Work for your money like everyone else does.
Yes, its hard to work “2 jobs”… yes, you need to cut corners if you have to pay for your project out of your pocket… both with that project (not gonna pay for the next GTA V Killer game), and with the rest of your life (maybe stop wasting 200$ per week on booze, or get out of that ultraexpensive cellphone contract when you only use your phone once a month).
Over the course of some years, most people in western countries can save 100k$ and more if they keep their expenses in check. That is a healthy budget for a midsized Indie title where you outsource a lot of the work.
Afraid to risk that money on a high risk undertaking like an Indie game? You should be. That is why you should ONLY start tapping into that saved money as soon as you have a good project idea well under way (meaning investing time into learning the basics of programming, art, or game design is a very good idea) so you can bootstrap something without having to spend money on freelancers yet. And you probably do not want to waste all you have on a single project. More games will fail than succeed, no matter how good they are.
As to Kickstarter… building your fanbase is paramount to any Indie game anyway. Even if you get the funds for your game somehow, you will need to build the fanbase at some point. “Build it and they come” does not work (most of the time).
Yes, its easier to build a fanbase with a finished game. But given you invest enough time into your Kickstarter campaign (and really, you should at least calculate in 1-3 months of preparation, and somebody working almost fulltime on the campaign while it is underway), and have invested time into building an awesome prototype, something that can get people excited, the time you “waste” on your kickstarter might really prove invaluable later on, as you not only get funds, but also an existing community of people “invested” in your future game, literally.
And failing a Kickstarter, as long as you take the time to analyze why it failed, and use the opportunity to talk to the people that got involved with you over the kickstarter, can also be a valuable expierience.
Maybe the idea you had was good, but people did not get it? Maybe it was great but let down by a stupid implementation decision?
Kickstarter money comes with strings attached. You are committing to do something with the money, you risk your name for delivering on your promises, and you go out there and expose your ideas to a wide audience in the first place.
This can be scary, or seen as an obstacle. It can also be seen as a good thing. If you are not ready to risk the ridicule and backlash of failing a kickstarter, or worse, not being able to deliver, maybe your project is either not ready yet to be made, or is a bad idea in the first place?
While I think having expieirence with the business side of things certainly valuable, this quite a limiting rule of thumb given how small the chance is for a single individual to ever get into a director role in the industry… unless they are extremly good and hellbent on getting there.
I would wager getting expierience in the industry, and getting some expierience running a business from SOMEWHERE could substitute quite well.
And the running a bussiness expierience could as well come from building your own games and selling them, as long as you start small (thus with smaller risks) before you scale up.