DGMD E-70 Principles of Game Design LESSON #14: Game Marketing #2: Conferences.

Slides:



Advertisements
Similar presentations
Research & Evaluation Athens Workshop Community Learning Ambassadors 12 th March 2014.
Advertisements

January 2005Krystallia DRYSTELLA * PR team Sponsorship and Exhibition opportunities EGEE-3 conference Athens /4/2005.
Optional to Essential: Constructing Your Marketing Plan Welcome.
So What is it? BT Conference Call MeetMe is Simplicity Embodied! The simplest PhoneConferencing service in the world! Meet with up to 20 people over any.
Edublogs.org Lesley Raymond. Why use Edublogs? Free! (+ other versions with more features) Easy to use Easy access to students’ blogs Insert pictures.
BA271 Week 4 Lecture Goals for today… Overview steps in entire website project (basic website, peer review, final website) Discuss web page design – and.
Interface Programming 2 Week 13. Interface Programming 2 :: Week 13 :: Calendar.
COMP150 Game Design LESSON #1: Intro to Course and Brainstorming Mechanics.
LSSU Faculty Center for Teaching Friday, October 3, 2014 Classroom Visits for Peer Evaluation.
Post to a team site feed j then press F5 or click Slide Show > From Beginning to start the course. In the message bar, click Enable Editing, If the videos.
COMP150 Game Design LESSON #6: Digital Playtesting & Introduction to 2D and 3D Art Asset Production.
GAME CHANGER. THE NEW MOBILERVING.COM NEW SITE VS OLD.
Community Conversations for Employment Shannon Huff Nancy Molfenter LGTW Schools.
Q3: What have you learned from your audience feedback?
CLUB SPORTS MEETING TOPIC: MARKETING November 8, 2011.
10 Differences: Publishing Your Own Mobile Game VS Working with a Publisher Nenin Ananbanchachai, Co-Founder, Extend Interactive,
Services Course Getting Started Participant Guide.
Welcome to EDUC 260: Learning and Teaching Through Technology Instructor: Stephanie T.L. Chu Teaching Assistant: Irina Tzoneva.
Updated August 2013 Booth & Engagement Planning. Updated August 2013 Before You Start Planning: Educate Yourself Before planning begins, familiarize yourself.
DGMD E-70 Principles of Game Design LESSON #2: Design Through Usability Testing.
1 Putting What You Learned Into Practice: Finishing your IITE program Agenda: Review Lesson Plan template Review Homework Review your SLOs for using MERLOT.
Engaging Present and Future Members The Taskforce for Reimagining the Episcopal Church Contents of “TREC Engagement Kit” 1.Contents 2.Design Principles.
South Western School District Differentiated Supervision Plan DRAFT 2010.
Blog.kw.com/livefeed #KWFR #KWRI FOLLOW TALK eEdge: Staying Top of Mind Your Refrigerator Magnet for the Digital Age Michael Tritthart.
DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption.
Designing Your Dream Bedroom
LESSON #9: Digital Playtesting & Introduction to 2D and 3D Art Asset Production DGMD E-70 Principles of Game Design.
CLASS 5~308 Mrs. Patafio Mrs. Longatino (Leave Coverage) Ms. Ricci (Student Teacher) Mrs. Conefrey (On Leave until November)
University of Illinois at Chicago Electronic Visualization Laboratory (EVL) CS 426 Planning the Game Design Spec & Blitz3D Workshop © Jason Leigh Electronic.
LESSON #10: Digital Playtesting & Introduction to Character Animation with Mecanim DGMD E-70 Principles of Game Design.
DGMD E-70 Principles of Game Design LESSON #12: Mid-Production Evaluation: Game Radical Revision and Peer Evals.
DGMD E-70 Principles of Game Design LESSON #11: Level Design.
Rogers Youth Hockey Association Mite Level Team Manager’s Manual Updated
DGMD E-70 Principles of Game Design LESSON #13: Game Marketing #1: Press Materials and Websites.
ECONOMICS Encourage Enterprise and Entrepreneurial Skills Unit 9 Project.
1 04/30/2003 ECE 554 COUNTDOWN DEMONSTRATION  Scheduling  Miscellaneous  Content FINAL REPORT  Check-In  Content FEEDBACK.
ILearn Elementary Science Session 4 Virtual Science Fair Setting Up a Wiki Account to Share Science Fair Projects.
Welcome to OTAN Online! Presenter: Barry Bakin If you are new to Connect, watch this short video, be sure to be back to the meeting by the starting time!
School System Improvement (SSI) Project Online Portal Training School System Improvement (SSI) Project Online Portal Training Portal Training for the CSS.
DGMD-E70 Principles of Game Design LESSON #5: Workplace Games and Introduction to Unity.
The Social Web is About Life Experiences  Brands are using applications to engage their audience  They are using applications to entertain  They are.
Connecting students to your events for little cost.
COMP150 Game Design LESSON #10: Level Design Guest Lecture #1: Forrest Dowling.
COMP150 Game Design LESSON #13: Game Marketing #2 Guest Lecture #3: Brianna Wu.
COMP150 Game Design LESSON #12: Game Marketing Guest Lecture #2: Ziba Scott.
COMP150 Game Design LESSON #14: Game Marketing #3.
COMP150 Game Design LESSON #9: Open Testing and Radical Decisions.
LESSON #14: Game Marketing #2: More Trailers and Conferences
COMP 50 Game Design LESSON #11: Digital Playtesting & Introduction to Character Animation with Mecanim.
LESSON #2: Design Through Playtesting and Radical Revision
COMP 50 Game Design LESSON #9: Digital Playtesting & Introduction to 2D Art and 3D Texturing.
DGMD-E70 Principles of Game Design
LESSON #3: Design Through Disruption
DGMD E-70 Principles of Game Design
DGMD E-70 Principles of Game Design
9/13/2018 6:37 AM Services Course Getting Started Participant Guide
Social Media and Communications Training
CHANGE THE WORLD ARCADE Class Date
LESSON #14: Game Marketing #2: More Trailers and Conferences
Game Design LESSON #9: Digital Playtesting & Introduction to 2D Art and 3D Texturing.
Promotions Timeline Week ___ ✓ Team Member Category Task Direct Mail
Promotions Timeline Week ___ ✓ Team Member Category Task
12 Week Promotions Timeline
DGMD E-70 Principles of Game Design
DGMD E-70 Principles of Game Design
Promotions Timeline Week ___ ✓ Team Member Category Task Direct Mail
Promotions Timeline Week ___ ✓ Team Member Category Task Direct Mail
Promotions Timeline Week ___ ✓ Team Member Category Task Direct Mail
Timeline Week ___ ✓ Team Member Category Task Direct Mail
Promotions Timeline Week ___ ✓ Team Member Category Task Direct Mail
Presentation transcript:

