As part of the kickstarter campaign for the TrickJazz studios games, I put together a playlist on Spotify of tracks from the artists that are going to feature in the chillout games. I hope you enjoy it – it’s so chilled I may need coffee!
As part of the kickstarter campaign for the TrickJazz studios games, I put together a playlist on Spotify of tracks from the artists that are going to feature in the chillout games. I hope you enjoy it – it’s so chilled I may need coffee!
With the Kickstarter sitting at 72% of its funding target, and 5 full days to go, I’ve received the news from TrickJazz that the Kickstarter is going to be cancelled, because a new source of funding has emerged which will set the project on a stronger footing going forward.
What happened?
Last month, after the Kickstarter had begun and a significant proportion of its funding had been raised, TrickJazz (aka Christian Facey) took part in a hackathon organised by IATA, and unexpectedly won one of the major prizes, for an idea unconnected to the mobile games Kickstarter. This win has brought him into contact with a group of software engineers, who want to progress both the chillout games and the idea that won the hackathon prize. This will mean the Kickstarter campaign is now no longer needed to bring the chillout games to market.
The chillout games are still going to be made, and my music and those of the other artists that have been featured will still be included.
The games are actually going to be available sooner than previously, as the team will be able to concentrate fully on these rather than generating Kickstarter rewards. The first game, “Way of the Bubble”, should become available either later this month or early in July, and the games will now be available as free downloads, so anyone can access them.
As soon as I’ve got more news about this and the Dreamwalker game’s release, which is scheduled to have my Sunset Landscape in, I’ll let you know.
The announcement from TrickJazz can be seen on their Kickstarter updates page.
I’ve spent quite a bit of my time the last week or so trying to raise awareness of the TrickJazz Kickstarter campaign I already mentioned. Nearly a week in, and the Kickstarter is at almost 25%, with 30 backers, which looks fairly healthy at this stage of the campaign, but by no means ensures success – the way Kickstarter works is all or nothing. You have to get to 100%+ by the deadline (8th June), otherwise all the pledges made so far become meaningless.
Why would I spend so much time working for free? Well, this is an opportunity for me to have one of my best tunes used in an actual mobile game which will be downloadable from the App store (for iOS devices) and Google play (for android devices). That is a good thing of itself (especially as I haven’t had to devise and write a game to do it).
On top of that, the TrickJazz Chillout Series games are designed to help players find the music in them. My tune is scheduled to go on the Dreamwalker menu screen, which means that it should be played for a short while every time a player starts the game. So, if the Kickstarter fundraising is successful and the game gets launched, this could mean I find some more people who appreciate what I’m making.
I’m also finding that there are other benefits to putting the effort in promoting the Dreamwalker Kickstarter. As well as learning more about how Kickstarter campaigns work, I’m discovering the existence of a lot of other game developers, so my knowledge and understanding of the sector is improving, too, which could, potentially, be useful in the future.
I’ve spent quite a bit of my time the last week or so trying to raise awareness of the TrickJazz Kickstarter campaign I already mentioned. Nearly a week in, and the Kickstarter is at almost 25%, with 30 backers, which looks fairly healthy at this stage of the campaign, but by no means ensures success – the way Kickstarter works is all or nothing. You have to get to 100%+ by the deadline (8th June), otherwise all the pledges made so far become meaningless.
Why would I spend so much time working for free? Well, this is an opportunity for me to have one of my best tunes used in an actual mobile game which will be downloadable from the App store (for iOS devices) and Google play (for android devices). That is a good thing of itself (especially as I haven’t had to devise and write a game to do it).
On top of that, the TrickJazz Chillout Series games are designed to help players find the music in them. My tune is scheduled to go on the Dreamwalker menu screen, which means that it should be played for a short while every time a player starts the game. So, if the Kickstarter fundraising is successful and the game gets launched, this could mean I find some more people who appreciate what I’m making.
I’m also finding that there are other benefits to putting the effort in promoting the Dreamwalker Kickstarter. As well as learning more about how Kickstarter campaigns work, I’m discovering the existence of a lot of other game developers, so my knowledge and understanding of the sector is improving, too, which could, potentially, be useful in the future.
