Crowdfunding with Pozible
Australian crowdfunding platform Pozible has been around for almost 3 years, but my first personal experience with it has happened as a backer for my friend Christy Dena’s cross media project AUTHENTIC IN ALL CAPS. I asked Christy to give me some feedback from her experience as a creator using it to raise $15,000 AUD in hopes that she might help other Australian filmmakers who are considering crowdfunding.
What made you choose to crowdfund on Pozible? Is the majority of your creative team Australian? Where are the majority of your donors located so far?
CD: “It is a predominately Australian team. In the beginning, I was keen to have an international team. But it just became too difficult over distance and there is nothing better than sitting around a table talking about things. I’ve had international people involved – like Juliana Loh from Canada who is doing the art side of things for the iPad prototype.
I investigated going through Kickstarter first– either in the USA or UK. I had family and colleagues who were willing to let me use their bank account (because Amazon Payments requires a local bank account). But Amazon Payments reports earnings over a certain amount to the tax office, and so we couldn’t risk that happening with family and colleagues.
Kickstarter is news. Press are less inclined to talk about a project on some lesser-known platform. There is also the brand-association that comes with Kickstarter – you use Kickstarter if you’re truly international and serious. I think that is what some people think. But Pozible has been going for a few years now, and the Australian public is getting behind it more and more – though not to the degree of Kickstarter. We’re used to buying things overseas, and aren’t good at supporting our own all the time.
That being said, the response internationally has been phenomenal. We have backers from over 14 countries! These backers didn’t care about the platform, they wanted to support the project, support me, support the team. And so that is wonderful. It certainly is easy to use, and doesn’t have the obstacle of Amazon Payments (backers can use credit card and Paypal). So it is more accessible.”
What kind of perks did you choose to offer? I think many filmmakers have a difficult time deciding what to offer outside of DVDs, tshirts, digital downloads etc.
CD: “I spent a long time researching other campaigns and what was offered and therefore what is expected. This was tempered with statistics about what price-points are the most popular. I also figured into the equation production time. While I love tangible products, I didn’t want to spend 1 to 2 months creating and shipping rewards when we needed to get down to work.
I researched buyer psychology around pricing too – the effects of early-bird deals, price points, urgency, and limited offers. And so that is why there is the early-bird pack for instance – though I got the volumes wrong on that one (they should be more limited). In the end it was a mix of all of what I found in my research, production constraints, and just what I enjoy making too.
We have the basic $1 Kudos, $7 App Pack, $25 Soundtrack Pack, $50 Special Creator Pack (which includes the Creator’s Log I will be writing about how we created the whole project) and the Early-Bird $39 version of the Creator’s Pack, $79 Prologue Pack (which gives a specially-created audio prologue), $90 Tester Pack (in which you can be involved in user-testing the next version), $100 In-World Pack (in which people can get an Artist Assassin Profile or A Philosophy Game included in the release); $130 I Want It All Pack (which includes all of the previous); $250 Sponsor Pack (which gives a sponsor branding in the app, as well as 3 apps); and a $350 Consulting Pack (which gives a 2 hour meeting with myself and a crew or cast member). The packs provide a mix of all of the rewards.”
Your pitch video includes some animation which isn’t often used. Who made the animation? How did you decide on this component for your pitch? Will animation be a component of the finished project?
CD: “The animation was created by a talented new member of the team: Simon Howe. He did a fantastic job. I had the issue of needing a good strong video for the campaign, but we don’t have any final art for the websites and I didn’t want to show our prototypes. I needed to get across the concept of what we’re doing, but I didn’t want to just talk to the camera. I personally love animation and thought this would be the most entertaining and effective way to communicate the concept of a web audio adventure.
One of the things I’ve discovered through research and testing is that audio and animation or just audio and drawn imagery is really a perfect marriage. As soon as you have some level of abstraction, the audio and imagery just fold into each other effortlessly. In the project, there will be drawn imagery and some moving elements, but it isn’t an animation project.
I’ll most likely release a de-brief of my crowdfunding experience – the strategies and insights – afterwards. And of course, the Creator’s Log included in our perks will give tons of juicy information about the various influences and creative decisions I’ve made for the project along the way.”
Thanks to Christy Dena and her team for sharing their experience with Pozible so far. I can’t wait to hear how the project turns out!
Sheri Candler February 25th, 2013
Posted In: crowdfunding, transmedia
Tags: Australian crowdfunding, Authentic in All Caps, Christy Dena, cross media, crowdfunding, Pozible, transmedia
Sundance video interview-J.R. Hughto
Here is the second interview from Park City co sponsored by The Film Collaborative. This is actually Slamdance (not Sundance) director J. R. Hughto discussing his new film Diamond on Vinyl, his entry into filmmaking from being a photographer and graphic novelist starting with making short films, and how he views the sacrifices filmmakers have to make in order to work within a certain budget level.
Sheri Candler February 6th, 2013
Posted In: Uncategorized
Tags: Diamond on Vinyl, independent film, J. R. Hughto, microbudget filmmaking, Microfilmmaker Magazine, Slamdance Film Festival
Sundance video interview-Andrew Bujalski
We co-sponsored these segments in tandem with Microfilmmaker Magazine during this year’s Sundance Film Festival. Check out this first one with director Andrew Bujalski on the red carpet for his premiere of Computer Chess. More to follow during the month of February.
Sheri Candler February 4th, 2013
Posted In: Uncategorized
Tags: Andrew Bujalski, Computer Chess, crowdfunding, microbudget filmmaking, Sundance Film Festival, Sundance filmmakers, USA Projects
The State of International Sales for Independent Films
In our continuing look at film sales, today we are featuring an interview with an international sales agent for independent films, Ariel Veneziano of Recreation Media. He has handled international sales for many films including the highest grossing documentary of its time Michael Moore’s Bowling For Columbine, the highest grossing independent film of all time Mel Gibson’s The Passion of the Christ, and America’s most watched television show CSI: Crime Scene Investigation. The Film Collaborative works closely with Recreation Media for its international sales efforts.
SC: How are things different now than they were 5-10 years ago?
AV: In one word: worse. Sorry to start this off on a down note!
SC: Do you mean money-wise or just sales interest at all?
AV: I think both. It is best to acknowledge what the reality is. At the same time, there are some opportunities that have emerged, new ways of doing business that didn’t exist several years ago. It is important for filmmakers to have a reality check that there have been changes in the way viewers consume media and that has led to radical changes in the market. People go to movie theaters to see independent films much less than they did. Although global box office appears higher, this is only for a very small percentage of films. We’re talking Twilight, Iron Man, Dark Knight, James Bond. That share of the box office numbers is cannibalizing all of the other films out there.
Home entertainment revenues have been shrinking. DVD is progressively becoming marginal, and while broadcasters are multiplying, the license fees they are paying, especially for independent product, are getting smaller. While VOD and digital distribution are on the rise revenue wise, there is also an overabundance of product being made because of the sudden availability of low cost production methods.
Piracy is a threat to revenues. People still watch movies, but they don’t always pay for them. There is now a generation who sees this like going to the faucet and turning on the water, you don’t pay for every glass you fill. You pay a monthly fee and you can get a lot of water. Same with many internet subscriptions, one fee, unlimited choice. The good side to digital and particularly online distribution is the ability to, in theory at least, reach a broad audience without need for a large infrastructure. Are there ways to capitalize on that trend? Yes. Are they easy? Not necessarily, it is a very fast moving situation and even the so called experts who have done this for years, they don’t know what is going on. There’s a lot of chaos here, the wild west.
