| I did a hardware startup earlier this year (http://gameref.io) and tried to fund it via Kickstarter. I need to write a post-mortem one of these days, but even after significant media coverage (including PC Gamer, Vice, Polygon, etc.): - http://www.pcgamer.com/introducing-gameref-the-anti-cheat-ha... - http://www.redbull.com/en/esports/stories/1331720277392/game... - http://www.pcgamesn.com/gameref-is-a-prototype-anti-cheat-sy... - http://www.polygon.com/2015/2/23/8090221/onling-gaming-cheat... - http://motherboard.vice.com/read/can-this-little-device-fix-... .. it failed to get funded. Failure is part of the game and I wasn't too phased by it, but it still sucks. Unlike a software start-up where I can build and launch a working alpha/beta, you NEED some money to pour into a hardware start-up right at the start. It's not easy and, as the article mentions, the margins aren't as great as software. The sentiment of hardware being tougher than software is ubiquitous from what I can tell. Props to the people that make it though. See the KS page here: https://www.kickstarter.com/projects/1094040691/game-ref-the... |
Is there the same transferability with hardware startups? Do other companies love to hire failed hardware entrepreneurs the way they usually like to hire failed software entrepreneurs, or do you just write off the money and time spent on the startup as a dream forgotten?