I can work on your project.

Find me! Call DAP at 214.350.7678 or email rene@dallasaudiopost.com. Also check out echocollectivefx.com for custom sfx, and tonebenders.net for my podcast.
Showing posts with label kickstarter. Show all posts
Showing posts with label kickstarter. Show all posts

Sunday, October 2

Kickstarter Pt 7 - Final Numbers and Thoughts

Well I'm finally at the end of this kickstarter road.  I've put a fair amount of energy into recapping the whole process, so hopefully someone out there has learned enough to inform a decision one way or the other on the process.

I initially set a $325 goal and I ended up raising $1725 before expenses from the backers of the project, which was a massive success.  I attribute that to three factors:
  1. Newness - not a lot of sound effects library kickstarters out there, and I think the community was really working out its viability as a platform and wanted to participate.  This effect could wear off in the future.
  2. Subject matter - not everyone has access to antique streetcars, and limited access to subjects tends to increase their value in the marketplace.  If I had decided to record car bys I probably wouldn't have met my funding goal.
  3. Exclusivity - the only way to get the library was to back the kickstarter, so some people who may have otherwise waited for a specific project instead had a strong incentive to go ahead and back now for fear of missing out and needing the sounds later.
-----------
Overall, expenses were as follows:

Kickstarter $83 (this ended up being slightly less than 5%)
Amazon $76.64 (ditto) 
Trolley car rentals $350 (increased because I chartered 2 cars instead of 1)
Equipment rentals $300 (increased because I wanted more coverage)
motorman tip $40
misc supplies $50

total expenses - $899.64

net profit $1725 - 899.64 = $825.36

Hours:  I'll bet that I can easily find 80 hours of work involved in the whole process when you include project setup and research, prepro and scoutiting, recording and editing, and back end administration.  

Good thing I love this stuff.

----------

As you can see by the profit/hours ratio it would be pretty difficult to make a middle class living doing nothing but kickstarters even if they were all wildly successful - which is no guarantee.  The main reasons for this are the high percentages that KS and Amazon take coupled with the user liability for all expenses. 

There's also the very strange social effect of that huge number up there on the home page of the project showing the world exactly how much has been pledged.  I found that everyone remotely interested had an opinion on how much was raised, and once I significantly passed my goal everyone around me was looking for ways to spend the money.  I also imagine that my project's backers felt a bit of extra ownership of that number once it reached so far above its goal, which is partly why I chartered the extra streetcar and did the extra recording and editing.

Most businesses are not this open with their books, which illustrates something very important - Kickstarter is not a business model, it's a vehicle for getting projects done.  I couldn't have gotten both of those streetcars chartered without the help of the Kickstarter platform and my backers, and in the end that was my primary goal.  The extra money was secondary to the primary goal of getting those cars recorded.  

In that respect the kickstarter platform came through in spades.  

Kickstarter gave me a clean look, handled all media hosting, handled all payment transactions, and made communication with current and prospective backers incredibly easy and professional looking.  

The customer support and interface were both very good and at the end of the day all of the money showed up in my account, which is not to be taken for granted.  

---------

So when should you and when should you not do a kickstarter?

In my opinion, you should seriously consider a kickstarter if your project meets the following criteria:
  • It genuinely requires funds to get off the ground
    • As outlined above, doing kickstarters purely for the money is kind of paddling upstream.  Use KS as a tool when money isn't the goal, but getting a project done is.
  • It's something that others would genuinely want to back and receive rewards from.
    • Doing KS projects for items that are either ubiquitous or useless is not setting yourself up for success.  Have something specific and make sure its interesting and useful to the community at large.
  • It's been vetted, cleared and is ready to go.
    • Don't launch a KS project for something that you're not positive that you can deliver on.  It would be the worst thing in the world to launch a KS, meet your goal, and then have to explain to your backers that you didn't have access to that cool sounding thing after all.
  • It's something that you're willing to invest extra hours in to administer
    • Doing a kickstarter requires a heavier investment in time than just the recording and editing that come with traditional sound effects projects.  Setting up the initial pitch, maintaining the project site, doing updates and corresponding with backers all take time.
If you already own an SFX site and have access to cheaper money than the 10% KS and Amazon charge then you may have a hard time justifying a KS financially.  If you don't, but have a one-off project that others may have interest in though, I'd highly recommend it.

thanks for reading.