SC: If we were to look at 5 years ago, what would have been a pretty normal deal scenario for an independent film with no names, but some festival pedigree?
AV: If we’re talking about one of the major festivals, like Cannes, Venice, Berlin that you could put on the poster, those are the big 3, you could have made several hundred thousand dollars in worldwide sales. But that’s not necessarily the case anymore.
SC: Right, I was noticing out of Toronto in September that films with more than notable names were being picked up in groups for $5 million, when their budgets must be nearer to $20 million combined. Lionsgate/Roadside Attractions bought Stuart Blumberg’s “Thanks for Sharing,”(Gwyneth Paltrow, Mark Ruffalo, Tim Robbins), Shari Springer Berman and Robert Pulcini’s “Imogene” (Kristin Wiig, Annette Benning, Matt Dillon) and Joss Whedon’s “Much Ado About Nothing”, all of them for a reported $5 million. So those films are not making their money back in advances. It used to be you could be made whole or close to it, but now that is not nearly the case.
AV: Right, it means you have to be smarter with the budgets, keep them low. Smarter with the finance plans and use soft money, something that isn’t going to be high risk for investors. What happened in the music industry is now happening to film. When is the last time you bought a CD? With technology progressing so fast, storage capacity growing, speed of transmission of data, availability of mobile devices. Few people are going to want a DVD collection, why? I can access a gazillion movies in my cloud storage. So if people aren’t really spending money on music, the revenues for albums have gone way down. Why would they continue to spend for films? If you want to know what the future holds for the film industry, look at the music industry.
And because there is so much uncertainty, buyers are trying to safeguard themselves. They are being much more particular about titles they take on and for what prices because they don’t know how well it will sell.
SC: So when you go to a market, what attracts their interest to buy anything?
AV: Bigger theatrical pictures. For foreign buyers, they want to know the film will have a wide domestic theatrical release. Some domestic distributors can promise that like Weinstein, Summit, or if you are an international sales agent who struck a deal with a studio early on to release the film with a minimum 1000 screens, buyers are receptive to that.
Cast of course makes a difference. Certain genres like action do very well. Everything related to action travels well. So, adventure, sci fi, thriller, fantasy are all cousins of the action genre and those typically do well.
SC: One genre I see a lot in indie film is the “coming of age” drama story. How well does that kind of story do?
AV: AWFUL in terms of revenue. I am talking as a businessman. As a viewer, I love coming of age dramas, but I can’t sell them. Nobody wants to buy them unless: 1) it is directed by a world class filmmaker. If it is a Woody Allen or Terrence Malick film, you’ll sell it 2) big names in the cast and when it comes to getting buyers excited about the cast level, the bar has gotten a lot higher as far as this 3) based on a best-selling novel 4) selection in a MAJOR festival. For international revenue that would be Cannes, Berlin, Venice. Sundance has an impact domestically, but internationally people don’t care. Toronto the same, it is fine for a repeat screening, but if that is your only claim to fame, not going to help you that much.
Coming of age drama is one of the worst for travel; that and comedy. Buyers just flee unless it comes with any or lots of those 4 criteria. So Terrence Malick’s Tree of Life, fits 3 of those criteria. World class director, A level cast, major festival selection. That is desirable to buyers.
SC: So you are really saying that a microbudget indie film with all of those things absent really has no chance for a buy at a foreign market?
AV: None. Absolutely zero.
SC: This is good to know, we’re tempering expectations here. This doesn’t mean there is no audience for the film. It simply means that it has no value to a buyer.
AV: It is going to bring in too little money for them that it isn’t worth investing in. But you’re right, does it mean you can’t put it on iTunes or some other online outlets on your own and get people in foreign countries to pay to see it? You can absolutely do that. But since it is such a wild-west scenario at the moment, the revenue could still be zero for you.
SC: Are you saying that there are no prospects even in broadcast for this kind of film?
AV: No prospects, but as with anything there are a few exceptions. A Lifetime movie, like a women in peril kind of film. If it was bought by Lifetime in the US, then there could be some broadcast value elsewhere. But that is a very specific kind of film, very formulaic.
SC: What about a low budget documentary? What if it was picked up by HBO in the States?
AV: Now we’re mixing types of films. Docs are a little bit different, but it depends on what they are about. If it strikes the right chord with something timely, you find the right broadcaster who is filling their schedule with a thematic type of programming and your doc fits that profile, then boom you have a deal. A small deal probably, but still a deal. A theatrical doc is the exception, docs are mostly for TV. Having it on HBO? No, it doesn’t make a difference. Not PBS either. It is more about the right subject matter, being topical.
The brands broadcast buyers respond to for narratives are Syfy Channel, Lifetime, Disney, Nickelodeon, maybe Hallmark. Again, those films are very specific and formulaic. No fancy effects, no flashbacks and weird montage, just very straightforward stories.
SC: A foreign sales agent does what? You go to markets, but what is done in between? Should I get a specialist foreign sales agent or a worldwide sales agent?
AV: Typically domestic and foreign markets are two different animals. There are some sales companies that can act as a good one stop shop, handling both within the same company and that can simplify administration. But the option to hire a dedicated domestic sales agent – also known as a producer’s rep – is a common way to go as well.
What we do as a sales agent is that we help you maximize revenue on the film from all available sources around the world. So that entails marketing, highlighting an existing campaign or creating a new one; working the press, getting a film into the right festival. Then leveraging the relationships we already have with buyers around the world. Negotiating and papering the deals. Delivering the movies. Invoicing and collecting the revenue. Monitoring how a film does in a territory and requesting (or demanding!) the revenue reports. Structuring the deal correctly so you can have some money up front and then see more money later down the road – if the film does well. It is a “technical” job and is very relationship driven.
Probably the most important aspect for a filmmaker in electing a sales agent, is working with someone you can establish a relationship of trust with. Trust can be an elusive thing sometimes. You keep hearing stories about filmmakers being ripped off by sales agents. Some films are probably not meant to be handled by a sales agent because it is just too many layers of middlemen for too little available revenue, and the filmmaker would have been better off handling it themselves for the amount of sales revenue that can be gained from it. It will be a lot of work though for the filmmakers and some people are very naïve about that, thinking ‘oh who needs a sales agent?’ and they take their film to markets or put it up for sale themselves online and at the end of the day, a lot less revenue comes in than they thought. It is a lot harder to make money than it seems…
SC: Sometimes filmmakers try to call buyers and they find their calls aren’t returned. Buyers don’t know who they are.
AV: Trust me, sometimes we have trouble getting them to return our calls too! And they do know who we are.
SC: What is the typical length of time for a sales agent agreement?
AV: There are two types of agreements. One is a straight distribution agreement where the sales agent comes on just to sell the film into territories. Another is when a sales agent comes in with a minimum guarantee, some money upfront. If they put in some money, they will be more demanding on the terms. If it is just straight distribution, the filmmaker has more leverage to negotiate it. So a typical term is 10-15 years.
SC: Why does it need to be that long?
