IP Incubator Club Thread 2013: Monthly-012: December 2013


[color=#ffffff][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2][color=#ff8c00]CONCEPT NAME: [size=3]Wrath Issue #1 www.wrathcomic.com

[size=2]Available for Download on Amazon Kindle Here: http://www.amazon.com/dp/B00HBQ47WS

The HTML5, CBZ, and PDF versions are available here: http://www.wrathcomic.com/index.php/store/product/1-wrath-issue-1

And finally you can read a lo-res version for free here: http://www.wrathcomic.com/index.php/wrath-issue-one
CATEGORY: Comics, Web Comics[i][b][i][b]

    [b]PROJECT DESCRIPTION: [color=#FFFFFE]Wrath is a 3D survival horror comic book[/b]
    [b]STATUS NUMBER: 3[/b]
    [b]TEAM MEMBERS: A.Shaheed Muttaqi [/b]

COMPLETION DATE : 12/15/13[/b]
WIP THREAD: http://forums.cgsociety.org/showthread.php?f=43&t=1118009&highlight=wrath
WHAT WENT RIGHT THIS WEEK: I finally got the first issue out!
WHAT WENT WRONG: Well, I’m way late. I had the hardest time getting everything right on the website. But still I’ve finally got this series started.



Concept Name: SCHIRKOA

Website: http://www.schirkoa.com/

CGTalk WIP thread: http://forums.cgsociety.org/showthr…f=153&t=1103500

Project Description:
SCHIRKOA is the story (an IP maybe) I will be trying to develop in coming years.
At the moment I am aiming at an animated Short Film. Followed by a graphic novel. And then let’s see what else can come out. It’s set in a dystopian city, involves bagheads and some other ‘creatures’.

Status Number: 11

Team Members: 3

What went right:
Going steady. I have actually started rendering for Act 1. Although characters and particles will be comped at a very late stage but seeing a tiny bit of renders done is always comforting :slight_smile:

What went wrong:
Same old. Day job is slowing me down. Hopefully holidays will give enough time to make up :frowning:

Show & Tell:
I will be uploading a short clip in the coming week. It will include a few shots from Act 1. Mostly from 197A’s apartment. Here are some details from that environment. Yiming and Nico are close to finishing up the primary animation for Act 1. They will move to Secondary characters after that. As for myself, I am hoping to finish a major chunk of lighting and texturing for Act 1 by December.


I really like where this is going. The latest preview is cool! Hope more such previews are on their way. They will really help you in your upcoming kick starter campaign.

That’s a lot of progress you guys have made. Your artwork somehow reminds me of Machinarium. I wish you guys good luck. Hope the tough times you guys are having fade away with holiday season :slight_smile:

Good to hear the music has come out well. That’s half battle won right there.

Hey nice work. Must be a good feeling to have your comic in stores. I personally feel that your artwork can have some more love. I mean it’s descent 3d but perhaps some extra effort in post can bring dramatic results. How is the reception so far?


K guys I am working on some ideas to get more new blood here.
One of them involves branding of our little merry group. Here is a logo I designed without typography (I have to check with my firends at the Trademarks Office to see if it OK)

the idea is to start branding ourselves and our projects. What do you guys think.

And BTW the logo is just draft to start a discussion.



Yeah its a delicate balance with panel art. Its hard to decide just how much time to devote to each panel. The prologue in the airplane was a late addition that i felt i needed for the story. So i ended up doing that art in about a week.

The good thing is i have my workflow straightened out completely and the art for Issue #2 will be alot better.

Im on the schirkoa site now. I love the look so far. Cant wait to see more


Hi Everyone,

It has been a while since I last posted - sorry about the long delay, just got caught up with a lot of outside work. I don’t really remember what “status number” I left off on, but I will try my best.

