesdor)




Loans

•Preserves your equity.
•You have to pay it back no matter what: make sure you
have regular revenue before contracting a loan. 
•Personal loan is better: investors will be put off if the
company has debt.
•In the UK you can approach organisations like Outset Finance or the FSE group.


Grants

•Hard to get
•Get help from experts (Moore Stevens, Tenshi Partners)
•Innovation?
•Competitive advantage to the UK?
•Social benefits?
•Partnership with university?

Revenue-share

•Negociate a holiday period.
•A bad deal will not only hinder your profit, but it will also harm your chances of raising further rounds.


VCs

•It is actually easier to raise more with VCs. Don’t ask for £250k form a VC, it’s not worth their investment.
•VCs will only invest in companies they know. Otherwise they observe the studio for months.
•Start by just asking feedback on your pitch before you are investment ready; build up a relationship.


Mistakes and learnings

Don’t have overly optimistic forecasts in the hope to impress. Investors will see through your bluff.
•Know your numbers. Be prepared to be grilled by finance experts: know the revenue predictions off the top of your head for the next 3 years.

Tips and advice

•Send your pitch for proof-reading to investors, consultants and entrepreneurs. They will give you valuable feedback for free, and can introduce you to potential investors.
•Attend networking events.
•buy a coffee, pick their brains.
•Pitch to as many people as possible to practice and improve.
•When turned down, ask why.
•Surround yourself with people you trust: non-exec directors can advise you, for free or for share options.
•Say no if the offer isn’t good enough, it’s better for the long term.
•Get funding when you don’t need it, so you are not desperate
•Give yourself time: the more you raise, the longer it takes (up to 6 months with VCs).
•In the UK: Get SEIS and EIS certificates in advance.
Have a road map : it helps investors understand what you’re doing with their money.
Think of the exit: where will you be in 3 years? Investors want a good ROI in 3 to 5 years.
•Show you have a long term vision.
•Show ambition.

I hope you find it useful!


mardi 8 septembre 2015

Diary of a successful Kickstarter



Quite a few people asked about our Kickstarter campaign, so I thought I would write a blog post about it. This will also inaugurate my personal blog. I hope you will enjoy!

I run a game studio called Atom Republic. Earlier this year, we successfully raised £25k via Kickstarter (https://www.kickstarter.com/projects/882445008/atom-universe-a-virtual-reality-theme-park-on-pc-a?ref=card) to make a VR virtual world build around a theme park, for PS4 and PC. We learned a lot in the process. Here are some tips if you would like to run your own crowd-funding campaign:

Before the campaign


-decide of a launch date and duration
-tell your social media community a few weeks in advance, announce the date. You need most of your donations in the first few days to create a momentum. Consider Twitter, Facebook, Reddit, Linkedin groups etc...
-tell your friends
-tell your family
-get people you trust to proof-read your campaign page
-seek advice from Kickstarter themselves, they're really helpful
-seek advice from people who attempted a Kickstarter campaign before you
-choose the right PR agent, that won't be the cheapest.
-build up your Kickstarter page with animated gifs to attract the viewer's attention, and clearly explain the rewards for each pledge level.
-add subtitles to your video trailer, to make sure everyone understands what's being said.

Diary of the campaign
15th March: launch!


24th March: Moments of doubt
-The typical funding curve should reach 30% in the first couple of days: normally this can predict that is when you know you'll succeed. We looked like we'd fail...

1st April: April's fool?

We went from 39% to 72% funding in 24 hours! In 1 day we doubled what we earned in 2 weeks... Why? All this happened:
-PlayStation Home ended that day, prompting its users to look for an alternative virtual world.
-Youtuber "Casey Likes Games" featured us
-a PS4 demo got released

3rd April: False alarm
We attained the goal for a few minutes... Then our biggest backer withdraws his £4,000 pledge !

4th April: goal attained again !
This is when we had to publish an update with our stretch goals
5th April: stretch goal
8th April: stalling again

-People withdrew their pledges as new backers pledged! One particular “backer” pledged then withdrew £2,000, 3 times.

-unpopular and unclear stretch goal?

16th April: rollercoaster ride

We did it, got 125% of our funding! But it was a rollercoaster of a ride, and very stressful: until the very end, we were far from certain we would succeed, for fear of another big backer withdrawing their pledge at the last minute.

Lessons learned
#1: Statistics are just statistics

-Typical Kickstarter curve:

Take those statistics with a pinch of salt, every project is different. For us the timing was crucial, the 1st April was when everything happened half-way through due to external circumstances, but we knew they would happen, that's why we timed our campaign around the 1st April.

#2: Educate your audience
-Some people don’t always read all your updates, you'll come across misinterpretations rumours. The worst part of the campaign was having to fight the avalanche of misinformation spread through the comments (we got no less than 615 comments in a month)
-most backers don’t understand how Kickstarter works: the fact that if the project fails, they keep their money for instance.
-Use the updates and social media to patiently respond and explain (community management).
-explain your stretch goals: people don’t understand why you ask more after getting what you wanted. In retrospect, this is one thing I think we could have done better.

Was it worth it?
What did it cost us?
2 man-months off our project development, to inform and respond:
-Twitch broadcasts
-Posted 38 updates
-6 Youtube videos
-posts on Google +, Facebook, Twitter, Youtube, forum, blog
-Live Q&As in PS Home

-50 extra daily emails to respond to

What we gained:
-crowd validation
-media exposure
-investors contacts
-New partners (architects, musicians, game studios...)
-tripled forum members (300 to 800)
+50% youtube subscribers (300 to 430)
+200 Facebook fans
+ 20% Twitter followers

A few tips
-Ask for less than what you really need, and add stretch goals later

-We couldn't do this, but would have if we could: set up your account in dollars if you have a US bank account: A lot of Kickstarter donors are US based, and they will trust US-based campaigns more. Also some US bank accounts are not allowed international payments.

-Cross-promote with other crowd-funding campaigns (Indie
 gogo, Kickstarter...): in an update, add a link to crowdfunding project that is relevant to yours. they will do the same for you. For us, we linked to other interesting staff-picked videogames, and VR hardware manufacturers.
-Boost Twitter and Facebook posts, this will cost you $5 to spread your posts to friends of your friends.
-Timing: pick the right date, it was crucial for us.
-find the sweet-spot for pledge levels: check similar projects, see what are the most popular amounts (typically around $20) and have many pledge levels around those sweet-spots.
-Use regular updates to keep community engaged
-Have something to show (a playable demo, preferably)
-No physical rewards: no shipping, no expense
-Propose a Paypal option. You are allowed to have a link but not a logo. If unsure check with Kickstarter. It's better if people pledge via Kickstarter, as Paypal donation are not visible and don't contribute to the success of your campaign. So encourage people to use Kickstarter preferably. But some people don't have a back account or can't make donations abroad: for those the only option is Paypal.