Thursday, September 29

the kickstarter experience pt 6 - recording, editorial, metadata


Recording day was pretty stressful, but also all kinds of fun.

As soon as the regular work day wound down, I grabbed a coworker and our intern and we headed to the trolley barn.  

I posted some pretty heavy updates on the kickstarter site about the whole experience with photos and vids, so check that out here.

The long and the short of it was that I got some unexpectedly cool stuff and lost some mics unexpectedly due to various issues, as is to be expected in big complex time crunched recordings.

If I had it to do over again I'd have put the schoeps in the blimp outside of the car (although that blimp did have some near misses in traffic) and I would have not put the 421 on the controller because its recording was completely destroyed with RF.

---- 

Once everything was back in the studio I spent a few weeks editing.  Details and pics here.

My process was to put all of the files into a protools session and line them up chronologically.  This gave me about 7 different perspectives of 2 separate 30 minute trolley runs.  I did whatever processing was necessary per track (mostly gain matching and a little eq) and then came up with a composite mix to deliver in addition to the split out onboard tracks.

I then went through and listened to each individual track soloed out and edited out any craziness I came upon.  This process took for damn ever.

With the entirety of the tracks placed, processed and edited I listened through again and divided each set vertically by event.  In this way the files I delivered would be sure to line up to one another in post, so that an end user could potentially create a new mix from the individual mics that would line up quickly and easily.  I then used a quickkey script to rename the individual regions.  This also took for damn ever.

------------

With everything edited and exported I then went into metadata mode. Details and pics available here.

Soundminer is really the best tool for metadata editing, as it can do batch changes with ease and will embed the metadata into the bwav header.  I used my standard process of copying the filenames into the description field and then using batch functions to add more data in groups.  I then copied the descriptions down to the bwav description fields, added the photos and embedded all of the metadata.  This took time, but not as much as the editorial.

With all metadata embedded I triple checked everything in the protools workspace and in itunes.  

------

Last step was to export the different versions into different folders and set up different logins on our ftp for the different backer levels.  Then post the files, download them from home as a test run, open the downloads and (finally!) distribute the links to the backers.

The entire post process is what really takes a good amount of time and is a primary reason that I feel one would have a heck of hard time raising any serious money doing even very successful kickstarters.  

Thursday, September 15

the kickstarter experience pt 5 - the interim



As noted before, I was fortunate enough to fund my goal within 5 hours of the project launching. Soon after that my project was posted on designingsound.org and before I knew it I had more than doubled my goal.
In addition to kind of blowing my mind, this show of support had the side effect of increasing the scope of my project.

I immediately booked two trolleys for a date a couple of weeks out. This effectively doubled my workload, expenses, edit time needs, and output to my backers but I was happy to do it in return for the amazing support I had received.

I made the downpayment on the trolleys out of my own money, and convinced my company, Dallas Audio Post, to front the costs of the trains so that I could get to recording as early as possible.

With money fronted I made it my mission to spend the next few weeks doing as much scouting and prep as I could, given the time constraints I knew I'd be under on the day of the record. I began spending some time at the trolley barn and getting to know the people I'd be working with. I met Dean, my motorman as well as a couple of volunteers that really knew what they were doing.



I was able to shoot some preliminary videos and really get a gameplan mapped out, which included things like finding mounting points, interesting sounding parts, and just generally befriending the train people.

During the two weeks prior to the shoot I was probably at the trolley barn 6 or 8 times.

I was pretty diligent to document stuff and post vids and updates to my kickstarter backers, which the website makes into a pretty simple affair.

The KS update page allows inclusion of audio, video and pictures and handles both emailing the update both to backers and posting it to the main kickstarter page. Uploaded media basically works as an attachment, meaning tha tyou can't really post it in-line the way that you would a blog post, and it insists on re-encoding everything.

Those minor things aside, its a very well laid out update mechanism that makes it easy to keep your backers up to date.



Recording day was coming down the road quickly, and making the best of my interim time ended up being incredibly important.

Saturday, September 10

the kickstarter experience pt 4 - the launch

After all of the prepro, scouting, dealmaking and decisionmaking it was finally time to launch the project.