Today the TrickJazz Mobile App Kickstarter campaign, um, started. There are three games in the chillout series that are part of this Kickstarter campaign, but Dreamwalker is the game that my tune is going to feature in, on the menu screen. All of the games are aimed at being relaxing for the players and feature chilled out hiphop triphop and jazz music with a beat. One game involves popping on-screen bubbles, another is a colour-changing game where you have to change the colour of a ball at the right moment to match the moving ‘glass portals’. Dreamwalker is all about doing parkour (aka ‘freerunning’ – running and jumping your way through an obstacle course) in a dreamy environment.
TrickJazz have already got a simple game out called Chicken!, but that one is really not about relaxation – it’s more likely to wind you up, in fact… But perhaps that’s where the idea for making relaxation games came from!
If you’re not familiar with this whole Kickstarter-ing business, the idea is that a lot of people get together and pool resources to make something happen, with the people that contribute normally getting some kind of reward in return – aka Crowdfunding. It’s important to note that, with Kickstarter campaigns, unlike some other Crowdfunding initiatives, it’s all or nothing: the fundraisers have to hit their target amount by the deadline, or the project gets nothing and it’s all been in vain.
In this Kickstarter, the goal is the launch of the three initial games in the TrickJazz games series, and they are looking to raise £10k to get these launched. That sounds like quite a lot, but the aim is that this will be made up of lots of very small pledges from a large number of supporters. The deadline for reaching the £10k target is on 8 June – the same day as the UK General Election.
If you would like to know more about the game series and the Kickstarter, there’s a page with ALL the details on, including a better description of the games and rewards, and you can also have a look at this video which explains what it’s all about.
In my previous post, I explained how I’ve been in contact with TrickJazz studios, a company making games, and how I had put together a kind of business case for them to use my tune.
Christian Facey, the company’s founder, got back to me at the end of last week to confirm that he wants to go ahead with using my tune Sunset Landscape in one of their new games that they are putting together, called Dreamwalker. (Funny coincidence, that, with it being one of the tracks on my Sleepwalker album!)
The track is scheduled to be on the game’s menu page, which will mean that it is heard many times, so it’s a great opportunity for me. The difference with the series of games that TrickJazz wants to develop is that they plan to include information within the games about which artist’s work you can hear. The games will launch subject to a successful Kickstarter campaign.
I should also mention that at the same time this has been going on, I have been working on some backing vocals for a track by Manipulant, an electronic artist in Pennsylvania, USA. The track is called Run, and will be on his upcoming album. He’s got another track on the album which features Dr Fiorella Terenzi, who sounds like she is the US/Italian equivalent of the UK’s Dr Brian Cox from her Wikipedia entry. Run is already nearly complete, with just a few adjustments to go with the mix, which Manipulant is doing himself.
If you would like to check out some of Manipulant’s music ahead of the album launch, he already has an album, “Méthode de Narration”, on Bandcamp.
One of the things I’d really like to do is write music for computer games, or have tunes I’ve written placed in a game.
A few weeks back, I was in touch with an app developer, TrickJazz Studios, who are planning to make some games to aid relaxation. We had a couple of emails back and forth, then I didn’t hear anything for a bit.
We had a follow-up phone call this week, to discuss whether we could work together on the project. TrickJazz are a start-up venture and have been looking to recruit independent artists. They are aiming to get some big underground artists on board, or at least up-and-coming ones who are active on social media, as that makes it easier for them to get the games known about. I was asked to put together an email to describe what I could bring to the table, as that would influence whether my tune would be chosen.
On the back of that conversation, I had a pretty late night, pulling together relevant information on my ‘audience demographics’. In fact, I was up until after my resident blackbird had sung his morning song, as social sites like YouTube and Twitter can tell ‘content creators’ quite a lot about their audience.
The business side of being a musician doesn’t get talked about a lot, but it’s actually just as important as making good music, and understanding your audience is part of that.
Social media sites can tell you things like whether people watch your videos on their computer or on their phones, what countries you are getting views from, and what proportion of your audience is male/female. Obviously, none of the details given are personal, just general statistics about the overall audience. The data can help with understanding whether you’re communicating well with the people you’re in touch with, and whether you’re reaching the same people you expected to.
Whilst there weren’t many surprises, one thing I discovered this week was that the male:female ratio of people watching my Youtube videos is completely different in the US to the UK. This really surprised me, as I would have expected the distributions to be quite similar.
If you have any ideas why this might be, I’d be interested to know what you think in the comments, as I’m currently a bit puzzled!
I’m doing a little experimentation with some web-based apps that can help you to synchronise your blog, Facebook and Twitter posts. Basically the idea is that I can free up some time and spend more of it on music. This is a little test post to see if it’s working!