Thanks for the tip

I'll go hunt those two down on youtube.
This is probably going to end up as a book in response... haha sorry
I wish we had more staff haha. Right now it is just me running all the campaign and sending out press releases and writing scripts and doing the videos

I'm a production force haha. This stage really isn't so bad though, I can handle this stuff.
I've actually been getting a ton of offers from voice actors, programmers, writers, and other people who like the project a lot and want to come work on it though (which is really great to have that type of support waiting for once the campaign is finished).
The full-time team is going to be very tiny (one or two artists and one programmer)... then augmented by other help (contributing artists, music collaborations, voice over artists... we know a lot of people in the industry).
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How big the game gets? Well, that is pretty hard to say. The game itself will be a full-sized game (of course), but how it is received is anyones guess. I will make sure it is graphically beautiful (it is what I do) and polished (we have standards), the story will be interesting (since we have so much material to work with)...and the game play will be definitely new and exciting and fun (we have given it a ton of thought and research).
We are definitely shooting for a high quality game (such as wanting to do fully voiced characters)...and we are still holding back a few big ticket features that we think will be a huge hit with everyone (as a gamer, you will love it).
Of course, we have the passion to put in as many hours as we have to in order to make this happen. The money from the campaign is basically to give the time we need to sit and dedicate the next couple years to a single minded goal of making this happen. After fees from KS and amazon and giving rewards to people...we expect to only actually get 100k... and for an entire production, that isn't enough (which is why we are also putting in our own money on this also).
Basically... after the 2 years... we will end up having drained our savings, spent all of the money in the production, and only be left with the game in our hands. So, you can bet we will be doing our best.
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Ok, so, the project will unfold like this if the campaign goes through (and, actually, even if it doesn't I'm already speaking with other sources to push the project ahead in whatever way I can).
1 ) Immediately after the campaign ends, we go into production and I start screening for a lead programmer (the one we have now just doesn't have the time to go full time, though she is there to help and a very skilled resource... along with some other programmers I've been in contact with.)
2 ) We create the first demo of the game, further establishing the look in the engine and getting some game play going (it won't have 100 percent of the different skills, as it is more a launching point forward and get something strong up and running). We will try to push this out to those following us and the backers, so people can get a feel for the game. ((( time wise , we want to do this within the first year. Likely much sooner than later, as we have a lot of assets to work with already and even some of the coding worked out for features like what we talked about in the video)).
3 ) With the demo tied down, it is simply a matter of expanding the content (more abilities, more animations, more environments and filling in the story and all that). At this heavy content production stage, we will hire on another artist to give a hand and push through all the assets.
4 ) Go into beta - this is when we start sending it to people in the industry and our backers and other insider people. To get feedback, find bugs, and everything else we need to polish it.
5 ) Finish up, and begin the release stage (before we release, we will be attending a wide variety of indie game conventions and other media related issues to build buzz before the release).
Overall, we are shooting for a 2 year development time for the game, and a little extra for media / release strategy (but, really, it depends when we have it right... we don't want to deliver an unfinished product)
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Anyhow, that is the basic plan

We are pretty passionate about what we are trying to do... and have the skill sets to make it happen... just need the little bit of capital to go do it. Getting the word out is the most difficult part at this stage, so we really need to rely on fans who can see this project will be something much more than "we want to make this other game, except with different graphics".