Our game Blaster X HD, is on sale for the Holiday Season, as well. :slight_smile:

Blaster X HD on Sale for Christmas

I hope everyone has a Merry Christmas and a Happy Holiday. Best Wishes to all for the New Year as well :slight_smile:

Thank You,


Blaster X HD: [

COMPANY: 2GMG LLC (2 Guys Making Games)
CONTACT INFO: www.facebook.com/2GMGames](https://itunes.apple.com/app/blaster-x-hd/id615851024[/URL) and www.twitter.com/2GMGames


PROJECT DESCRIPTION: Blaster X HD is an Arcade Action-Puzzler that is designed for all generations of iPad and iPad Mini. Experience Over 400 Levels of non-stop gameplay spanning across 9 Diverse Worlds. You have free-reign to start from almost anywhere on the screen - Fling, Guide, and Manipulate your Blaster as you try to collect all of the Power Orbs. These Power Orbs are the fuel to your Blaster and keeps it moving. A perfect mix of reflexes and wit are needed to propel yourself to the next level!


Rudy Gjurkovic / Co-Founder
Joshua Chapman / Co-Founder

START DATE: End of 2010

COMPLETION DATE: 5-1-2013 (Released)

WHAT WENT RIGHT THIS WEEK: Since I last posted we have released a couple of updated versions to our game. Most notably Version 1.1.3 which is optimized for the iPad Air and iOS 7. We also received a huge review from 148Apps - they gave us a 4/5 total, which is great considering they rate very tough.

I also made business cards for our game that I give to people who I meet in person. This has proved to help a lot in people remembering our name. Previously, a lot of people forget after I talked to them. Now, they have a card to remember, and find, our game.

I also submitted any suitable material that I had for our game to Autodesk to be considered for the Games Show Reel for 2014. I am hoping for the best, and that they can include us…I hope to find out shortly. :slight_smile:

WHAT WENT WRONG THIS WEEK: I have been busy with a lot of outside work. At this time of year for me all of my clients have projects that they want due before the end of the year, so that took up a ton of time. I hope to get back to supporting our game more in the near future now that things have lightened up a bit. Sales have also been very slow - they did better when our Version 1.1.3 came out. Unfortuately, the mobile market has hit a point regardless of how great, or bad, a game might be, chances of getting seen are extremely tough, even with great reviews and recommendations.

I hope to learn some Unity and/or Unreal Engine 4 so I can start dabbling in creating some more games I have been wanting to do - this time with being able to do some programming myself :slight_smile:

SHOW AND TELL: Not to much to show this time. :frowning:

Feel free to ask any questions and I will do my best to answer anything that I can.

Merry Christmas!

Co-Founder of 2GMG (2 Guys Making Games)
Creator of Blaster X HD https://itunes.apple.com/app/blaster-x-hd/id615851024


I love it! It has a Disney-like quality to it! :thumbsup:

Orange is good, but a variant in Green, or Light blue might also be nice (and suitably Disney-fied!)


Hi all,

Here I will post my progress on my project for a featurelength animated film and eventually game:


Title: Marina Vonsee und der Schrecken der Südsee.

Website: http://www.marinavonsee.de

Project description: Feature length animation film.

Status: 1

Team members: 3

What went right: made some modifications to my website and made my comicbooklike-storyboard watchable here in order to get some attention:


What went wrong: nothing specifically so far.

Show and tell: here at cg-talk:


Its kind of difficult for me to choose the right section here, due to so many different Tasks involved in my endeavour.

So far I have finished an epic “comicbook”-storyboard, which you can see here:


next I am going to make animatics out of it and do the english and german voiceovers.
The first of these animatics you can see here:


I have build a lot of assets so far.
Next will be texturing and rigging, then animating.
I could use some financial back up and support in order to keep things going strong.

Here I am posting the main vehicle of the movie, the battleship “Balmung”, that plays a central role.

Input and crits most welcome.

Happy new year :wink: Jake


@Jake rupert:

Ah… Reminds me of the spirit of my favorite European IP’s - Tintin and Corto Maltese.
Except Marina automatically gets boy audience points for being a pretty young thing unafraid to show some leg when on an adventure.

Lara Croft’s not doing that anymore… so it’s nice to see a new character do it with an air of class. :slight_smile:

The site is not bad… but I think it does not do justice to what is clearly a very inspired idea. Although I don’t know the story, the design points to a “whole idea”.

I think you already have worked out the characters and where they’re going because even if everything looks rough the design is already very mature.

