Author Archives: Kelley

Tree Remix

So far the art in Crea has been a mixture of pixel art for the small things, like the character and items, and anti-aliasing for the large things, such as the background and the trees.

Anti-aliasing looks smooth, and it’s really fast to make. Pixel art, on the other hand, is very crisp so it works well for rendering tiny detailed things.

During the Kickstarter, some people said that the art in Crea looked “flat,” so I’ve been pondering ways to improve it. It occured to me that, since it was necessary to draw most of the game objects on a pixel-by-pixel basis, maybe I should just draw everything that way – except for the background. That will allow for greater foreground-background separation.

So I redrew the trees with the pencil tool.

The new tree is on the right.

Jasson agrees that this is a big improvement, and I like it as well. The objects have more dimension and solidity.

One drawback is that the pixel art is more time-consuming, but it will be worth it if it helps the game look better. The backgrounds will remain anti-aliased, which hopefully will help bring the foreground forward while preserving Crea’s unique look.

The Story of Crea’s Kickstarter

The basics:

We are a small independent team developing a 2D sandbox video game called Crea. In July 2012, we ran a Kickstarter campaign to help us raise development funds and gain publicity for our game. We started with a goal of $15,000, and 30 days later we had successfully raised $27,870. As of August 2012, Crea is still in development. Here’s the story of how our campaign went, and our advice for future Kickstarter hopefuls.

The story:

Early on in Crea’s development, we knew that we wanted to run a Kickstarter. We read all sorts of articles and blog posts about running Kickstarter campaigns – (here’s a list of some of the ones we found most useful), and Jasson trolled the video game category of Kickstarter on a daily basis, taking notes on the common traits of successful and failing campaigns.

Making a video game has been a lifelong dream for Jasson, so he decided that it would be meaningful if the Kickstarter ended on his birthday, August 7. This deadline motivated us to get cracking and create as much content as possible. We got Crea to the point where we had some nice concept art, some very early gameplay footage, and we also had a fantastic composer on board, Robot Science. With help from a friend, we made a simple video introducing Crea to the world.

Our Kickstarter video, which was played over 22,000 times

About a week before we planned to begin the campaign, we set up a Launchrock page where people could sign up to be notified once the Kickstarter began. We posted the link on Facebook and gaming forums, and got about 100 email signups.

Our Launchrock page

Then we nervously clicked the big green “launch” button on our Kickstarter, and the campaign was on! Between the Launchrock signups, friends, and generous family members, support immediately came pouring in. There was a new pledge almost every time we refreshed the page! We were very giddy. In two days we had already reached 20% of our goal.

After a heady three days, the number of new pledges began to slow down. Because of our research, we knew that this was normal for Kickstarter campaigns, so we threw ourselves into developing more content, improving our reward tiers, and getting the word out. Still, we were a little nervous.

About a week in, Crea, along with our hopes and dreams, were languishing in the depths of Kickstarter. Pledges were coming in abysmally slow, averaging $200 per day or even less. At this rate, our project would fail to meet its goal. We rolled around our apartment floor groaning in despair, like katamaris of sadness.

Then one beautiful, beautiful morning we saw Crea on the “Staff Picks” page. Immediately our project got more attention, and that pushed us back up the “popular projects” page and eventually even to Kickstarter’s front page. This was the second wind we had been hoping for.

The front page of Kickstarter.com

Crea caught the eye of Jake from Edge of Space, another sandbox game which had recently finished a successful campaign. Like Obi-Wan Kenobi, Jake was full of much  wisdom, and he kind of became our Kickstarter mentor.

Encouraged, we began to update on a Mon-Wed-Friday basis, showing more and more Crea content. Our project was mentioned on Rock Paper Shotgun twice, which brought in a lot of traffic. Due to Jasson’s relentless networking, other Kickstarter indie game devs, such as Edgar from Spriter and Larry from Moon Intern, also gave us shoutouts in their project updates. Things started to pick up, and we reached our $15,000 goal with one week to spare!

Party llama!

We set some new stretch goals, and continued to network and update, update and network. We also did two livestreams, which greatly boosted the enthusiasm of everyone who attended. Many backers began increasing their pledges. On Jasson’s birthday, we gathered around the computer and counted down until the Kickstarter’s dramatic finish. Then we high-fived and rolled around our apartment giggling, like katamaris of victory. Then went out for pizza. And then we got right back to work.

