Category Archives: Being a Publisher
Last month, the Katanas & Trenchcoats Kickstarter campaign closed. It did pretty well, getting 328% of the initial goal! In fact, if you go to the campaign’s site, you’ll see: 895 backers pledged $32,766 to help bring this project to life. Calculating the Project’s Budget I’m rolling in money, right? HAHAHAHAHAH. Let’s get into a breakdown.
So, I have this thing I launched today: And it’s going to consume my life for the next 30 days. So I thought I’d share how I’m planning on coping with the overwhelmingness of everything while the campaign is going. (This post is not an April Fools’ Day joke.) Take Time off of the Internet Sarcastically:
For those who want to work for me on making awesome stuff, like upcoming Katanas & Trenchcoats craziness, here are nine super important things to hold in your heart and mind. (I started writing this as part of individual emails, but realized this should be a public post.) In no particular order: One: Time is a flat
A.K.A. “The Math of Being Financially Nonviable” I joke that my imprint’s tagline will be “Making financially nonviable games since YOUR FACE,” since I take a more or less devil-gives-a-fuck approach to making games now that I can. I mean, I do have a budget and I have to not be a moron about it,
As a freelancer, I’m a firm believer that the publisher is responsible for transaction fees. My rate is whatever cents a word, not that minus a transaction fee. As a publisher, I put my money where my mouth is, but I don’t exactly want to pay out the nose for that. Since I use PayPal
I read David Hill’s post about per-word rates for game creation, and I by and large agree with him. You’ll need to read his post to get my context, and I think that freelancers, publishers, and those who aspire to be in either category should read it anyhow. I’m going to ramble about the problem