For site designs the obvious candidates to look at would be:



And if you want my advice, you have to sort of be more patient about this - As much as possible launch your site with RENDERED images.

Audiences usually have no patience for rough images or things that look like sketches. It gives them the impression the IP is too “far away from finished” and they can lose interest and go away.

They will be excited if it already looks done. Which is another “risk” you have to balance. Because if those images you launched are the only ones you have… then it could be a problem when audiences wait too long for an update.

Of course, if they can see what I’m seeing… the response can be positive as well - even if they cannot make out all the shapes in the drawings!. But if you launch a web presence that looks more polished I feel you nail it all anyway (at the expense of waiting longer that is).

P.S.: You should think about losing the little white dog or you will suffer some “Milou Jokes”. I think there is potential for Marina to stand on her own… and even if in your mind you know that Tintin having Milou doesn’t mean he is the only one who can have a little white dog, the truth is audiences will make up their own mind about it and it is THEY who will write the history of your IP. If they call you a copycat it’s a problem you might have little enjoyment managing.


Hi Giancarlo,

Thanks a lot for commenting on my project.

There is some similarity to Tin Tin stylewise as I am trying to achieve a similar reduced and stylized characterisation in 3 d like Tin Tin has in its drawings (not the Spielberg movie variation) and also to Corto as his spontanious “scribble” style is similar to my fast scribbled comic pictures.
Storywise and characterwise these stories are totally different from mine so no copycat to be feared. I have some ironic tongue- in-cheek hints to famous comic setups though, like to the famous “always sinking pirates” from asterix for instance, but I see more similarieties to the classic Carl Barks adventure stories or Buster Keaton slapstick.

Anyway: There is nothing real new under the sun, just variationes of old themes, but thats enough for IP.
As for the website I am no webdesigner, so I think my sparse time is more wisely invested on things involved directly with the movie, like doing the animatics, voiceovers,rigging,animations etc. and I forgot: making it readable in english… then learning the ropes of webdesign.

Here you can watch my first rough animatic:


As it is, the website represents the status of a project “under construction” quite well.

When it evolves further, there will come the right time to upgrade to a pro website.

Cheers and a happy and prosperous new year 2014

:slight_smile: Jake


@Jake Rupert:

I understand what you’re saying. But I still think if the dog is not so important, then he has to go.

Can you at least change it to a “Black Cat”? :slight_smile:


Hi Giancarlo,

I fear thats not possible, since the storyboard is longtime finished and it would cause major disruptures to go through all these more than 1000 pages and eliminate poor Chou Chou from everywhere she interacts.
Also Marina would be very sad, though she still would have Johnny, the faithfull seagull and Robby the silly seal. But Blacky, the little scotchterrier of Toby, her would be boyfriend would be really pissed loosing his counterpart.
Maybe your fixation to Tin Tin, probably due to the Spielberg movie right? is more a regional problem?
In europe Tin Tin is quite out of focus, just playing a marginal role anymore.

So removing my beloved doggie just because of this, wouldn`t make too much sense to me.
With the same argument you could say, I am copying Lassie here.

But time will tell, when it hits the big screen.

happy new year :wink: Jake


OK… Fine.

I was just saying I saw the dog and my first thought was: “I didn’t know Milou was in this picture!”

But you can walk it like you own it. After all The Lone Ranger now “owns” the William Tell overture, right?


I feel the logo is fine :thumbsup:


The good thing is i have my workflow straightened out completely and the art for Issue #2 will be alot better.

That’s great! Good luck for your next issue.

Great to know that Blaster X is still kicking well with positive reviews.

jake rupert,
That looks loads of fun. I am really looking forward to your project. I wonder when and how are you planning to release this? You have some distributors already for theatrical release? Or it’s going to be on VOD or something? Good luck and hope you finish this mammoth creation.


Hi Ishan,

Thank you for your nice comment.
I don`t have any Kind of releasedate and Distribution yet.
At the Moment I am looking for some kind of funding or sponsoring to be able to work
on the production on a more regular Basis.