DGMD E-70 Principles of Game Design LESSON #14: Game Marketing #2: Conferences

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 WEEK: Final Class Build, 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: basic drafts: WEBSITE: Use free option like Weebly or Wix.com. Include: 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? WHAT CONFERENCE TO CHOOSE? All of the above!

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 mailing list 5.Many game displays, including a large TV 6.People (teammates/friends) to invite traffic to booth, manage game sessions, manage mailing list and give-aways, talk to press/interviews.

Question: Why Show at Conferences? NO/LOW COST OPTIONS: 1.Set up in the “Free Play” area. 2.Participate in alterna-cons. 3.Show your game at various meet-ups. 4.Bring your game to schools/clubs. 5.Join together with other indies. Ultimate version: INDIE MEGABOOTH.

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! This last week you are revising your game, your marketing materials, and your presentation: 10 minutes to show your website and trailer, and for each member to talk! CELEBRATE your game, and others will want to join you in the party! DGMD E-70: Revised Marketing Materials Due next: second Game Trailer featuring gameplay. Website showing Trailer, Team, and Game Link. Narrative Press-Release, with Press Kit images.

Due Next Week: HOMEWORK #14: Polish game prototype: 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 seventh and final digital build to class next week. Individually: Progress Report #7: 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 prototype, and creating final marketing materials) and divide work equitably.

Have an extraordinary week! And don’t forget to us with questions: Instructor: JASON WISER Available an hour after class and daily . Unity TF: Julia Knight Lab hours: Thursdays 7-7:40, daily by