AV: Well there are two questions here. The first is the sales agent’s engagement term. How long is the agent going to be selling the film? And the second is for how long is the agent allowed to sell the rights? How long will the contract last for each deal brokered? I might sell the film to a buyer in the first year, but the buyer might want a 20 year contract on that film especially if it is an all rights deal where they can exploit each window over a long length of time. They might spend a lot of money to release the film theatrically and make up the bulk of that money on DVD/VOD and then digital then broadcast which can then mean relicense and relicense over a long period of time. You know, when you watch TV, there are rerun movies, things that came out a long time ago. Those have been relicensed over time. So if you are going to all this effort and expense, you want to have a long period of revenue coming in on that.
If a producer and a sales agent have a good relationship, they should both want that. It is not just about selling and walking away, there is the monitoring of the sales. You may get an advance from the buyer, but then there is a revenue sharing structure that has to be enforced. A buyer might release theatrically and not make money, but then it goes into DVD and broadcast, and especially in Europe broadcast is where a lot of the money is, when that revenue is coming in, you have to make sure reporting is being done correctly. That can be many years after the fact. If a film is doing really well, you may have to check the reports or audit them to make sure you are getting all that is due. It can be complicated to do this and costly. You want your buyer to comply, but you may have to send in someone to check the records. You need to manage the revenues coming in, the agent gets commission and expenses and then the rest flows through to the filmmakers. So for us this lasts 15 years typically.
SC: 15 years to maintain the film, the sales contracts on the film?
AV: Yes.
SC: So then the question is if after a year or two, the agent hasn’t made deals in many territories. Why should they still hold the rights to my film for 15 years? If I know that I have an audience in Indonesia based on my website traffic, but it isn’t enough to satisfy a broadcaster or a distributor in that territory, I could service them directly from my website, but I can’t do that because legally I don’t own my film, the agent does. An agreement for that length of time in this case doesn’t seem to serve anyone.
AV: Well in TV sales it can take a while for a sale to come through. The decision making process is slower in TV. Also it can be about the right theme being programmed in the schedule. A film may not be a fit for this year’s schedule, but maybe for a schedule 2 years from now. If the agent has the rights to a film that fits, a sale can be made then.
But I think good practice for a sales agent is to yield to the filmmaker if they find after a reasonable amount of time that there is no real sales potential. A clause should be worked into the contract that after X amount of time, if no sales are pending and interest is limited, then the rights go back to the filmmaker or the sales agent agrees to arrange for another type of distribution (iTunes aggregation or other kind of digital VOD distribution) and any revenue would be subject to whatever commission was agreed – if the sales agent helped to get the film onto a revenue generating platform, then they should get a commission out of it.
SC: Walk me through the revenue flow. If it is just a straight distribution deal, the agent has not given the filmmaker an MG to represent the film, how does the money flow from the buyers through the sales agent to the filmmaker?
AV: Everything is up for negotiation, but here’s the typical structure. The revenue comes in from the distributor, the agent takes a commission, then the agent takes reimbursement on the expenses that have been capped and agreed, then the filmmaker gets the rest. Let’s say there is $100,000 of revenue. Commission is 20% and the agent spent $10,000 in expense. The commission is $20,000 plus the $10,000 for expenses so $70,000 goes to the filmmakers.
SC: Ok say that it isn’t $100,000 in one go. Say it is $2,000 this month and $5,000 last month and all of this revenue flows through the agent. Does that mean every time there is revenue, the agent gets 20% of it, or is this a flat 20% of all revenue?
AV: Usually reporting is on a quarterly basis in the first year or two and after that it is only twice a year. So every time there is a statement, commission is disbursed.
SC: And how do you show me expenses? How do I know what my expense was for the trailer or the one sheet design and printing or the market booth?
AV: Again different companies have different practices, but typically expenses are amortized across all of the current titles the sales agent is handling. We have costs from the markets that we split across the slate of films. We do a fair assessment of the films we are actively selling and then there are direct costs. If we hold a screening of a film in a venue during the market, 100% of that cost is going against that particular film. But a booth at Cannes for all of the active slate of films, that cost will be amortized across the slate. So everything should be documented as far as expenses. If you feel like the expenses are unfair, you should have audit rights in your agreement.
When you have that ongoing relationship with your sales agent and they are motivated to do repeat business with you, they will want to do things right. Ideally you want to work with someone you can 100% trust, but we hear every day how there are disputes in Hollywood studios, independent studios. Lots of creative accounting, people don’t always report accurately and things end in arbitration or litigation.
SC: A few years back someone on a panel said that especially in low budget filmmaking there are a lot of first time filmmakers, but not a lot of second time ones. So relationship building on either side, the agent or the filmmaker, there isn’t a lot of loyalty there. The filmmaker may never work again, the agent may not even want another film from this person, the filmmaker will choose whatever agent seems to be bringing them the best deal. So is the motivation to be loyal and honest really there?
AV: Well maybe filmmakers should have more of a career plan. Don’t think one film at a time, but have a vision for what your career will look like and plan for the relationships that will help you realize it over time. Also, films aren’t made by only one person. There is the producer, the director, the writer, the cast and sometimes cast members are also producers. There can be relationships with all of these people that benefit a trust factor being present. And then there is the carrot and the stick principle. Yes, we want to have relationships where we believe all are being honest, but we know some people are more honest with those they know than with those they don’t. You have to trust, but verify.
You can always question what doesn’t seem like a reasonable expense. You won’t go through every receipt and say ‘are you sure at that dinner you talked about my movie?’ Come on, you aren’t going to do that. But if you see some weird expenses for things you don’t remember happening, like a screening at a market, then you should question it and request backup documentation. The sales agent should be able to provide it.
SC: Lastly, what kinds of things should be included in my sales agent contract. Should there be non performance clauses, bankruptcy clauses, a limit to the years my title is held by the agent?
AV: Well, I am going to be on the other side of the negotiating table and I will want less encumbrances of course. So who am I advising here?!
SC: If we are transparent and honest people who really want what is equitable, we should be honest about this. Also what kind of things are you expecting from the filmmaker in the contract?
AV: I will want to be efficient. I want to know that they have all the deliverables ready or in a timely manner. This includes master drive or prints as physical material, but also legal documents. Chain of title, music clearances, E&O everything that is included in the delivery list. So many times attention isn’t paid to the details of this both from the physical perspective, but also the budgeting perspective. Often these materials have to be created and that costs money and a budget needs to be available for this. We might have an offer that will bring in a good amount of revenue, but if the producers can’t deliver the items required by the buyers, there is no deal.
Sometimes we take on that expense ourselves say a 35mm print might be needed, but one wasn’t made. We wait to see how interest goes at the first market and if 5 territories want to do a theatrical release, then we will take on that expense because we know it will be recouped. A 35 mm print may be optional depending on the film, but there are other things that are required. For example an M&E track so that the film can be dubbed in foreign territories.
SC: What is the worst thing people tend to forget or deliver in the wrong format?
AV: One thing that happens a lot is stalling, letting things drag and not delivering the final elements. The final music tracks are being cleared or the M&E track is being finished. Several situations where the film never really seems to be finished. The deals were struck, the buyer is getting impatient waiting for everything to be sent over. A film isn’t like red wine, it doesn’t get better with age, it doesn’t gain value, it does the opposite. The film got old and it never came out.
Also, one thing that is perpetually a disappointment: still photography. Good photography is super important to promote the film, to design into the campaign. Buyers really want good stills. On low budget films, good photography is perpetually dismissed. Make everyone’s life easier, get lots of on set shots. Not behind the scenes stuff with the crew goofing off and doing set ups. Get shots from the scenes, good shots of the cast, the atmosphere of the scene, things that we will see on screen.