@Jake - I don’t really have much to add other than to say welcome to the thread and that I hope you continue to post here. I’m busy with my game project, but I have an interest in potentially making a comic book later once I have all the assets, so I’m excited to learn from your experiences! Also, the art looks pretty great so far.

Just as a mini-update, I don’t have one! Holiday season seems to have finally died down and I just moved into a new apartment so I’ve been busy with personal life for a little while, however I’m going to get back into a development cycle this weekend and will be contracting a second character from my 3D artist very soon. Going to make 2014 a kick ass year, with some literal ass kicking from my digital ladies.


Hi Grant,

Thank you for your Kind words and good luck for your Project as well.

I think, ist quite an economic method to plan your movie with my method.

Here is an example, how I sliced my comicbookpages to single Frames and
added some Sound and rough Timing:


(Anybody Knows how I can get rid of this annoying Habit getting big letters at the
beginning of some words automatically? A button here someplace maybe?)


I wrote a pretty comprehensive post mortem on our Kickstarter if you guys are interested!

When Nic and I decided to take on Kickstarter we wanted to run the smoothest and best campaign possible. Now, while the road certainly wasn’t without its bumps and bruises, I think that the campaign for STASIS went remarkable well.

Below are a few thoughts and things to consider when setting up your own campaign. Some are obvious, and others are things that we only realized once we were neck deep into our campaign.


When you’re planning your Kickstarter campaign, it’s very easy to be caught up in the excitement and forget a few fundamentals when dealing with Kickstarter. One of the main points to remember is that Kickstarter has to verify your campaign before you’re able to hit that big green launch button.

This can throw a spanner in the works of any ‘preKickstarter’ marketing campaign you’re planning, as this is a manual process and could take a little longer than expected. You are completely at the behest of Kickstarter’s all-too-human managers who have to manually sift through your campaign – amongst others – to ensure that you have met all of their requirements.

I’d recommend that you set up the base skeleton of your campaign as early as possible, and submit it to Kickstarter. You’re able to modify the campaign indefinitely afterwards, right up the launch.

We didn’t do that. We put the entire ‘final’ campaign together, announced our launch date and submitted to Kickstarter with (what we thought) was a healthy lead time. Our idea behind this thinking was that Kickstarter would be awestruck with how complete the campaign was, that they would approve everything in a day or two.

After a week, our mistake started to loom over us. With our announced launch date closing in fast and little feedback from Kickstarter, we halted our plans and pushed our dates out. In hindsight, this was possibly the best thing we could have done for the campaign (more on that later!), but at the time it resulted in sleepless nights and frustrated emails!


When you’re setting up your campaign, you can share a preview of the incomplete campaign in order to get feedback. We planned the campaign by looking at other successes and failures, reading post mortems and generally going on our gut about what would work and what wouldn’t. Once we had external feedback and opinions on our campaign, we could adjust things accordingly.

Those that are providing feedback are your end users. At the end of the day, you aren’t trying to sell your product to yourself – you are trying to sell it to other people, and feedback from YOUR TARGET AUDIENCE is probably one of the most important and valuable things you can do.


We picked November for our Kickstarter launch. The chosen month was due to our personal deadlines and current work schedule. To be honest, it probably wasn’t the best month to launch! We had to compete with Call of Duty, the Next Gen console launches AND Thanksgiving holidays. Had we released a month earlier, perhaps the ride would have been much smoother – but having said that, it was a case of November 2013 or February/March 2014.

When choosing your dates, keep two things in mind:

1 – Your audience. Are there any public holidays coming up? Thanks giving, Easter, Christmas, Summer vacation
all of these factor in whether pledgers have access to extra money, and B) have access to a computer and the internet.

2 – Your schedule. Anyone who has run a Kickstarter campaign can attest to the fact that it’s almost a full time job. You need to put in an insane amount of time! We had three of us running different aspects of the campaign for the entire 33 day run.

Managing press, managing Kickstarter itself, Steam Greenlight, community management on other forums, YouTube Lets Players, technical support on the Alpha, cataloging feedback and emails, updating press lists, spell checking interviews and releases
all of these take a HUGE amount of time, so ensure that you do it when you have available time!