Kickstarter’s graph of our funding progress

What we learned:

  • Clearly we had enough content to successfully complete our campaign. However, we really only had the bare bones of gameplay to show off – this left Crea open to accusations of being a “Terraria clone.” If we could do it over, we would have pushed back the campaign until we had additional content that would clearly show our game’s uniqueness. That way we would have been able to spend less time trying to defend our concept and convince skeptics. Our advice: wait until you’re absolutely sure that your project is ready for Kickstarter, then work on it some more. 
  • We started doing livestreams late in Crea’s campaign. While our audience was relatively small, it was enormously powerful for turning supporters into enthusiastic Crea evangelists. A few people even wandered into our livestream randomly, saying, “What is this game?” who later left saying, “I can’t wait for this game!!!” Not doing these livestreams earlier was a missed opportunity that would have boosted interest in the game. Our advice: do regular livestreams, and make them opportunities for fans to personally connect with you.
  • We underestimated the time commitment Kickstarter required. Writing updates, answering questions and comments and getting the word out is basically a part-time job. As a result, little time was left over for development. Our advice: treat your Kickstarter as a second job, and be sure to calculate the time spent on Kickstarter into your project timeline.
  • In some ways, the Launchrock was both a blessing and a curse. It was exciting for us to build momentum before the Kickstarter began, and it also helped us get our campaign off to a solid start. We believe that that initial boost helped us get noticed by the Kickstarter staff. On the other hand, once we had publicly announced a launch date for our Kickstarter, we were kind of stuck with that date. As we collected our material for the campaign, we started to second-guess whether we were totally ready to start – but we had to stick to our launch date. Our advice: start building momentum after your project is ready to show off, not before.
  • Reaching out to other indie game developers proved to be priceless. Jasson backed their campaigns, encouraged their projects, then asked them to mention us in updates to their backers. Through this method, we were able to reach thousands of people who were interested in indie games and already familiar with Kickstarter. Our advice: You can Facebook and Twitter and pester your friends all day long, but targeting your marketing to the most specific possible audience is infinitely more worthwhile. Get involved in the online community.
  • On Kickstarter, once someone has pledged for a certain reward, you can’t change that reward. Although this obviously is meant to protect backers from being ripped off, it can also significantly complicate things. People were sometimes confused about what certain rewards entailed, and we wanted to clarify or add more to rewards, but we were unable to change them because someone had already backed them. So we had to add footnotes in updates. Between all the modifying and clarifying and updating, by the end of our campaign the reward tiers were fairly confusing. Our advice: right from the start, make your rewards concise, clear and consistent.
  • We regularly posted content-filled updates, showing off new artwork, new music, new blog posts, new videos, new rewards, as well as encouraging our backers to spread the word. It was a lot of work, but it boosted interest in the game and others’ confidence in our ability to complete it. Our advice: update regularly, and always make sure that you have something worthwhile to say.

Let me know if you found this useful, or if you have any questions. Best of luck in your own Kickstarter endeavors!

New monster concept and background

This monster is a Glow Bat. It lives underground in stalactite formations. It uses its glowing tail to attract people who like pretty glowy things, then it blasts them with its sonic wave attack.

We are planning to make the tail’s glow be dynamically generated. I look forward to showing you guys the completed glow bat in its full glowy (ba dum ching).

Also, some people were commenting that the background of Crea looks flat, so yesterday I  started trying to add a little more dimension to the background layers. Here’s the old version:

And here’s the new version:

What do you guys think? Better?

We did it!

We did it! Crea’s Kickstarter was a smashing success, reaching 185% of our original goal. We are very humbled by your support. Thanks everyone for helping make Crea a reality, and thanks for giving Jasson the best birthday ever!

After the Kickstarter ended, we high-fived and went out for Chicago-style pizza.

Some people have been asking how they can keep in touch with us – don’t worry, we’re not going anywhere! We intend to continue regularly updating this blog and Facebook page, as well as doing more livestreams. If you backed our Kickstarter, we’ll also be sending out some updates regarding rewards. We’re working on getting some community forums set up soon. So stay tuned – this is just the beginning!

Lessons Learned from our Livestream

Well, we ran our first Livestream last Saturday for a whopping 14 hours, and it was an exhausting but rewarding experience. We didn’t get the turnout that we had hoped for, but we still had a very active chatroom with full of people curious about Crea.

Here’s what we learned about Livestreams yesterday:

  1. Nothing kills the buzz quicker than technical issues. We had difficulty switching between computers during the Livestream, as well as optimizing the video and audio quality without lag. Every time this happened, we lost viewers. Looking back, we probably should have done a more thorough practice run the day before.
  2. A fast computer helps a lot. Kelley’s computer, which is the newest of our computers, ran the Livestream beautifully. Jasson’s older computer, however, limped its way through the stream, causing the audio to jump.
  3. Kelley raises viewership. Every time we switched the stream to Kelley drawing artwork, the number of viewers jumped. Like magic. Like they just heard Kelley’s voice calling to them from across the internets.
  4. We need a new headset. Wearing it feels like your head is in a vice.
The character Kelley worked on yesterday is called an oil slime. It’s a low-level monster who drops oil for players to make tools with. As they watched the oil slime come to life, the audience grew fond of him. They named him Norman and decided that he was from Taiwan. (???) Here is the art Kelley made for an audience of averaging 30-40 people throughout the day:

Livestream is Live!