SC: What would you tell someone who hasn’t yet made their film, but they are about to embark on the process. What to expect?
AV: First start with why you are motivated to do this? Making money isn’t always the prime objective for some people. They have an urge to tell a story and yeah, maybe some business person may find it genius, but it is ok if they don’t. Be very clear about that with yourself and others, that you are doing something that has only a remote chance of making money. That way, you won’t be this frustrated filmmaker who is suddenly surprised when all the odds are against you. You knew it going in. Maybe this first film is a calling card and all part of the career plan. Ultimately, if you want to make a career in this industry, you are going to have to make film that connects with paying audiences and make some commercial sense. First films can be something very striking visually or artistically, but not make much or any money. They can have an artistic integrity that isn’t necessarily attractive to a buyer, but can find a small audience. In order to capture industry attention, the films are going to have to be accessible to an audience.
I thank Ariel Veneziano for sharing his time and information with us. Remember, The Film Collaborative does handle films sales on a limited basis and we are always open to advising our members on the best course for getting their films out to market.
Sheri Candler November 20th, 2012
Posted In: Distribution, International Sales
Tags: Ariel Veneziano, Berlinale, Cannes Film Festival, domestic film distribution, independent film sales, international film distribution, international film sales, Recreation Media, sales agents, Venice Film Festival
A Creator’s Guide to Transmedia Storytelling-interview with Andrea Phillips
Written by Sheri Candler
This week’s post should help those who are thinking about giving transmedia/cross platform storytelling a try. Andrea Phillips first encountered cross platform storytelling over a decade ago and has been writing in the space since 2005 as a full-time, free-lance transmedia author. She worked on the interactive treasure hunt Perplex City, HBO’s immersive online sensory experience The Maester’s Path for its show Game of Thrones, and with musician Thomas Dolby on an online experience for his concept album, a community-based web game based on Dolby’s entire discography called A Map of the Floating City.
I interviewed her upon the release of her new book A Creator’s Guide to Transmedia Storytelling: How to Captivate and Engage Audiences across Multiple Platforms and asked about the differences between this form of storytelling and more traditional forms, whether this takes a different skill set and how she sees this field evolving over time.
SC: Are there different principles of storytelling for transmedia?
AP: Yes and no. The basics of telling a good story are going to be the same no matter what medium you are using, but if you are going into a big transmedia project, you have to leave things more open ended than you would traditionally. You have to give yourself opportunities to extend the story late and more places where things aren’t answered, more loose ends.
In the book, I talk a lot about Chekhov’s gun, that traditional storytelling principle where if you have a gun on the mantle in the first act, then it has to be fired. (ed note: from Wikipedia: Chekhov’s gun is a literary technique whereby an apparently irrelevant element is introduced early in the story whose significance becomes clear later in the narrative. The concept is named after Russian playwright Anton Chekhov. The phrase “Chekhov’s gun” is often interpreted as a method of foreshadowing, but the concept can also be interpreted as meaning “do not include any unnecessary elements in a story.”) But in transmedia, this isn’t a good technique because you want to put lots of things in the story like this, you may need something later to use and, if it has been precedented, you can build on it.
There are lots of things in transmedia that go against the idea that the story will unfold 100% the way you envisioned. Sometimes the audience won’t react to something the way you expected them to and one of the fantastic things about working in digital media is the ability to adapt to the reaction you are getting. In films, studios do test screenings and change the ending if the audience reaction is poor or not what is desired. With an interactive narrative, you actually have a chance to change the whole story if it is playing out differently than you had envisioned. If the protagonist is portrayed as unsympathetic, you can either change the story or use that info to help him get what’s coming to him. It’s really fun stuff!
SC: Some storytellers might say “I have my whole vision for a story and I don’t want to constantly evolve it.” Is there a mindset change to this kind of work as well?
AP: “There can be, but let’s step back. There should be wiggle room, but it doesn’t have to be the whole story. The classic story of Hamlet doesn’t become a better play if you let the audience vote on the ending. You don’t necessarily want your audience deciding what the story is, but if you give them even the feeling that they have a part in influencing the outcome, it is a very powerful tool for participation. They have an investment in the story just as much as the author does.
SC: The main component I see in this is making the story interactive. The difference between the traditional way and the interactive world that we live in now is the ability to have participation rather than passively watching or reading what is put in front of you. Do you think that when we talk about educating audiences or drawing them in to the storytelling, does it depend on their age or their mindset or their history of playing video games or collaborating with other people? Is there an audience boundary that is keeping this from getting bigger? Or will this just evolve over time as we see more of these kinds of projects?
AP:”I think there are some audience boundaries, but also context boundaries. Sometimes you just want to sit quietly and read a book and not have to click on something or go look something up later. Sometimes people will want a single medium story and that will probably always be the case. The trick is to provide that single medium experience for the audience who still likes that, while identifying the audiences that want to be more engaged with the story. It is surprising, it doesn’t always have to do with age or gender or tech savvy. First find the audience that really loves your story and once you have a fandom, or base of supporters who really love the stories you tell, they will want whatever you can give them. Digital media winds up being a fairly cost effective thing to give them more of the story. It is much cheaper to roll out a social media footprint than it is to make subsequent films for instance. You are still giving them things that they want that will keep them involved in your story, until you do have the ability to get that second film, or subsequent project out.”
SC: What kind of budget considerations are we talking about when one wants to make a transmedia project? Does it mean you have to have the budget of The Dark Knight Rises or Prometheus or The Hunger Games? Or can one do it with some simple tools and elbow grease?
AP: “You definitely can do it with simple tools. The Alternate Reality Game community (ARG) is a group of fans who have gotten together to make experiences for each other out of pocket change and love. You don’t need a Dark Knight budget to make a transmedia experience. Social media tools like Facebook, Twitter, Tumblr are relatively free, shooting video isn’t free, but if you are already shooting a film, just adding on additional videos probably isn’t going to be so expensive. It is the sort of indie spirit thing as any other indie art project would have.”
SC: I hear indie filmmakers say “OK, I’m going to have a film. And then I’ll think about all of those other story aspects because those are more of the marketing or promotional efforts that come later.” Or they only see this effort as something that will fill the theater or sell DVDs. Is this a good idea or should it be planned from the start so that it is all incorporated together?
AP: “I am definitely, definitely of the opinion you should plan it all up front. Mainly because if you just tack something on later, it is going to feel tacked on. If you want it to reach its maximum power, then you have to make it all in one piece and plan for how everything will interrelate. Even from initial writing, initial conception.”
SC: In reading through some of the ideas on transmedia projects from filmmakers, I feel like some people paint themselves into a corner. These story tangents go off onto other paths and then disappear because they haven’t been clear about how it all weaves back into the overall project. Also, Lance Weiler has talked about how in his early projects, games they created to be solved by the audience in a week, only ended up taking a day and it caught the creators by surprised so they had to scramble to keep up.
AP: “This is one of the rookie mistakes that I talk about in the book. Never deploy anything unless you are ready for it to be solved. The audience is always smarter than you think it is. They are as smart as the smartest 20 people among them because they all collaborate. They will always outthink you, never think you will be smarter than your audience. Also this may come from a more marketing mindset. Some people think they will put an interesting bit of something out there, as a marketing tactic and they don’t give it much mind as to whether it leads anywhere. It gives the audience a negative feeling about your story. When you set up an expectation and then there is no payoff, it is extremely frustrating for the audience.”