For Nic, Kristal and I, it was especially difficult because we also have a business to run at the same time.


So you have your game, you have your Kickstater page waiting for info, you have decided on your dates – now what?

The campaign page itself is your gateway to success or failure. When we were setting up the STASIS page, we looked at hundreds of other campaign pages – noting points and aspects we liked from each and interpreting them with regards to STASIS.

Consider the use of animated GIFS. Having that small element of movement can really bring life to your campaign page. We chose to have actual gameplay in the GIFs, which went along with our philosophy of IT’S ALL ABOUT THE GAME. We had an actual game to show, not just a concept and that formed the core of the entire campaign.

You are going to get A LOT of traffic through Kickstarter, so be aware of that when hosting files externally. Even what you perceive as small things, like externally hosted screenshots, can bring your server to a grinding halt and end up costing you a lot of money. We hosted all of our external files on Amazons S3 hosting service, ensuring that we never had crashed servers or stressed out phone calls.

The first thing that page visitors should see is the most important points of your campaign. We started out with our video with the game trailer, showing actual gameplay footage. Another important piece was a link to the STASIS Alpha download (right at the top of the screen), followed by bullet points about the game and then screenshots. Assume that a person visiting your page isn’t going to scroll down to find out more. Once you have them scrolling, you can start to add in extra information about the game and more about the campaign.


There are articles available about choosing the correct tier prices, so my advice would be to look at other campaigns that have been successful and see how their pricing points were set up. I feel it’s important not to have too many ‘big leaps’ in pricing, and initially, I’d avoid mega tiers (in the $1000 and up range); this can easily cripple you at a later date. Having just one mega tier pledger pull out on the last day could kill the success of your campaign.

In the planning of our campaign, we decided that in the long run it was better for us to have a larger pool of backers at smaller pledges than a small amount of backers at larger sums. This was a community driven approach which helped us during the later parts of the campaign – we could have called on a large group of interested backers to increase their pledges by a small amount, if we ran into trouble.

We also chose not to round off the pledge amounts. A hundred years of retail conditioning has informed us that $19 is psychologically less than $20 and we wanted to apply that to our tier amounts.

Stretch Goals are a bit of a touchy subject, but I will say that they are important in a campaign. We were careful in our choice of goals to not include anything that would affect the integrity of the game and its story. In a way, it was a disadvantage coming to Kickstarter with Stasis in the state that it is in because we are very limited by changes we can make to the game – but again, our core philosophy of ‘It’s all about the game’ won out, with our Stretch Goals adding to the world and the experience, but don’t alter what we are trying to achieve.


Time to hit the green button? Woah there! Not so fast! You want to hit the ground running. Having a prelaunch strategy is as important as having a launch strategy. As I mentioned earlier, our prelaunch dates were thrown out by the delay in Kickstarter approving the campaign. During this delay, we decided to spend some more time polishing up the Alpha demo and doing a soft Alpha launch in exchange for a retweet.

We added a countdown to our web page and contacted a few websites for interviews to be released on Launch Day.

Our Alpha demo was combined with a small prelaunch Twitter campaign, where access to the demo was password protected with the password being released to anyone who either tweeted about Stasis or otherwise put the word out.

All of these pre-launch ideas gave our campaign a strong start, something that is important to any Kickstarter. Having a strong start makes backers more confident about the project, and more willing to put their money down!


We launched our Steam Greenlight campaign within a few minutes of the Kickstarter. This helped by using the HUGE amount of traffic that Steam gets to filter through to the Kickstarter campaign, as well as allowing the Kickstarter coverage to lead directly to our Greenlight page.

We hit the top 100 on Greenlight in a week and then the top 4 in 3 weeks; we leveraged the press and internet buzz and pushed traffic to Greelight page and from Greenlight to Kickstarter.

The running of a Kickstarter campaign really is a full time job. We had a few philosophies that we stuck to during the entire campaign run.

1 – Reply to requests for interviews as soon as possible. We tried to get back to journalists within 24 hours of the request. This kept the news about Stasis constant throughout the campaign, with new articles appearing almost daily.