Kickstarter makes a big deal out of how important it is to produce a video. They give you stats that show how many projects have videos and what the success rate of video vs non video projects have, which is pretty stark, thought that’s all that I remember about it.

The point is, make a video.

Most kickstarter vids are people talking into camera and describing who they are and what they plan to do. I actually cut one of those and then really hated it, so I went more towards what the sound design community has been doing and decided to shoot a little footage and sound of what it was that I planned on recording. I used my iphone and my PCM d50, holding the two together and just getting on the train for a ride. I figured that would be more instructive to potential backers and would have the added benefit for all of keeping me off camera.

I used text on screen to do the talking for me, and let the video just be an immersive experience into what the trolley car sounds like. In the end, I loved the result and felt it was pretty effective.



I’ll note here that KS re-encodes the video before posting, so you can see that some of my text ended up coming off a little lower-res than I would have liked. Just keep that in mind with text on screen.

writing your “about this project” page

In my case, I treated my about this project page basically as a blog post. I put some history up there about the trains, posted a sound clip that I had recorded while scouting, described the agreement that I already had in place with MATA, and stated my goals and needs for the project.

Pretty straightforward, but for those not comfortable with writing such things you may want to get a trusted set of eyes to look over it all before launching. You can edit this page after the fact, but when you launch the clock starts and you’ll want to be directing all of your KS energy towards the awareness push at that point.

I left descriptions of who I am and why I’d be any good at recording this stuff to my profile page, which is also right there on the project home page.

FAQs

I found FAQs to be very helpful on other kickstarters, and I figured the biggest question people would ask is “how can I use the sounds you’ll deliver?” I knew people that would be most willing to pay for sounds will want max licensing freedom, so instead of creative commons I went for the more useful full royalty free usage common with purchased sfx libraries.

I also described my gear, metadata methods, and reiterated the exclusivity of the library.

The FAQ format is pretty good for bullet pointing things that backers will want to know before committing the cash, and the KS software does a great job of formatting.

Launch and push

With everything written it was time to launch and push. I triple checked the things I couldn’t change (deadline, funding goal, rewards and reward levels) and then published.

I had emailed Miguel over at designingsound.org prior to my launch to see if he would be amenable to putting my project up on his page. He was into it, so I sent him a link. I also sent out an email to a small number of individuals in my contacts list that I figured would be interested.

I posted to twitter and facebook as well. (google+ hadn't been launched yet)

In each of these pushes I explicitly asked for the two things I wanted - please back this and please share (or retweet) this.

Really that was it. When I launched I was shocked at how quickly people picked it up and shared it. I think to some degree it was the novelty of the thing, but regardless it was a pretty humbling experience.

I fully funded in 5 hours, and then after that the designingsound post went up and the funding really took off.

Monday, September 5

the kickstarter experience pt 3 - hard decisions

with all of the groundwork laid it’s time to make the hard decisions.

There are four things that you have to set in order to launch a kickstarter, and once you set those four things you can’t change them, so you really have to do your homework before committing to those numbers.

Lets start with the first and most difficult.

---your financial goal---

Setting a target goal is one of the trickiest aspects of launching a kickstarter. Set the goal too low and you may end up reaching into your own pocket in order to deliver on your promises to your backers. Set the goal too high and you risk not getting funded.

Here’s how I approached it:

First, calculate your expenses. For the purposes of this project I had a charter fee of $150, a planned gratuity of $40 for my motorman, and a small budget of $100 or so for gear rental, food/drink, and other minor expenses. I knew that delivery of the final assets wouldn’t cost me anything, but if you’re planning on delivering anything to your backers that costs any money to produce, be sure to factor that in to your expenses.

My total added up to $290.

Next I had to factor in the fees that both KS and Amazon payments were going to charge. Kickstarter takes a flat 5%, and Amazon takes somewhere between 3% and 5%. I decided to just assume that 10% was coming off the top. The proper math for this is to take your expenses (E) and to DIVIDE that number by 0.9.

To reiterate, your financial goal should equal E ÷ (0.9)

In my case 290/(0.9) = $322.22 I rounded the number to $325 and called it a day. $325 * 0.9 = $292.50, so I knew if I hit my goal I was going to be able to execute the project.

Time to define the next part of the project.