SC: What do you think about all of these transmedia events, and new media funds, and new emphasis on transmedia storytelling in independent film? It seems like creators are being told this is the only way to be creating stories now. Many times these events seem a little haphazard and confusing, like they are being programmed by people who also don’t know much about this form of storytelling.
AP: “I think it is a confusing time for the creators. The audience doesn’t care about this conversation at all. They just want to know if this thing you are putting in front of them is worth their time or not. They don’t care if it is transmedia, cross media or who it was funded by. In one sense, it is an important conversation because creators have their careers to think about, but from the audience perspective, none of this is relevant if we aren’t doing good work.”
SC: Right, this is a time of experimentation. Where there is chaos, there is opportunity and you have to look a little harder for it. There is no one process that has been developed to succeed, and as an independent filmmaker, you wouldn’t want that anyway.
AP: “I had an interview with a gentleman who was very frustrated with me because he kept asking me for a blueprint on the one right way to make a transmedia project. And my answer was it depends on what you are trying to do. The book is not the one true way to create a transmedia project as much as it is a flowchart of lots of different ways. There are things you can do, and there will be trade offs to doing that. It is much less about rules than about my advice on what you can do depending on what you are trying to accomplish with your work.
The interesting thing about transmedia right now isn’t the stories, but the structures. We are in an amazing period of experimental structure and I am not sure this has happened in storytelling ever before. There has been experimental structure in individual arts such as writing with the novel, and in film. But now we are seeing this happen across all media and figuring out how to use multiple media and include the audience with digital tools in order to tell a story. The thing that fascinates me is how people fit all the elements together in their story.”
SC: As time and money are needed to create these stories, what do you see as sources for revenue? I think we shouldn’t come into this thinking if it doesn’t make millions, it isn’t worth doing. But what do you see as a way of generating revenue?
AP: “First I’d like to say that anyone who doesn’t think an artist has a right to make money is on the wrong side of history. There is no shame in commercial art. I do see some interesting things revenue wise. You for sure see the Hollywood studio model which largely depends on licensing and on selling movie tickets, a very traditional and stable way of making money.
But I also see things like Accomplice which has a live performance aspect, short, location based experiences where one buys a ticket to see it. I’ve seen The Lizzie Bennet Diaries which uses the Youtube advertising revenue stream and you can also see projects selling merchandising (posters, comics, tshirts). There’s really no limit which is the other interesting thing. Not only is the storytelling structure changing, but the business structure is too. You can hypothetically make money any way you can imagine. The question becomes how much time and money are you spending to make the project, and is it more than you could ever get in return? Knowing that only comes with experimentation and experience.”
SC: Are many film schools teaching this kind of scriptwriting/storytelling? I don’t think that many are doing this yet.
AP: Quite a number are teaching this actually. Emory, UNC, FSU, Ball State, MIT, Columbia, USC, all have programs. There is definitely an academic interest in it and especially in film schools. I am much more excited to see this being taken up by film rather than only by games. Film has been considered much more legitimate as a storytelling medium in the hierarchy of culture so transmedia is becoming much more legitimate too from its association with film.
I do think it is valuable to teach these skills to students. Film, theater, and creative writing students because it is something that exists in the world and sheer exposure is a valuable thing even if you aren’t choosing to work in it in your individual career.”
SC: Do you think this will evolve to where stories will only be told this way? I see this as a way to be in dialog with an audience and it is becoming more and more expected that the audience will be able to speak with creators. Will it be possible to say, “Oh I am not going to be in talks with the audience, I’m just going to write it as a straight book or film?” Is this really going to be an optional thing in 10 years time?
AP: “I think it will stay optional. As I said, sometimes the audience doesn’t want the whole experience. There will also be a significant number of creators who aren’t comfortable working this way or have a creative interest in not making their story interactive. I do think in the commercial space that you may not be able to get funding for your webseries or film if you don’t have a transmedia plan though. That is a reality I can very easily imagine.”
SC: In getting back to the book, tell me how it is laid out
AP: “The book is in 5 sections. The first is an introduction to transmedia. The second is an intro to storytelling. Further sections cover structure, production and then big picture which is ethics and money. The structure section is the heart of the book. I talk about considerations like using email, will you send it via your character, will the character answer? I don’t say, ‘You must use these social media outlets.’ You can’t say that, it depends on what you are trying to do and I, as the author of this book, do not know what you are trying to.
SC: Ethics, that’s an interesting section to include. What are ethical considerations to creating transmedia projects as opposed to writing a book or making a movie?
AP: “When you are putting pervasive elements into the world, things that look like they are real, you do wind up with ethical considerations. For example, a common trope is flyers for missing persons. I consider this not just ethically poor, but also bad design. As a consumer walking down the street, the first thought is not, ‘Oh my gosh, this must be part of a game or film. Let me take down this number or website and partake of this entertaining experience.’ It is probably, ‘Oh, what a terrible thing has happened. I am going to lock my doors when I get home.’ Creators need to think about the context someone will have when they happen across this material.
My favorite example I use in the book is the Parkinson’s Disease example. Let’s say you have a fictional pharmaceutical company and you make a website for it, as is the way for any transmedia project. Typically, there will be news published on this fictional pharmaceutical website. So you make some fake press release about Parkinson’s Disease, announcing the results of fake trials of a drug that improves symptoms and is expected to come to market in 3 years. Now, imagine that this website gets some Google juice and someone who suffers from Parkinson’s Disease is searching the internet for treatment options and finds this news. They make a treatment decision based on your element of fiction that was not signposted as fiction for someone who found it by accident on Google. That’s problematic because you could do harm to someone out in the world.
Many times creators don’t think about these things until something bad has happened. Things happen in the real world because of content we put out there. The world isn’t yet accustomed to questioning everything behind a story to see if it is real. All you have to do is look at how many articles from The Onion get reported as news.
My thanks to Andrea for spending time talking to me about her work and her new book. I have read the book and it is excellent, a real primer for those interested in learning more about creating interactive stories using both online tools and offline experiences. I especially liked her descriptions of World Building as it is something I don’t think creators spend enough time thinking about. World building is a good exercise whether you are creating a story structure on which to hang technology and user experiences or you are thinking through all the elements you can create and layer to immerse an audience into the world of your characters for marketing purposes, to pull them into the story experience. Every story exists in a “world” and creators should strive to bring the audience into it, let them experience it from many angles, give them something to do there, not just assume passive viewing.
For more on Andrea’s thoughts about the future of storytelling, see this video
Sheri Candler November 7th, 2012
Posted In: transmedia
Tags: A creator's guide to transmedia storytelling, A Map of the Floating City, alternate reality games, Andrea Phillips, Chekhov's gun, cross media storytelling, Game of Thrones, HBO, interactive participation, Perplex City, The Maester's Path, Thomas Dolby, transmedia, world building
Transmedia case study-Guidestones
By Sheri Candler
In the continuation of our look at recent cross platform/transmedia projects, this case study will be particularly relevant to those working with low budgets and ambitious plans. Writer/director Jay Ferguson’s initial inspiration for Guidestones came from his late father’s fascination with serialized shorts. Growing up in the thirties and forties, Ferguson’s father went to the cinema and was ‘hooked’ on serialized shorts where bad guys tie distressed maidens to the train tracks and such. Ferguson thought that the internet would be an ideal place to try to recreate that experience for this century.
Again, thanks to Storycode.org for providing the video presentation (found at the bottom of this post) from which these notes were culled.