2 – Custom answers all the interviews! This one was important for me, because often I have read interviews where the same ‘copy and paste’ information from the developers and the same quotes tend to pop up. We wanted to make sure that each interview and article was given the respect it deserves! Online press and journalists are the life-blood of any indie.

3 – Phase your Kickstarter events. We gave away several wallpapers, a new game trailer and even the Stretch Goals until we felt that it was time to get them out there. In the world of indie games, news travels fast, and new news becomes old news quickly.

We had some large announcements during the campaign, along with free giveaways. The idea was that even in the slow days, there would be something interesting on the page – something that people could talk about. You don’t want to give away EVERYTHING on launch day – hold some announcements back.

4 – Don’t discount social media! Social media (our focus was on Facebook and Twitter) was a driving force behind much of Stasis’s success. Social media allows for personal stamps of approval on your game and as many advertisers will tell you, word of mouth is the BEST advertising you can get.

Don’t only tweet about your game to other gamers. There are THOUSANDS of people out there who may not be gamers, but will still be interested in your game. I even tweeted Ridley Scott in the hopes of a reply!

We had a page on our website which had easy to access quick links to help promote Stasis. With one click you could post about the game on Facebook or Tweet about it.

Twitter paid advertising is surprisingly effective, but could get very expensive very quickly. We spent $200 and got some fantastic targeted tweets, which lead to a few hundred Alpha downloads (and hopefully a few pledges).

5 – Heavy Focus on “Lets Players”. We put a lot of focus on getting the game into the hands of Youtube authors. The Lets Plays are a FANTASTIC resource for people to get excited about the game.

Stasis is a difficult sell in the world of quick, easily accessible games because you have to clear time and sit down to play it. It’s not a game that you can quickly experience on a lunch break – so having the videos of people doing exactly that let those people who didn’t have the time play the alpha.

When engaging Lets Players, be sure to give them permission to monetize or otherwise use your game on their channels. A simple webpage with all the information and permissions can do this.

6 – Give the press easy access to information. The press is your mouth piece – you want to make it as easy as possible for them to get all the information they need. Having a clear and concise Press Kit is ESSENTIAL. This must not only have all they may need to write a story about your game (logos, names, screenshots), but also links to all previous press releases. The longer that a journalist spends trying to sift through mountains of text to get the relevant information; the less likely they are to promote your game.

The press kit, combined with the 24 hour interview rule got Stasis a massive amount of coverage.

You should also write and format Press Releases correctly – be sure to check out our website or search for examples on how we did this.

A quick note on the press releases – build your own targeted email list.

7 – Cross promotion with other Kickstarters. Something that I had no idea about before we actually started running the campaign was the power of cross promotion with other Kickstarters. Look for other games in your genre and contact the developers running it. I have only had good experiences with other campaign runners.


The lynch pin in the success of the Stasis Kickstarter lay in our Alpha demo. If you are planning a Kickstarter, I cannot stress enough the importance of a demo. Potential players want to experience what they are backing and the most direct way to do this is through a fully functional demo.

We hosted the Alpha demo on Amazons S3 service ensuring that people had constant access to it throughout the campaign. We also released a torrent of it (hosted for a while by some friends and incredible volunteers) which kept the costs down.

We have had over 40,000 Alpha downloads at 1 gig per download; this would have swamped our webserver. Don’t assume you can serve that many downloads off your VPS or shared hosting platform-it will be disastrous – a day of downtime and you may spoil your campaign.

PayPal donations came in thick and fast once our main goal had been met. Nic had the PayPal page set up so that we could go live with it as soon as we were comfortable. Nic had a meeting with Paypal and their crowd funding department reviewed the page and gave us some pointers. Crowd funding has become a legal grey area in many ways so it’s better to contact them and just make sure that everything is in order.


After 33 days we managed to hit our $140,000 goal.

For an unknown developer on an unknown license hitting that magic $100,000 mark was an incredible feeling, but an exhausting experience! It was a month of extreme highs and lows, but I wouldn’t have changed anything about how we ran our campaign.

I wish anyone looking at going this route a lot of luck! Buy extra coffee
you are going to need it!


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