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Level 1
David Mullich
Marketing and Monetization
The Los Angeles Film School
Who Am I?
 David Mullich
 dmullich@lafilm.edu
 @David_Mullich
 www.electricsheep.biz
 LAFS Game Program
Lead Faculty
 Former Producer at
Disney, Activision, 3DO
and the Spinmaster toy
company
PREPARE TO GET SCHOOLED!
Marketing and Monetization
What Do You Think This Class About?
What This Class Is Really About
 Marketing: The action or
business of promoting and
selling products or
services, including market
research and advertising.
 Monetization: The process
of converting something
into money.
How To Market Your Game
HOW THIS CLASS WORKS
Class Topics
1. Marketing Fundamentals and Branding
2. Game Publishing
3. Game Funding
4. Social Media
5. Marketing Materials
6. Advertising and Publicity
7. Sales and Distribution
8. Monetization and Metrics
9. Community Development and Management
10. Marketing Plans
Class Grading
 20%: 10 Labs
 30%: 10 Assignments
 30%: 3 Tests
 10%: Professionalism
 10%: Attendance
2% Extra Credit for attending Game Fair
Be Your Own Career
Entrepreneur
Devotion Persistence Reinvention
3 Keys To Success
Remember, This Is A College Class
Studying game development at college is still
college study.
Take Notes
Having one of these is
a minimum
requirement.
At all times.
Study
 Review the online
Lecture Notes
 Think
 Understand
 Reflect and Connect
Tests
 Study for your tests! Refer to the
slides.
 If you see on a slide, it will
probably be on the test.
 If you don’t know the answer to a test
question, guess!
 There are no points deducted for wrong
answers on multiple-choice questions
 I will award some points for clever or
knowledgeable answers on short-answer
questions, even if they weren’t the answer
I was looking for.
Labs
Game development is a team sport. Each of
your labs is a group assignment in which
everyone must participate.
Assignments
Do your homework assignments on the LMS
(Learning Management System).
Word Counts
Word counts are there for a reason.
Use them wisely and avoid:
 Padding
 Going off topic
 Repeating yourself
 Padding by stating the obvious in a way that
takes quite a lot of words but really isn’t
saying anything new
 Repeating yourself but in a different way
 Padding, wadding, lining, extemporising,
extraneous content or going on any other
kind of Synonym Safari TM
Creativity Within Constraints
If you can’t be bothered to:
 be creative
 strive for originality even within
established norms or constraints
 look beyond your initial idea
 actually enjoy and actively want to
do the above
Then get used to the phrase
“Would you like fries with that?”
Deliver Work On Time
Develop a habit of delivering work
on time.
In the game industry, when work is
late, people don’t get paid.
Pssst....Sometimes developers make false
internal deadlines to avoid calamity such
as missed milestone payments. Maybe you
could do the same if graduation is at
stake?
School Is Your Job
Yes, these are important:
 Part-time work
 Family
 Friends
 Fun
But don’t neglect your school work!
PROFESSIONALISM
All Business is Communication
Good Communication
Precise Clear Brief
Written Communication
Informal Communication
Its cool to werk in gamez.u get too do anything u
want & stuff
Formal Communication
It’s cool to work in games. You get to do anything
you want and stuff.
Written Communication
 Capitalize the beginning of sentences,
names, game titles, and the word “I”
 Use proper spelling and punctuation
 Put a space between punctuation mark
ending a sentence and the start of the
next sentence
 Don’t use “u” for “you”, or “&” for “and”
 Don’t confuse “its” and “it’s”
Attention to detial
It matters.
First Rule of Success: Show Up
 DON’T BE TARDY
But if you know you will be
late, EMAIL ME!
 DON’T BE ABSENT
But if you know you will be
gone, EMAIL ME!
“All I want to do is just pass this
class”
Classes are not kidney
stones.
If you think about them
in these terms, maybe
you’re on the wrong
career path?
Impressions
Your colleagues and
faculty will most likely
be your doorway into
the industry.
How do you want them
to think of you?
ZERO HERO
The Golden Rule
DESCRIBING YOUR GAME
What Is This Game?
“A puzzle game where several different types of colored
blocks continuously fall from above and you must arrange
them to make horizontal rows of blocks. Completing any
row causes those blocks to move downwards. The blocks
above gradually fall faster and the game is over when the
screen fills up and blocks can no longer fall from the top.”
A Shorter Description
“Race against the
clock to match and
arrange vertically
falling colored blocks
before they stack too
high and fill the
screen!”