Livestream has begun!

Please drop by and say hello! Here’s the plan for today (8/4/2012). (All times listed are Pacific Time.)

9:30am – Start
10:00am – Monster Explanation
10:30am – Q & A – Part 1
5:00pm – Q & A – Part 2
9:00pm – end*

The graphics and animations you’ll be seeing in the development are in an ALPHA stage. Everything will be polished up in the final game.

1. REDDIT: We’re really trying to drive traffic from Reddit today. Please take a moment to upvote our Reddit page.

2. CONTEST: All day long we will be running a retweet contest. The person who gets the most retweets on our Livestream link by 9 pm will receive our $100-level Kickstarter reward.To participate, tweet using our URL ( http://www.twitch.tv/siegegames/ ) and mention @siegegames . We’ll count all these tweets at the end of the day and contact the winner through Twitter.

3. POLL: We are creating a Kickstarter exclusive in-game hat for our $25 and up backers and you can vote on which hat you’d like to see in Crea at our blog. (It is at the top on the right side panel)

4. CHALLENGE: We are going to set a few fundraising goals, and for each goal we meet we will give a little more to our backers. First we will make the exclusive Kickstarter item available for all backers. Our next goal would give our $25 and up backers get a digital copy of an art book for Crea. That is all the best of Kelley’s concept art, doodles and pixel art will be collected into a sweet little digital booklet. We have even more goals if we make these! Tune into the livestream for more details.

*A little secret from Kelley: although the livestream is scheduled to end at 9 PM, I’m pretty sure that Jasson will continue to program for as long as people are cheering him on, even if it means pulling an all-nighter. Let’s see how long we can keep him up tonight!

Trees of Crea: A Guide

Hi, this is Kelley. I’m here to introduce you to some of the trees you’ll meet while exploring the world of Crea. The tree pictured above is a “tree.” It was the first one I drew for Crea; just sort of a generic type. Thus the name “tree.”

Designing trees is definitely my favorite task so far. Each tree comes in three forms: seed, sapling, and full-grown tree. Even the fully grown trees will have various heights and sizes, so they’ll look organic and not like clones of each other.

Here is a zebra tree.

Here is a mighty Redwood tree. It’s a little weird looking because it has to be cut up into segments, so that it can add on segments of branches as it grows.  I might revisit this one later, but part of me likes its strange shape.

This is a Ginko tree.

Finally, my favorite: the Marshmellow tree. It was originally supposed to be a cherry blossom tree, but it ended up looking more like it was made from cotton candy. Jasson suggested that the seed form of the tree is a marshmellow, which made me extremely happy. If only this tree really existed.

Leave a comment if you have any additional tree suggestions!

5 Top Kickstarter Tips

Lately we’ve been scouring the internet for articles on how to conduct a successful Kickstarter campaign, and there’s a lot of great stuff out there! Here are 5 major points that we keep seeing pop up in Kickstarter articles again and again:

  1. Keep your campaign between 30 to 45 days. A longer campaign is not necessarily better. Most of your pledges will come in at the beginning, when people are excited because it’s new, and at the end, when people are excited because it’s ending. Not a lot happens inbetween. You want enough time for the word to get out, but not so much time that people lose their enthusiasm and forget about it. Also, a longer campaign means that early pledgers have to wait a longer time before they receive their rewards.
  2. Take the time to make your project and video as impressive as possible. If the Kickstarter team recommends it, you’ll show up on the front page (and maybe in their blog), resulting in more visibility.
  3. Promotion is essential. A Kickstarter project is like having a Myspace page for your band: no one knows or cares that it’s there unless you tell them. The most successful campaigns invested in promotion through social networking, blogging, paid advertising and sending out press releases to relevant websites. They built up buzz even before starting their campaign.
  4. Avoid offering too many different rewards – many articles agree that 5 is a good number to aim for. Many more than that, and you risk people delaying their pledges because they’re confused or indecisive.
  5. Update your Kickstarter page often. What every backer fears is pledging money and then being left in the dark to wonder how the project is doing. Reassure your backers by updating often with the latest news about your project.

Here are some articles that we’ve found particularly helpful: