Tuesday, 23 February 2016

Kickstarter campaign pros and cons

I've decided to post here, rather than on Kickstarter as an update, as I'm struggling with Kickstarter as a platform to promote Cloudbusting.

This is the third Kickstarter campaign I've run for Cloudbusting, and with all creative projects, it's always advised that if a campaign isn't successful, to run it again.
With the initial 3 backers at the start of the campaign, and with the support of everyone that has been retweeting, sharing, etc, along with plenty of self promotion, I was hopeful it would get somewhere. But the momentum hasn't picked up, in fact, it's dropped off, and this time, more than any other Kickstarter campaign, I'm getting a lot more of this kind of bullshit: people who try to exploit your project to generate money for themselves - these are not creatives, they have no right to do that. 
It seems it's becoming increasingly impossible to generate an income for the work created, to be able to continue to create, and it really shouldn't be this hard!!

And Cloudbusting was rejected by BackerClub. The kind of projects that are supported are mere product design, so it makes you wonder how illustrators can pitch innovative graphic novels in the cacophony of stuff out there without paying through the nose for the privilege. 
And art is not a privilege!! It's a human right!!

With only a few days left to go, Cloudbusting will require a lot of wealthy backers to invest in the larger rewards for it to reach it's target.

So it's time to reflect and consider what will happen if this isn't successful this time.
Another launch in May? To stick with Kickstarter, or go with another crowdfunding platform, such as Indiegogo?
Or to concentrate on illustrating the last 80 pages for Cloudbusting to get the graphic novel finished before launching again? 

It would be a better idea perhaps to have one finished physical copy printed, so backers can see the finished product before launching.

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