Worthington Sharpe website

Friday 6 September 2013

Pre-Launch Publicity


I could keep going for quite a while on the background in order to fill you in on the history of the project, but instead, I'm going to get straight in there with one of the problems we've got now.

So, to keep it live, the problem we've got at the moment is publicity. You see, we are planning a a Kickstarter campaign to launch a developer version of the product and want to hit the ground running.

We need a decent audience to start with. But how do we get an audience without a product? Yes, we've got a prototype, but only one. The feedback we got from people at gamescom and elsewhere has been good and next we need to go beyond a quick demo now and let game developers and journalists to have a bit of time to play and experiment. A promise of a great product from an unknown company hardly sets the pulse racing.

All the focus is now on getting the developer version ready for a bit of pre-Kickstarter-ing. We've got to get a few small engineering changes to the prototype, then we can make a small batch. How small depends on how much cost outlay we can stomach. After that we will send 'em out to a select few people who we think will shout about it. Or people who will just shout at it. And give us feedback. We'll call this version the Post-Prototype Pre-Developer Product. Probably.

We're also  We're trying to think of it from their angle.

The trouble, as always, is trying to find the time between our engineering design project that are bringing in the money. Nobody has a job that isn't urgent and we have no intention of letting customers down. And we're still trying to find a way of getting some publicity right away. Trying to think of a way that a journalist will find what we've got right now interesting enough to write about

So, finish the engineering and get some press. That creates one of the other big problems we've got:

We're gonna need a bigger boat.


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