Jay Ferguson, writer/director, 3 o’clock TV
Synopsis
Two journalism students, investigating an unsolved murder, uncover a global conspiracy centered around the mystery of The Georgia GUIDESTONES, an enigmatic monument nestled in a farmer’s field in rural Georgia and inscribed with directions for rebuilding civilization after the apocalypse. The story is based on a real monument and on the real account of a Toronto woman’s experiences.
GUIDESTONES uses elements of transmedia and ARG storytelling to take viewers on a thrilling chase that crosses two continents and three countries in search of the truth. The project uses a hybrid mix of traditional narrative and formal and non-formal documentary styles. Shot vérité style in Canada, the USA and India, the series moves seamlessly between the real world and the fictional account of how a young woman named Sandy stumbled upon a murder mystery.
Three minute episodes, 50 in total so far, with audience participation elements.
Intent:
Ferguson wanted to tell stories by professional storytellers that would guide the audience an online and offline experience. He observed that, though audiences wanted to participate in the story somehow, no one wants to pay for online content. Also, how to keep audiences coming back? Too many webseries start out with the first few episodes being ok then die with audience numbers. Ferguson and his team have endeavored to keep up a fast paced, engaging story that pushes the audience to continue the journey.
Funding:
A mix of self funded, Canadian Independent Production Fund, some matching grants from the Ontario Media Development Council , sponsorship from Samsung, Carbon Clothing, Major League Baseball/Toronto Bluejays, Pizza Pizza (Canadian Domino’s). The online platforms (Hulu, Youtube) did not put in any money. The total budget is around $300,000 CAD. Estimate to reproduce at market value would be $1 million.
Revenue streams:
Product integration, merchandise/music/ringtones, rev share from Hulu. Recently launched on iTunes and considering a DVD to sell.
Audience demographic:
While there were certain demographics in mind, the production recognized that different audiences will want to interact with the series, so different ways to view the project were developed. In the Push version, one can sign up for the show and have the episodes delivered via e-mail to experience in ‘real time’ as the characters are exploring the mystery. The Linear version is for those who want to be more passive and treat it like a traditional serialized show.
Background of the team:
Jay Ferguson is an award-winning filmmaker who has contributed as a writer, director, producer and cinematographer to over 15 feature films. His work with institutions such as The National Film Board of Canada has garnered him several awards, including the top cinematography award at the Atlantic Film Festival (Animals, 2005) and from the Canadian Society of Cinematographers (Inside Time, 2008). He was nominated for a Gemini Award in 2005.
Jonas Diamond is the CEO of iThentic, joining the team in the fall of 2008. Jonas is producer of the award-winning animated series Odd Job Jack (52×30). The series received a Gemini, CFTPA Indie, Banff Rockie and Canada New Media Award for Best Cross Platform Project. Additional Accolades for Odd Job Jack include a nomination for Best Interactive Program (2006) and Best Animated Show (2005) at the Banff Rockie Awards, second prize for Best Interactive Design (2006) at Vidfest, Best Convergent Project by the Banff Institute as well as multiple Gemini and Canadian Comedy Award nominations. Jonasʼ producer credits includes Odd Job Jack, Hotbox and Bigfoot for The Comedy Network / CTV, Pillars of Freedom for TVO, Turbo Dogs for CBC / NBC, The Dating Guy, skatoony, Sons of Butcher and the upcoming Geofreakz MORPG for Teletoon, The World of Bruce McCall, and the interactive storyteller Legends of Me as well as many other projects for various platforms.
Development phase:
It took 3 years from conception to launch.
Thinking through each platform:
50 webisodes were shot and edited for use as video links, the main storyline.
50 different websites were needed to house the clues for each webisode.
Content was hidden online for viewers to research the clues given during the webisodes.
One of the really hard things was creating 50 story arcs. Each episode is on average 3 minutes long and it is difficult to find an interesting opening, build the story and then a climax to lead into the next episode in such a short space of time. For feature films, you may only have to do one or two of those, but 50 is a lot. The interactivity was very difficult to make happen…very time consuming.
Production workflow:
The production used a very small crew and shot with a Canon 7d digital SLR in order to have flexibility and adaptability when on location. It allowed them to get into places that you regularly would not be allowed to shoot. In India, there were some places that do not regularly allow filming, but they were able to shoot some scenes in a few minutes and not bother anybody.
8 months in production, with 8-10 hour days
Location shooting: 3-4 weeks Toronto, 1 week in Georgia, 1 week in India
Post production meant bringing together all the elements of web and film. Before locking an episode, online properties needed to be created and sites linked to other sites so that the minute it was live, everything was in place for the viewer to experience.
Digital team included:
A graphic designer
Website builder
1 person to buy and manage urls
people to develop online presences on Linkedin and MySpace
2 editors full time
2-3 editors part time
a media manager
effects supervisor
effects editor
Brad Sears who designed the Push system and email system.
Deployment strategy
They launched the “push” system in February 2012. The viewers sign up via email address on their website to follow the episodes. Links are emailed to them with the episodes. Emails are timed to coincide with the happenings of the characters (if something happens at 9am, the email is sent at 9am). It takes the viewer a month to experience the whole thing and it is evergreen which means anyone can start it whenever they like. There is no “starting” and “ending” period.
After launch, the team received a lot of feedback from viewers. High schoolers in particular were impressed that they could Google things they had seen in the show, and something was actually there online. Also found that high schoolers do NOT use email like adults do. They communicate more via Facebook. Production team then modified the “push” system to run on Facebook.
For older people, they complained of too much email (50 episodes plus supplemental info). Some complained not enough episodes being released fast enough. They modified their release pattern/experience. Now viewers can choose to experience via Facebook, email or in a linear version where they just watch the episodes on their own time instead of following along with the characters. The linear version is on Hulu and on iTunes.
Building the Audience
Ferguson concedes that not enough money has been spent on publicity. Largely marketing has been a mix of public speaking, interviews in publications on the process, word of mouth by the viewers with a tshirt promotion for those who bring in 5 viewers. Brand sponsors are doing some of the promotion, particularly Pizza Pizza who play a 30 second ad for Guidestones in each of their stores across Canada. They are hoping that being on Hulu will help garner a larger audience for the project due to its large amount of traffic. Both Pizza Pizza and Samsung have done prize promotions on their Facebook pages for the show.
Achievements
-The clue finding is actually going very well. People really love it and get excited looking for the content. The first season really taught lessons in how to create on-line interactivity…now the team wants to take it further and have many ideas on how to get even more interactive.
-Through connections gain on other projects, the team was able to broker an agreement with Hulu to host the series and have an advertising revenue share.
-The series is now selling on iTunes in the TV show section. The whole season download is priced at $9.99 or one can buy them per episode for $1.99.
-The acting is critical to the storytelling and the believability of any story. Supinder Wraich (Sandy) and Dan Fox (Trevor) have a real honesty that is hard to find in actors. Both can act really well directly to camera because they are able to empathize with the characters and that brings this very genuine quality that audiences respond to, it is very hard to fake that emotion without the audience feeling it. Ferguson’s tip in casting is that when watching the actor closely, don’t worry too much about the words or the actor’s look necessarily, look into the eyes, see if there is a true belief in there. If they believe it, so will the audience.
Challenges
-To the conventional viewer, the non-totally immersed viewer, the Push system adds up if they are not able to get to the emails often enough and that became frustrating for some people who didn’t realize there was a more linear way to watch.