---your rewards---

I figured this would be pretty simple, and for many sfx style recordings it should be. I planned to deliver a fully fleshed out library of trolley sounds at various resolutions for the various backer levels. I would include photos and metadata.

Fortunately, much of the technology and indie sfx market has settled in on what are the general standards.

In my case I went with:
256k mp3s
44k 16 bit wav
24 bit 96k wav
and 24 bit 96k with broken out mic layers for the top tier.

The other thing that I offered was complete exclusivity. This meant that I would not put these sounds up for sale in the future, and you could only get access to them if you backed the project. I went with the total exclusivity route because I wanted to do everything I could to make sure the project got funded. In the future I’d probably go to some form of limited exclusivity given the results of this first effort.

The thing to remember is that once these specific rewards are set they cannot be changed, so consider carefully exactly what you want to give away and how you want to do it.

Also, its important to consider delivery costs. In my case I had access to an ftp that I was able to set unique passwords for, but in some cases you may want to budget for a delivery service or medium.

Rewards were set, another big decision in front of me.

---your backer levels---

Again, in this case I’m fortunate in that the indie sfx community has basically put up some general pricing standards that backers would be familiar with.

I swam around it a bit and came up with the following pricing:

$1 for thanks
$5 for the mp3s
$15 for the 44k wavs
$25 for the 96k wavs
$40 for the 96k wavs with broken out individual mics
$120 for the 96k wav with borken out mics and a personal meetup

I assumed that everyone would gravitate towards one or two levels, so I calculated how many backers in each level it would take to fund my goal on its own:

65 $5 backers or
21 $15 backers or
13 $25 backers or
9 $40 backers or
3 $120 backers

Looking it over I felt that I could pretty safely assume 9 $40 backers, or at least 5 or 6 and then a few $25 backers to make the diff, so my pricing ended up looking pretty doable.

I also honestly thought that the $5 level was the biggest bargain and could possibly skew my numbers too far down, but the network of people that got the message on this project skewed much more towards the sound designer crowd, so that helped me out tremendously.

with my goal, rewards and levels set I had one more critical decision to make.

---your deadline---

In kickstarter, deadlines are less defined by dates than by time periods. you can go anywhere from 1 to 60 days out.

One important thing to keep in mind when setting a deadline is that there is a time-lag in between the deadline passing and the funds from a successful kickstarter hitting your operational account.

Kickstarter does not start transferring you money the moment you meet your goal. In fact, it does not charge your backer’s credit cards until the deadline date that you set, so if you hit your goal early (as I did) you still have to wait until your deadline passes before payment processing begins.

Kickstarter advises that it can take up to 14 days to process all of the payments and transfer them to your amazon business account. You then have to account for the 3-5 business days it takes to move funds from amazon into your operational account. This all happens AFTER your projects deadline passes.

That means if I set a deadline that’s 30 days out, it could be as many as 45 days before I can gain access to the backer’s funding needed to execute the project

In my case, 80% of the backers funds transferred into my amazon account on the day of my deadline and the transfer out to my operational account also only took one day, so I got my funds very quickly compared to their predictions, but I’d still approach timing with regards to seeing the funding with extreme caution.

The other complicating factor there is time frame with regards to booking the trains. I couldn’t confirm a date with them until I had reached my funding goal, and they required a two week lead time. Fortunately I reached my goal quickly and was able to book the train pretty much right away, but if I had been in a huge funding push to reach the goal at the end it would have added two weeks to my turnaround time.

All of this is to say that Kickstarter is in no way an instant gratification kind of thing for you or for your backers. It’s a process, and that process takes days and weeks to get done just from pure logistics, so be sure that your backers and vendors are informed and updated as to what’s going on behind the scenes.

With all of that under consideration I chose a deadline date of 21 days out, mainly to give potential backers a chance to get a paycheck in set some $ for the project aside. Even though I funded much more quickly than that I’m pretty happy with the total time I ended up choosing.

---final thoughts---

once these decisions are made they are no longer in your control. It's as though you set them into a boat and floated them out to sea, and now you have to chase them all down.

This means you really have to do your homework on the front end with regards to monetary needs, timeframe commitments, and vendor bookings. It also means constant communication with both your vendors and backers.

If you mess these decisions up it could be the difference between a successful project and a failure, so triple check your work and then send it off!

Tuesday, August 30

The Kickstarter Experience Pt 2 - Research and Setup

kickstarter part 2 - research and setup



Once I had made up my mind that I wanted to do the trolley thing as a kickstarter project, I knew I had to do my homework.

First on the list was to head back out to the trolleys and ride some more. I brought the trusty ole PCM D50 and made some test runs, and jumped on several of the different cars. After a few rides I had my favorites and I looked up the MATA contact info.

I needed to get pricing and permission from MATA, the trolley transit authority. I contacted their business department and after a few rounds of email and phone tag we were able to discuss and negotiate the whole deal.

MATA actually does trolley charters as a primary business function and they were more than happy to give me a good rate on the cars and to agree to my ideas of mic placement. After some discussion we decided on Rosie and on Matilda as my target cars. Those two were some of the most distinctive sounding, and had the added benefit of being the smallest and largest cars in the fleet respectively, so I knew I could get a very different set of sounds from each. I set a tentative date with them and began my kickstarter research in earnest.

Obviously anyone considering a kickstarter project should spend some time in the FAQs and Kickstarter School sections of the website.

Kickstarter really does have a great reserve of getting started info and tips that will lead to success. Kickstarter’s resources (and in fact all of their communications) are very clear and well-written. At no point did I ever feel like i was reading legalese in the process, which is a heck of an achievement IMO.

An example is the language in the guidelines page:


Project Guidelines
Kickstarter is a funding platform focused on a broad spectrum of creative projects. The guidelines below articulate our mission and focus. Please note that any project that violates these guidelines will be declined or removed. Please contact us if you have any questions.

Projects. Projects. Projects. Kickstarter is for the funding of projects – albums, films, specific works – that have clearly defined goals and expectations.

Projects with a creative purpose. Kickstarter can be used to fund projects from the creative fields of Art, Comics, Dance, Design, Fashion, Film, Food, Games, Music, Photography, Publishing, Technology, and Theater. We currently only support projects from these categories.

No charity or cause funding. Examples of prohibited use include raising money for the Red Cross, funding an awareness campaign, funding a scholarship, or donating a portion of funds raised on Kickstarter to a charity or cause.
No "fund my life" projects. Examples include projects to pay tuition or bills, go on vacation, or buy a new camera.

Rewards, not financial incentives. The Kickstarter economy is based on the offering of rewards – copies of the work, limited editions, fun experiences. Offering financial incentives, such as ownership, financial returns (for example, a share of profits), or repayment (loans) is prohibited.

Community Guidelines

We rely on respectful interactions to ensure that Kickstarter is a friendly place. Please follow the rules below.
Spread the word but don't spam. Spam includes sending unsolicited @ messages to people on Twitter. This makes everyone on Kickstarter look bad. Don't do it.

Don't promote a project on other projects' pages. Your comments will be deleted and your account may be suspended.
Be courteous and respectful. Don't harass or abuse other members.

Don't post obscene, hateful, or objectionable content. If you do we will remove it and suspend you.

Don't post copyrighted content without permission. Only post content that you have the rights to.
If you don't like a project, don't back it. No need to be a jerk.

Actions that violate these rules or our Terms of Use may lead to an account being suspended or deleted. We'd prefer not to do that, so be cool, okay? Okay.



I really love the “be cool” part.


The Kickstarter mechanism works as follows:

Step 1 is to define and submit your project to the KS staff. Projects must be closed-ended, meaning that there has to be a specific finishing point. You do this by filling out a form on the website. I received approval about one day after submitting my project. Here’s an excerpt from the email I received:

Congratulations -- you’re in! In just a moment, you’ll be able to start getting your project ready.

Take as much time as you need to prepare. There’s no deadline to launch. Check out some of our Recommended projects, browse the FAQs, and read the project guidelines. They'll give you a feel for what works and help you shape your project into a great one.

...

If you have questions, we’re here for you. Drop us a line at support@kickstarter.com.

Ready? Let’s get started!

Love,
Kickstarter



Step 2 is to set up an Amazon business account. This required making up a business name and giving tying the AB account into my regular bank account. The process was relatively straightforward.

Step 3 was to tie the Kickstarter account to the Amazon Business account. The KS page makes that process pretty straightforward as well, and in fact won’t let you proceed to the next steps until your business account is set up and confirmed, which is a good failsafe.

----

Now that I had all of the structures in place beneath me, the next step was to research and think about the critical steps involved in launching the project in a way that would be successful.

Saturday, August 27

The Kickstarter Experience Pt 1 - Overview

Earlier this summer I stepped onto a trolley near my house and was sonically transfixed. I absolutely loved how rattley and creaky everything sounded, and I made up my mind that I was going to record this thing properly.

The trolley is free to ride, so I jumped onboard with my PCM D50 and recorded a quick walkthrough. The next day I contacted the McKinney Ave Transit Authority to inquire about chartering a car for the purposes of recording it. After being quoted a decent price I decided on kickstarter as opposed to self-funding in order to make this happen.

This series of blog posts will be about my Kickstarter experience.


-----------------

I’ll begin here with the main lessons I learned and in the next parts I’ll get further into the details of each step.

I think that kickstarter IS:

an excellent way to raise funds for specific projects

I wanted to record the trolley and I didn’t want to pay for it personally. Kickstarter got that done and then some. I was truly humbled by the fact that my project fully backed in under 5 hours and funded over 500% of the initial goal.

an excellent way to collaborate on projects

I was amazed and the quantity and quality of people that took on the highest level of backing. Getting feedback and advice in a public forum made this an interesting and collaborative project. Getting further feedback in the future will only make this experience that much better.

very well designed and professional looking and feeling

There aren’t any font or formatting options on any of the communications or on the page because the KS website really just takes control of all of that and dictates the look. In the end that works out well, as the kickstarter communications all conform to a clean and consistent look that identifies with the KS brand and tends to lend credibility. All movies, photos and sounds uploaded as parts of updates or the main page are re-encoded and formatted by the KS website and embedded into its own proprietary player. Fortunately that player is very functional and works well on mobile devices.

an interesting and strange social experiement

It is the strangest thing ever to have that goal and that money line up there as the primary visual on the home page. Once you cross that goal line everyone and their dog starts spending the money you’re raising with no knowledge of ongoing expenses needed to execute the project. There are other social strangenesses that happen, but that big number is the primary driver.

relatively time-intensive, even for smaller projects

The amount of time it takes to execute a successful kickstarter is not trivial. I spent many hours scouting and prepping for the record, booking the trolleys and gear, creating the kickstarter website content, answering emails and following up on questions, doing KS updates to keep the backers in the loop, coordinating help, recording the trolleys, dumping and consolidating the data, editing the audio, metadata tagging, creating and testing the different versions of deliverables for the different backer levels, and posting and testing all of the final deliverables to the different levels with different logins.

This was a pretty straightforward recording session, but the time investment was pretty thick when all is considered.



I think that kickstarter IS NOT:

a way to make a living

As noted above the time investment is not insignificant and if I divided the “profit” taken from the final number delivered by the number of hours spent doing the work it wouldn’t add up to a very good rate.

cheap money

Kickstarter takes 5% off the top of all money earned. Then amazon takes another 5% for payment processing. This means that all backer funds come into your operations account at a 10% premium. This is a pretty significant chunk.

---------------

The caveats I’d offer to anyone planning on doing a sfx recording kickstarter are to recognize that the term “Kickstarter” is kind of a misnomer. This service is really more for dragging you across the finish line than it is for putting an idea in motion.

You have to have done your homework, prep work, and all due dilligence before launching your kickstarter if you hope to be successful.

Fundamentally, this means that you have to be able to deliver before asking backers for money. There is a lot of front end work involved in getting a project to that state. In my case that meant making sure I had clearance from the MATA people to charter a trolley for the specific purpose of mounting a bunch of mics to it and recording it, making sure that I had the equipment available, and getting reasonable assurances from the people who would help me that they were available.

It also meant that I had to have my backer levels, fundraising target, timeline and rewards all planned out and ready to go before making the pitch. Once those specific things are set and you launch the project, you can’t take it back so each is a big decision worthy of spending a little time getting right.

---------------

I greatly appreciate everyone who backed this project and I hope to hear the sounds we caught in some interesting places. If you backed this project and would like to talk about some interesting uses you’ve had for the sounds, please comment on this post. I’d love to hear it!