Sepharo wrote on Apr 18, 2012, 01:13:
Speaking of "Where does the Kickstart money go?" ... If you're a backer you can check out this nice post and pie graph from Double Fine explaining it all here: http://www.doublefine.com/forums/viewthread/6443/
According to them it's 5% for Kickstarter and 5% for Amazon.
Good find.
Here's a relevant quote:
Rewards
The next step of this process was figuring out how much it would cost to make and ship all of the physical rewards we offered. It was important that we set aside all this money up front so we could deliver products that live up to our high standards (holy cow you guys are going to be so stoked when you see this stuff). We also wanted to make sure the process of getting this all shipped out had as little impact on the team as possible, so we hired the amazing folks over at Fangamer to handle manufacturing, storing, packing, and shipping all of the rewards. Here’s the breakdown on where it landed:
It may look like a lot of money, but hey it’s a lot of rewards! These numbers were actually all being run while the Kickstarter project was still underway. Each time we prepared to add a new reward we ran the numbers to see how much it would cost to offer the new reward to existing backers. For each new reward, that amount was covered within hours of adding the item to the project, so this amount paid for itself and then some by enticing more of you lovely backers to sign up.
The chart says it was $250k manufacturing, $35k fulfillment, $200k shipping, for a total of about $500k for physical rewards.
They also mention that after amazon and kickstarter fees and failed transactions it dropped to about $3.1 million from the $3.4 million it ended at. The documentary is going to be $400k (instead of the original $100k). The final double fine amount they can use to make the game is about $2.2 million
At this point things became much more familiar for us. It turned into an exercise in allocating money for expenditures such as VO, localization, music, marketing, and QA testing, then determining how large the team can be and how long the project will run.
In the end it means we’re in a much more ideal situation. Instead of a team of 3 working for around 6 months, we’ll have a team of 11 working for around a year, which ultimately will result in a better game. AND IT’S ALL BECAUSE OF YOU!!
This part surprised and impressed me:
There will not. Steam allows developers to give away as many free copies of their game as they would like!
It was a question about steam charging to give steam copies.
http://www.doublefine.com/forums/viewthread/6608/This post is also worth a read if you are interested in what equipment the documentary team is using (cameras, lenses, mics, software, etc).
This comment was edited on Apr 18, 2012, 10:00.