-The team was surprised that the South Asian community has not taken to the series yet as the “Sandy” character is a great character for the South Asian community. The series still struggles to get any real traction there.
-Promoting the show for a bigger audience. Most of the limited funds had to go into production. This is the classic conundrum for lower budget productions…all your money goes into making the thing and none into promoting it.[editor’s note: A word to the wise, budget in significant money for a publicist (traditional and one geared toward reaching fans directly), online advertising, video seeding, promotions, Facebook promoted posts, etc].
– Post-production has been about a year long with four working on it full-time and six or seven people working on it part-time, unlike editing a 120 minutes of content which can be done in a few months. Every single step of the way requires so many elements – a ringtone, a song, a site to house that audio, a site to house a different type of clue that has to be searchable only in a certain manner… all these things are endless and each has to be built because there is no preexisting system.
-The only way they’ve been able to do this on a low budget is that the studio where they work [for day job projects] has audio people, graphic designers, visual effects artists, people who can build apps, all in-house. While they set out with a specific road map and 60 to 65% of that might have remained the same, about 40% has definitely had to change in post-production because they found certain approaches don’t work and when one things is changed, all the elements have to be adjusted since everything is built together. Everyone on the team understands that they’re trying to prove a point with this, build a new model, but it is really hard to do unless you have infrastructure behind you. At one point, Ferguson thought if grant money and sponsorship money didn’t come in, he would still try to do this on his own, but he now concedes this was a ridiculous notion! “It would have taken me 15 years to do and I wouldn’t even have the skills to do most of it.”
A huge thanks to Jay Ferguson for sharing his details for the benefit of all who are interested in these new forms of storytelling. Below, please find his presentation
Other sources used in this post:
http://www.ithentic.com/p/2012/01/17/commentary-jay-ferguson-guidestones-webseries-tips/
http://www.reddit.com/r/IAmA/comments/xedqq/iama_creator_of_a_web_series_alternate_reality/
http://wildeffect.com/jayferguson/
Sheri Candler October 25th, 2012
Posted In: transmedia
Tags: 3 o'clock TV, ARG, Brad Sears, Canada, Canadian Independent Production Fund, Canon 7d, Carbon Clothing, case study, cross platform, Dan Fox, Georgia Guidestones, guidestones, Hulu, India, iThentic, iTunes, Jay Ferguson, Jonas Diamond, Major League Baseball, Ontario Media Development Council, Pizza Pizza, Samsung, Storycode, Supinder Wraich, Toronto Bluejays, transmedia, USA, YouTube
Transmedia case study-Totally Amp’d
By Sheri Candler
To coincide with 2 large events of interest to the cross platform storyteller, London’s Power to the Pixel and Los Angeles’ Storyworld Conference, I wrote up this case study of a cross platform project that was featured on the Storycode site. For the visual learners, there is a video of the presentation at the bottom of post, but it does run over an hour and a half.
Cross platform case study from Canada
Jay Bennett, VP of Digital/Creative Director, Smokebomb Entertainment, Toronto
Project: Totally Amp’d
Totally Amp’d is a mobile-only (Apple devices) series created by Smokebomb Entertainment and the first App of its kind for the underserved tween (ages 8-14) mobile entertainment market. Telling the story of five talented teenagers who are brought together to become the next big pop group, Totally Amp’d comprises a 10-appisode live-action musical comedy series, an original soundtrack, and a suite of interactive activities designed to fully immerse kids in the action.
Intent:
To make an episodic show inside of an app which would incorporate all sorts of interactive elements including music creation, movie editing and fashion design. Also, to experiment with the idea “We are the broadcaster” and see if it is possible to bypass traditional television gatekeepers and connect directly to the audience.
Funding:
Production funding came via the Canadian Media Fund Experimental Stream which supports the creation of innovative, interactive digital media content and software developed for commercial potential by the Canadian media industry or for public use by Canadians. Grant award was less than one million dollars (CAD) of which the video production budget was by far the majority of the budget, around $500K. The app technical development fell between $50-$100K. With an inhouse team this could have been lower, but they used a third party developer.
Audience demographic:
They intended the series to target 8-12 year old girls and focus on music and performance, capturing the American Idol/Glee set. Aim was to create the show for an older girl, a 14 year old, because then the 8-12 year olds will watch.
Background of the team:
Bennett came up through the ranks of digital advertising agencies conceiving and executing ARGs, puzzles and finding code in URLs to tell stories. He disagrees with that approach to storytelling because he sees himself as the average user, not someone used to looking for the magic rabbit hole in a story. He wanted the story to be more accessible through video because it is a medium the average user understands. While he believes that there are opportunities for deeper content, he would rather spend the majority of the budget on video content and much less on puzzles, games, ARG type experiences.
Smokebomb Entertainment is the digital division of Shaftesbury Productions, a leading Canadian TV producer. Totally Amp’d is their first completely original project to launch.
They brought in Karen McClellan as head writer with experience in the children’s TV market as well as writers from from the young adult market to give the scripts a more mature feel. The cast they chose played within a year of their real ages, not having 22 year olds play 17, in order to have more authenticity.
Development phase:
During research, they found a lack of good content apps aimed at the female tween demographic.
Though they started out thinking conventionally ( a webseries with some interactivity as an app), the research showed that most people now have smartphones and tablets or would have them very soon so they decided to take the whole project into the app space and viewable on a mobile device.
They only developed the project for Apple products (iPod touch, iPad, iPhone) because they felt that when people think app, they think Apple iTunes. There was a revenue incentive as well since people expect online content to be free of charge, but they don’t expect all apps to be free and they are used to paying via their iTunes account for music and other downloads. This would alleviate the need to access another way (like via credit card or Paypal) for people to pay.Since music was the major focus of the project, they brought in a professional composer who could create pop music worthy of its own release. Kids would know if they were being given “adult” music masking as teen pop and they wanted the music to be a revenue generator so it had to be top notch.
Also, they brought in a production designer to give the set a look that would be remarkable on a small screen. The result looked half real life, half cartoon, a bit like rotoscope. Elements of the set were painted on real glass plates that cost about
$2400 a piece to create, though much of the time they ended up using green screen and VFX which was even more expensive.
Thinking through each component of the app:
This an episodic show about the musical arts so possible elements to include would be music, music videos, fashion, community where kids could discuss the content together, an avatar to use in the community, game to build up points within the community, unique production design that would make the project stand out and sharability on social platforms.
But legal concerns got in the way of building a community forum because legally they needed a moderation team, especially for kids. Big broadcasters have this, but if you don’t have that support (YOU are the broadcaster, remember?), do you have the resources to do it? Also, the avatar idea was dropped because of the cost of building an avatar generating system, the game idea was dropped due to budget concerns and as was social sharing because of deadline issues and the ability of the app to handle pushing out that size of a file to a Facebook or Twitter page. Dropping social sharing was probably a mistake when it came to promotion.
Typical shoot for the video episodes:
6 days, 16 cast members, 72 shooting pages, 58 minutes of content, 10 episodes with an average of 5 minutes per episode, 2 RED cameras, 7 music videos.
The App
They intentionally tried to keep the app simple to use due to budget constraints and due to the age of the audience who could be as young as 5 years old. They needed something very intuitive. The app encompassed both the episodes and the activities. At the end of each episode, a new piece of video content would unlock.
There is a music studio with all the songs from the episode. One could remix the songs with a choice of different instruments, save the creations and play them back, record your own voice singing the songs so you could be the star.
