COMP150 Game Design LESSON #14: Game Marketing #3.

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Presentation transcript:

COMP150 Game Design LESSON #14: Game Marketing #3

TODAY: 1. Open Digital Prototype Testing! 2. Review of first drafts of Game Marketing Materials: Website, Press Kit and Trailers. 3. Marketing #3: Conferences DUE NEXT TWO WEEKS: Gold Build, Final Marketing Materials, Peer Evaluations and Presentations

PART 1: DIGITAL PLAYTESTING SET UP (<5 minutes): 1.Teams Choose Tables 2.Set up game digital prototype on 2-3 laptops. 3.Decide initial Observers (1-2) and Players. 4.Discuss: Do you want 1-3 points/ instructions to share with visiting players? Write them down!

PART 1: DIGITAL PLAYTESTING PLAYTEST ROUNDS (20 minutes each): 1.Observers stay to manage playtest, Players find other games to play. 2.If team chose 1-3 instructions, give them. 3.Players attempt to play prototype (5-10 min). Observers take notes! 4.Players fill out questionnaire (5 minutes). 5.Time permitting, discuss answers.

PART 2: Marketing Materials Review: TRAILERS, PRESS KIT, and WEBSITE Due Today: zero-drafts: WEBSITE: Use school webspace or another free option like Wix.com. Include: Trailer/Press Kit, Team (bio/class/photos), Game Download Link PRESS KIT: High Res images (screenshots, characters, logo), Press Release, and Trailer. TRAILER: seconds, featuring gameplay. Consider audience to decide core message (explain game vs awesome) and pacing. Capture with Fraps, Quicktime, etc., edit in iMovie, After Effects etc.

Trailer Examples GGJ 2014: Maintain Eye Contact: Robot Roller-Derby Disco Dodgeball: Audience/Genre? DinoTrucks: Mechanics and Audience Slam Bolt Scrappers: Mechanics and Audience: Girls Like Robots: Mechanics Ridiculous Fishing (Pacing): Kiwanuka (pacing, music): Organ Trail (Call back): AaaaaAAaaaAAAaaAAAAaAAAAA!!! (Force = Mass x Acceleration) Shoot Many Robots: Teaser: Gameplay: Re-announcement:

PART 3: Marketing #3: Conferences

Question: Why Show at Conferences?

1. Meet Public: Spread the word about your game! 2. Meet the Press: Get contacts, write-ups and reviews 3. Get tons of testing: Get testers in one weekend!

Question: Why Show at Conferences? WHAT CONFERENCE TO CHOOSE? 1.PAX…….. 2.SXSW….. 3.BFIG……. 4.GENCON …etc

Question: Why Show at Conferences? COSTS: 1.Rent table/booth space. 2.Packing in and packing out. 3.Presentation materials: posters, banners, support structures, branded give-aways. 4.Clipboards/tablets for capturing mailing list 5.Many game display devices, including a large! 6.People (teammates/friends) to invite traffic to booth, manage game sessions, manage mailing list and give-aways, talk to press/interviews.

Kelly Wallick’s INDIE MEGABOOTH

1.Cheaper booth, added/directed traffic, support structure for packing in/out and interfacing with conference management. 2.Community and extra press access!

THE MOST IMPORTANT THING Making a game and/or creating/running a business are not the same thing, but they do share one critical element in common: they are about forming relationships! With an audience, with the press, with colleagues in the industry. Conferences help you meet these people. It is up to you to follow up with them afterward, or most of that time and energy and money are wasted! FOLLOW UP!

REVISE YOUR MARKETING MATERIALS! These last two weeks you are revising your game, your marketing materials, and your presentation: 10 minutes to show your website and trailer, and fro each member to talk! CELEBRATE your game, and others will want to join you in the party! COMP150: Revised Marketing Materials Due next: Marketing Plan, based on audience research second Game Trailer featuring gameplay. Website showing Trailer, Team, and Game. Narrative Press-Release, with Press Kit images.

Due Next Two Weeks: HOMEWORK #14: Game Gold: POLISH levels/content, and complete Marketing: Website, Trailer, Press Kit TEAMS: 1.Divide Unity/Art/Audio production equitably. 2.Meet with your team at least twice a week to discuss progress, solve problems, consolidate build, and revise Marketing Materials. 3.Test clarity with at least two new players a week. 4.Submit ninth digital build to class next week, and final the week after. Individually: Progress Report #10: Submit typed page: What you agreed to produce, what you accomplished, self-evaluation/related screenshots.

PART 4: TEAM MEETING (if not in class, then outside as soon as you can) Convene to discuss observations and materials. Read responses and review test-runner notes. Choose a facilitator. Discuss responses—what feel like the biggest ideas, the most pointed critiques? Plan to type-up and post your notes. Discuss Production and Marketing goals (top priority items for POLISHING your game, and creating final marketing materials) and divide work equitably.

Have an extraordinary last 2 weeks! And don’t forget to us with questions: Instructor: JASON WISER Available an hour after class and daily . TA: MIKE SHAH Lab hours: Wednesday Evenings