tfc_blog

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!

 

 

February 25th, 2013

Posted In: crowdfunding, transmedia

Tags: , , , , , ,


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

 

 

 

November 7th, 2012

Posted In: transmedia

Tags: , , , , , , , , , , , , ,


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.

Actress Supinder Wraich plays Sandy in GUIDESTONES

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/

 

 

October 25th, 2012

Posted In: transmedia

Tags: , , , , , , , , , , , , , , , , , , , , , , , , , , ,


by Sheri Candler

Lately, we have been getting inquiries on distribution strategies for transmedia projects in the indie film space. While it is my distinct impression that most of these “transmedia” projects are really marketing campaigns built around films and this extra material probably would not have financial value to a traditional film distributor, I want to investigate a bit more on projects that have launched as cross platform stories.

My knowledge about the transmedia space is limited only to what I have read about or heard about through those who have created such projects. Most of these people were hired by studios, game designers, or big corporate brands to create an immersive and interactive story experience often using digital tools and sometimes real world events to sell a product (a film, a game, a TV show, a car, a book, a mobile service etc). Within the realm of those who create these story experiences, there is disagreement about what constitutes a “true” transmedia project. Is it actually transmedia if it serves “the mothership” product as a sales funnel? Is it actually transmedia if it raises awareness and encourages activism for a social cause? Is it actually transmedia if it breaks a story into a million (or less maybe) pieces and spreads it out in satisfying chunks across many different, but interconnected spaces, online and otherwise? Is it actually transmedia if it provides the audience with a way to participate or interact with the story, perhaps offering the ability to influence the story being told?

The wikipedia definition:

“Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling or cross-media storytelling) is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies, and is not to be confused with traditional cross-platform media franchisessequels or adaptations. From a production standpoint, it involves creating content that engages an audience using various techniques to permeate their daily lives. In order to achieve this engagement, a transmedia production will develop stories across multiple forms of media in order to deliver unique pieces of content in each channel. Importantly, these pieces of content are not only linked together (overtly or subtly), but are in narrative synchronization with each other.”

No mention of selling other products in this definition, but does it mean it can’t be used in that capacity? “Permeate their daily lives” is an interesting phrase though because it seems to suggest either bringing the story to life around the viewer or allowing the viewer to virtually, if not physically, step into a story being told or to have some life altering experience that would not have happened had they not encountered/participated in the story.

The man who coined the term Transmedia Storytelling, Professor Henry Jenkins, has offered his updated interpretation here.

Over the next few weeks, I will report back with case studies on what I have found through interviews with those who have been through the experience, launched projects into the world and lived to tell the tale. Also, I will review the newest book on the subject by Andrea Phillips called A Creator’s Guide to Transmedia Storytelling. Hopefully, I will find people who are willing to be open about the process and how they succeeded or what they learned for next time. This is a very experimental space where either a lot of money is spent by way of corporate marketing budgets that will only see a return through sales of a product (and usually do not ONLY use a transmedia experience to advertise that product); or through new media funds where there is no expectation of return or favorable outcome; or through very tiny, self funded budgets where producers are gaining experience and expressing their creative ideas while directly interacting with an audience.

Stay tuned…

 

October 4th, 2012

Posted In: transmedia

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