There is a video studio for the music videos. There are 3 screens showing different camera angles of a video and the viewer can edit them however they want. Editing was just a series of touching the screen and the app would remember the sequence and play it back.
Finally, the design studio for the fashions. Viewer is given the blank outline of the outfit and given a choice of material patterns, colors, decorations then dress the characters from the show, a la digital paper dolls, and put them in a scene background from the show. The creations can be saved and turned into wallpapers, screen savers etc.
Deployment strategy
With file sizes like this, wifi connection is a necessity. Although putting the whole app out at once would be a huge download issue, the team thought making kids wait episode by episode would tax their patience. The file size was one gigbyte, about a 20-30 minute wait for download on iTunes.
They put out the first episode for free on Youtube, but to get the whole package, the viewer had to pay one price and it opened the whole app with all of the episodes and special content.
Deciding on a price point
Free was out of the question and 99 cents still felt like free. It would be difficult to raise the price if it started at 99 cents. For an hour’s worth of content plus the extra material, the price they settled on was $4.99. That is the median price to rent a movie on iTunes and so it would be a comfortable price point for most consumers.
Building the Audience
There was a 2 prong strategy; getting attention from the industry/technology audience and from kids/parents of kids who would actually use the app. Parents often browse the app store looking for interesting content for their kids. Since Smokebomb was the broadcaster, they had to be the promoter too.
For industry attention, they used the in house Shaftesbury Media publicity department. In the US, they used a company called One PR.
They received lots of coverage from industry press and business press.
For kids/parents attention, they enlisted the help of mommy bloggers. They did a press junket for a group of 8 influential mommy bloggers to come to Toronto to watch a shoot, see the making of the videos etc. This cost about $15000, but in hindsight they would have bought Facebook ads instead. Not that the goodwill hurt, but to spend that money to get these people to write reviews, it is likely they would have written about it for free just like any other journalist.
For social media interaction they worked with Fisheye Corporation. Tools they utilized included Facebook, Twitter, Tumblr, Youtube, own website with videos and contests.
Created 73 video assets of behind the scenes of production in order to get viewers to know the characters more intimately with backstories and explanations on using the app and what the show would be like. This was slowly dripped out in the lead up to launch.
The team released iPhone recorded videos of music recording sessions, dance rehearsals, cast doing demos of the app to show how it worked. Prize giveaways consisted of asking viewers to record themselves singing one of the songs and uploading it to the Facebook page for a chance to win. They Livestreamed the launch party on Facebook so the audience could join in and people could ask questions with the cast standing in front of the camera to answer. A street team was deployed at local pop concerts happening in Toronto with flyers promoting the show. This was all done in the lead up to launch day in order to build up audience anticipation.
Partnered with Wattpad, a young adult fiction site where amateur writers upload their stories without pay, but some writers have millions and millions of followers. They worked with 5 of the most popular writers and gave each a character from the story and had them write a backstory that did not previously exist. All the backstories led up to the first episode the viewer would see.
They promoted it on Wattpad with character videos explaining what the app was, encouraging viewers to read the backstory on Wattpad, and promoting the launch date and Facebook page.
Deployment implementation
Episode one was released for free on Youtube on Christmas Day. They released lots of teaser clips in the lead up to the first episode release. The clips were featured on AOL Kids which helped the episode reach 320K views. Official launch was January 26, 2012.
There is a risk with doing this. If the audience doesn’t like the first episode, you’ve lost them forever.
Successes
-the project actually launched, and on time
-strong press and critical praise
-industry praise from broadcasters at MIPCOM who said they beat Disney and Nickelodeon to the punch
-Disney wanted to buy the app, but Smokebomb said no because when that offer came, the project hadn’t launched yet and they wanted to see it through. Also, they would have to get agreement from each department head involved at Disney (broadcast, interactive, music etc) and that is very arduous and would take another year to sort out. Also, Disney would own it, there is no revenue share with them. In other words, you get one check and any revenue success Disney has on it (or lack thereof) belongs to Disney.
-launched to great success with fans asking for more! This was a mixed blessing because there wasn’t anything else being created in the immediate future.
Lessons learned
–Danger of the all at once release strategy
After 3 hours, the viewers had burned through all the content and wanted more. The danger in allowing binge viewing is all the build up dissipates in a short amount of time. If they had dripped out the episodes, which they hadn’t wanted to do because they felt the audience wouldn’t be patient, then they could have done more to stoke up the conversations in between episode releases and that would have taken 10 weeks to do, instead of 3 hours. As it was, the audience ate up all the episodes and then were gone to the next thing.
–Danger of the file size
Since the app was 1 gig and had a 30 minute download time, some may have given up before the download finished.
–Being the megaphone
In doing this without a broadcaster’s support, it is exceedingly difficult to reach millions and millions of people on your own, only a fraction of whom will actually buy and download. Undeniably, once the initial launch efforts were finished, the download count dropped. People are still downloading, but nowhere near what they were at the start. This is all down to having a strong and sustained publicity effort going. Once the promotional budget was spent and efforts ceased, the buying went down.
–Selling the rights in other territories
[editor’s note: I know many creators count on the revenue stream they are sure to get from broadcasters/distributors] No broadcaster cares about buying the rights to 10 episodes of a webseries. They will only get 10 weeks out of it on TV and then the show is finished. They don’t want to work at building an audience for only 10 episodes, they want 100 episodes. Same for selling broadcast TV syndication, you can’t sell a show with less than 3 seasons.
Axing the social sharing capability
By axing the social sharing due to budget, they also disabled the ability for free messaging by the viewers to spread their efforts wider. The purpose of social networking is sharing content you are excited about and they didn’t enable an easy way to do that. People did find a way around it, but it could have been done more easily.
Next steps based on those lessons
-Perhaps strip out the episodes and put them online for free to build the widest audience possible. Once you have that large audience, find opportunities to sell either advertising or to a broadcaster who will commission more episodes. [editors note: while this theoretically could work, many, many Youtube channels are already devoted to doing this and very few have accomplished it].
-Perhaps keep the interactivity portions to sell as an app, making the app shorter to download and cheaper, like 99 cents. With many more people watching, it is a much bigger pool of people to ask to buy a 99 cent download app.
-Extend the experience without making new content, new shows, because the production fund is spent so there is no money to make anything new. Perhaps they could build a website as a portal to discovery of other content already available online. Examples: existing unknown bands with the same music sensibility as the show and highlighting them; calls for UGC content as well.
-Look at this project as a pilot for TV or web series for a broadcaster. Truthfully, broadcasting is still where the audience is in a mass way. Are there viral hits on Youtube, yes a few, but the mass audience isn’t consistently on Youtube yet. The ultimate goal is TV, mobile, games, live event, the whole package.
Questions to consider
-How do you create an app that massively catches on when tons of people are creating new things and uploading them every day?
-Once your app is found, how do you keep people engaged from week to week? What mechanisms are you creating to keep your project top of mind?
Thanks to Jay Bennett for being candid about Smokebomb’s process and outcomes. For the video of his presentation including the post Q&A session, watch this
Sheri Candler October 16th, 2012
Posted In: transmedia
Tags: American Idol, app, Apple, ARG, audience building, Canadian Media Fund, Glee, iPad app, Jay Bennett, Power to the Pixel, Shaftesbury Productions, Storycode, Storyworld Conference, Totally Amp'd