-Dave Gandy
People who previously have made icons for free will now want some of the money, and you only have enough for about 10 people for a year.
I've seen too many companies get money and suddenly, instead of being extremely frugal like they used to, because they had to be, start spending money because they can afford it.
And then the company dies.
This happens to lottery winners too.
Do you have plan to avoid it? You should plan to make the $1 million last at least 10 years without earning any additional money except interest.
We're 4 senior designers and developers that have been around. We can design beautiful, usable software and deliver it ontime. Honestly, I wake up every morning excited to go to work with such excellent and admirable folks. I could not imagine a better job. Honestly.
As far as the icons, no one else contributed. Just me. We tried external submissions before, but they were more work to manage than making them myself. And I think we've kept a somewhat consistent aesthetic. Starting over lets us tighten all of that up, too.
When I first saw it I thought that commercial itself must've cost around the ballpark of the amount you were trying to raise (30k) and can't possibly be worth it. But turns out it was a brilliant move!
Edit: fixed URL
It also talks about the company that produced it.
Also, how many nights of shooting in the bakery were required?
Please consider open sourcing the SVG framework, even if you don't fully make the million.
SVG icons clearly are the future, imo.
See this article for a comparison: https://css-tricks.com/icon-fonts-vs-svg/
Would you consider open-sourcing the JavaScript component apps if the $1 mil stretch goal isn't reached? Even as a pro backer, I want as many eyes (and contributions!) on said components as possible.
Font Awesome 5 will have a Free and Pro version. The Free version will be completely open source and you can use it however you like. The Pro version will have 2500-ish more icons and an SVG framework. Pro is the only one to worry about for distribution. :)
I currently do this(tf2manu994/manmeetgill.com on github, gitlab and bitbucket), and I am a backer for pro. Does this mean I can not use the pro icons on my site without forcing a user to download the entire iconfont?
[Yes I know, the markup on my site is crap, currently in the process of reworking without mdl]
Not all, I know, I know, but some. Some is enough. Some is marvellous. Some might be all I need to quit my regular day job, which is all I want.
A little bit annoyed about the theme license price ($600!) but I guess I can buy that if it ever gets to that.
I am sure a very small price to pay if you are making money off Font Awesome.
Star Citizen ($2,134,374) and Double Fine Adventure ($3,336,371) leap to mind.
I'm actually very slightly surprised to hear that there's no non-game software kickstarter that's raised more than $891,989.
- Most funded: https://www.kickstarter.com/discover/categories/technology/s...
- Most backed: https://www.kickstarter.com/discover/categories/technology/s...
I'll link those up in the article. Good point.
Good stuff, and good luck.
The most funded projects can be found here:
https://www.kickstarter.com/discover/advanced?recommended=fa...
Pebble Time = $20.3M
Coolest Cooler = $13.3M
Pebble 2 = $12.8M
Pebble e-paper = $10.3M
Baubax Travel Jacket = $9.2M
And if you look at the software
--------------
Shenmue 3 = $6.3M
Bloodstained = $5.5M
Torment = $4.2M
Project Eternity = $4.0M
Mighty No. 9 = $3.8M
Double Fine Adventure = $3.3M
I'm not that surprised, big parts of crowdfunding are excitement, interesting stretch goals and goodies (for higher tiers to increase the average pledge[0]), these are relatively easy for games: the audience is huge, it gets excited quickly (though it can turn on a dime) and values collectibles and "achievements".
Even more so for something which basically only targets web developers.
[0] Hex and Camelot Unchained have both raised over 2 million with half the backers of FA5.
This is kind of defeating the purpose?
I mean - there's prob. another $5K in expenses + all the work ...
That's a lot of risk - which is what it takes to be competitive?
It certainly does. Arguably the best money our company has ever spent. (Okay, salaries. Because we have a ridiculously amazing team.)
The "goal" is raising $30k, yet they're willing to spend half that on a video.
There's no incentive to have a high goal, in fact the lower the goal the better, you get to look better "We raised 50x our goal!" and it secures the kickstarter is a "success".
I have a problem with the 'cost of entry' for a Kickstarter campaign.
I'm perfectly willing to pay for Pro, the problem is that my project is open-source so I can't use the paid version.
As for most backed, I think relaxing the early bird deals clinched it for a lot of people (including myself). I have a lot of respect for Kickstarters that offer a flat pricing for the base product.
1: https://www.kickstarter.com/projects/1513061270/reaper-minia...
Think of it more like a minimum to make the effort worthwhile. If you can get $30k on kickstarter you can probably get a lot more from other channels.
What value do you get from setting a high goal?
Though to answer the second question: there are plenty of cases (usually hardware) where people really underestimate how much things cost to make. I've lost count of the number of stories where startups said "We messed up our mold/printer/fab order which cost us $20k to redo, and then we had no money to make t-shirts".
Pro vs Free still bothers me. Couldn't one of the stretch goals been to make all fonts free and open?
And the already-funded 38 stretch goal icon packs give 10 each back into Font Awesome Free. So that's another 380. That means FA Free will be over 1,000 icons in version 5 (up from 675). Also, the $1M stretch goal makes the SVG framework and all the code open source.
Say I have a project on Github, and I want to add some of the new icons I buy - I have to leave the icons out of the repo, and deal with whatever that means for deployment?
As for a public repo, the same applies as to commercial typography. Don't make it available for download.
This is part of why we're doing Font Awesome Pro CDN. Choose your options and icon packs and we'll serve them up for you. And we're making this free for open source projects. It also means you can upgrade to a new version without pushing code if you like.
> believe it or not, trolls are a sign you’re onto something. You’ve upgraded from indifference to dislike (or outright hate).
Things that are new and useful create resistance, which is actually a sign there is something instead of nothing.
This might be the real story, but not sure since there are no metrics on how much they've helped.
With our narrower audience, the Font Awesome website has been the biggest driver.
Our take away was just keep doing what works: Engage with our community and keep showing proof of progress and milestones met.
So now that we have our first basic lesson down in connecting products to the right audience, what do you think really activated the majority of purchases?
Only difference is who can use the license. Student license is for students only. But I'm recommending students just get the full Personal / SMB license since it's more flexible in the end and a better price.
(Non-profits should ABSOLUTELY get the Student / NP license as it's good for any organization size and just $20).
>900 requests blocked on https://articles.fortawesome.com/how-font-awe..... and rising by 1 every second. Quite aggressive font fetching script doesnt seem to get the hint.
This seems to me as a total waste of money.
Too much money will ruin creativity processes, and so it did in most of the cases I have observed.