What Are The Ways To Describe A
Game?
Describe by Core Game Mechanic
Game Action Purpose
Tetris Rotate pieces to remove lines
Candy Crush Match 3 pieces to destroy them
Chess Position pieces to capture opponent’s pieces
Super Smash Bros Attack to knock opponent back
Doom Run and shoot to kill enemies
World of Warcraft Kill to earn experience
Describe by Genre
Describe by Genre
 Action
 Ball and Paddle
 Beat’em Up
 Fighting Game
 Maze Game
 Pinball Game
 Platform Game
 Shooter
○ First Person Shooter
○ MMO FPS
○ Light Gun Shooter
○ Shoot ‘Em Up
○ Tactical Shooter
○ Rail Shooter
○ Third Person Shooter
 Action-Adventure
 Stealth Game
 Survival Horror
 Adventure
 Real-Time 3D Adventure
 Text Adventure
 Graphic Adventure
 Visual Novel
 Role-Playing
 Western/Japanese RPGs
 Fantasy RPGs
 Sandbox RPGs
 Action RPGs
 MMORPGs
 Rogue RPGs
 Tactical RPGS
 Simulation
 Construction/Management
 Life
 Vehicle
 Strategy
 4X Game
 Artillery Game
 Real-time Strategy
 Real-time Tactics
 Tower Defense
 Turn-based Strategy
 Turn-based Tactics
 Wargame
 Other
 Casual Game
 Music Game
 Party Game
 Programming Game
 Puzzle Game
 Sprots Game
 Trivia Game
 Board Game
Describe in Other Terms
 Story-driven
 Run-and-gun
 Brain-teaser
 Hack n slash
 Sandbox
 God game
Describe by Theme
Location or Time Period Story or Film Character
Describe by Play Value
 Fantasy vs Reality
 Casual vs Hardcore
 Slow-Paced vs Fast-Paced
 Build vs Destroy
 Friendly vs Threatening
Describe by Target Players
Demographics
 Age
 Gender
 Favorite Genre
 Skill Level
 Play Session Length
 Income
Warning!
It is dangerous to enter a
market where gamers are
monogamous with their
game of choice!
It's far safer to woo those
gamers who love numerous
games.
Describe by Differentiation
Unique Selling Proposition (USP): Answers the
question, “What makes this game so special?”
What Makes A Game Special?
Unique Selling Proposition
 Different
 Compelling
 No Hyperbole
 No Empty Words
Unique Selling Proposition
Battlefield
 Huge open environments
 Large scale battles
 Vehicular combat
Modern Warfare
 Player customization and unique
loadouts
 Leveling up and unlocking new gear
What Are These Games’ USP’s?
Elevator Pitch
Elevator Pitch Structure for Games
Game Title is a game genre
set in theme for target
player. It features core
game mechanics that bring
play value. Unlike
competition, this game
unique differentiation.
Game Title
Game Genre
Theme
Target Player
Core Game Mechanics
Play Value
Competition
Unique Differentiation
Example Pitch
Somehow it always falls to
Mustachio to rally his friends for
their many adventures. Run and
jump through a side-
scrolling world made of and
inhabited by blocks. With
mustaches. A world full of action,
puzzles and arbitrary danger that
Mustachio faces boldly with his
mustache-fueled power to
make block duplicates of himself.
What? Cloning AND mustaches?!
You betcha!
Game Title
Game Genre
Theme
Target Player
Core Game Mechanics
Play Value
Competition
Unique Differentiation
Positioning Statement
Positioning: How your product compares to or
differs from other products in your target
market: it’s “position” on the landscape and in
the consumer’s mind.
Positioning Statement: A concise, specific
wording used to describe a product’s
positioning.
Positioning Statement Template
For [Target Market], [Brand] is [Point of
Differentiation] among all [Frame of
Reference] because [Reason to Believe].
Tetris is an exciting Russian-themed tile-
matching game for puzzle game players
combining fast action and strategic thinking
with a colorful, Russian aesthetic.
Tips For A Good Positioning
Statement
 Simple but memorable
 Clearly differentiates from competitors
 Credible
 Ownable
 Defines marketing decisions
 Allows growth
Tagline
Taglines are punchy, compelling one-liners
that capture interest and help with selling a
game.
“From Russia With Fun”
Taglines With Huge Pricetags To
Develop
Simple 3-Step Tagline Process
1. Describe your game in a few sentences
2. Trim it down
3. Trim it down again
Memory Test
What does Electronic Arts call a positioning
statement and tagline?
