>>487890778Oh, that's nice. I didn't start drawing until later in life, so I've been stuck in the lower skill levels for a while. Trying to get better every day, but some concepts, I still struggle with. I got art lessons from a guy for 8 months, but then he got busy with work, so I'm back to studying on my own again. I think at my current level, I can at least show off concepts to people (along with a few notes on the parts I can't properly draw whatsoever) and have them understand what I want.
The grants sound pretty rough. I had heard things about that before, but I thought those were isolated incidents. This Australian guy I watched on YouTube said that some AUS fund tried to claim ownership of his IP. The Canadian one sounds even worse, however. I thought that just having a good product is what mattered above all else, but I guess not.
My work isn't really "political," for the most part, so I'd rather keep it that way. But even that aside, forcing certain demographics onto the team seems rather limiting as well, since I thought you were just supposed to get the best person for the job. Also, I guess they wouldn't count voice actresses as part of the female quota? If not, that's even sillier.
I was thinking about publishers myself, but I think some concepts are a pretty hard sell unless you no one that fits your vision. I had one in mind since they publish a lot of furry things, but furries also tend to have a significant homosexual population, so a game about furry women wearing little clothing may be a bit harder to market to that demographic.
But yeah, crowdfunding is supposedly a good path from what I've heard. But I've also heard that these days, your game needs to be like 75% done to actually get funded, mostly to put you over the finish line. You need someone very famous attached to the product to get more for less. The TFH Indiegogo got what it wanted with just a proof of concept that had 2 characters + a stage, but that was probably due to Faust.