Video Game Crowdfunding: The Past, Present, and Future
Justin is Fig’s Chief Executive Officer since he founded the company in late 2014. Justin’s work in video games includes experience funding and publishing a variety of premium, free-to-play, and mobile games, including Broken Age (formerly known as Double Fine Adventures), Massive Chalice, Hack ‘n’ Slash and Middle Manager of Justice. Justin previously served as the Chief Operating Officer of Double Fine Productions, Inc. where he established a new independent publishing label called “Double Fine Presents”.
Fig is a community powered publisher that provides game studios and their fans a more balanced and sustainable approach to game development and publishing.
I’d like to talk about the “State of Crowdfunding” and revisit what’s happened from what I’ve seen in the two eras of video game crowdfunding from 2012-2015 and 2015-2017. I plan to do a data analysis on raise amount and correlate data to commercial performance of the games. Discuss community building, actually game budgets, publishing approaches, and emerging trends. I’d also discuss changes during this time to press coverage, promotion on social media, crowdfunding fatigue, devs launching campaigns for marketing only, and the varying degrees of transparency.
If I have enough time, I want to parallel it to the AAA game space and what happening in regards to New IP versus existing franchises. For instance, in 2008 EA release 60 titles and in 2016 they release 8…!
I’d briefly like to touch on investment, but I’d stay away from outright mention of Fig, and just talk about the different options and approached: such as equity versus revenue streams investments, and private versus public campaigns.
A talk on games crowdfunding – the past, the current, and the future trends and opportunities, directed both to investors and producers as well as indie developers.