Hooks
Having a “good game” is not enough!
It needs some type of hook!
A hook is a compelling
feature or offer that the
Potential customer cannot
Say “no” to.
Reality Check
People don’t like “revolutionary”!
They say they do, but not
Really.
People want security.
Maslow Was Right!
So how do you be distinctive?
Tie It To Something People Know
 “It’s like Risk, but in first-person POV!”
 “It’s like basketball, but with spaceships!”
OR
 Market your game to early adopters.
Practice Round
Break into groups to determine your game’s
product positioning.
 List the top 5 features of your game in
descending order
 Identify which of these features are important,
pre-emptive and distinctive
 Compare this feature list with your number one
competitive game
 Identify your game’s unique features over your
competitors
MARKETING MIX
The Four “P’s”
Marketers refer to the following of comprising
the Marketing Mix of a campaign:
 Product
 Price
 Promotion
 Place
Let’s take a closer look at each!
Product
 What is the essence of the idea?
 What makes it unique and compelling?
 Who is the audience?
 How big is that audience?
 How do we make it?
 What will it cost to make?
Price
 How much will your game sell for?
 Is it an impulse purchase?
 Is it a premium-priced purchase?
Promotion
The key vehicles, tactics, and programs used
to promote your game.
 Advertising
 Public Relations
 Social Media
 Word-of-mouth
Place
The places where you will sell your game.
 Retail stores
 Digital distribution
BRANDING
What is a “brand”?
A Philosophical Definition
 Branding is the unique identity, personality,
and characteristics identifying loyal
customers.
 It is the “who”, “what”, and most importantly
“why” of you and your product
A Philosophical Definition
 It is a promise kept.
How Do These Brand Identities
Differ?
Best Branding Evar!
A Practical Definition
Branding includes all the physical and administrative
components of your company and game.
 Company and game name
 Company and game logos
 Messaging, slogans, taglines
 Advertising
 Website
 Trademarks
 Social Media
 Marketing strategy and tactics
No Brand Is Built Overnight!
Brand Building requires:
 Repetitive Exposure
 Coordinated approach across multiple
channels
 Time
 Patience
The Brand Development Process
 The Facts
 Answer Essential Questions
 Create Your Brand “Personality”
 Competitive Landscape
 Target Audience
 Differentiators
 Your Brand/Mission/Product Statement
 The Core Pitch
Let’s take a closer look at each!
The Facts
 The founders and their roles
 Where you’re located
 Your background and expertise
Answers To These Essential
Questions
 WHY are you?
 What makes you special?
 Why will people like you?
Define Your Brand Personality
 Independent
 High quality
 Great [at what]
 Funny
 Serious
 Determined
 Engaging
 Challenging
 Best [what]
 Expert
 Inspiring
 Artistic
 Ambitious
 Strategic
 Bold
 Risk Taking
 Confident
 Aggressive
 Accessible
 Dedicated
 Committed
 Craftsmanship
 Thoughtful
 World Changing
Competitive Landscape
 Who are the current leaders in your field?
 Why do you believe they have been so
successful?
 What games out there are closest to
yours?
Target Audience
Your customers are the heart and soul of your
company. So:
 Who do you want as your customers?
Be more specific than “anyone who likes
games”.
Differentiators
 What makes your game or product
special?
 How does it compare to other companies?
Your Brand/Mission/Product
Statement
A statement, primarily for internal use only, that
will become the driving force of your company.
“[My company] is committed to creating the most
challenging and engaging RPGs today. Our
expertise and dedication will ensure the highest
quality, and our sense of humor in our company
and games will remind us that we’re all in this for
fun – and if we’re having fun, our players will
have fun.”
The Core Pitch
Once you’ve determined all of the above, the
result will be The Core Pitch (also known as
your “brand bible.”)
Once implemented, your core pitch will be the
inspirational and practical source for all logos,
ad copy, tag lines, blogs, press releases,
human resources, and presentations for
funding.
Group Quest
Create a core pitch for your game.
PROTECTING YOUR BRAND
Assets For Establishing Your Brand
Minimum
 Company Logo
 Game Logo
 Screenshots
Additional
 Website
 Facebook Page
 Twitter
 Core Pitch Presentation
How Do You Protect Your Brand Identity
From Being Stolen?
Copyright
The exclusive legal right, given to an
originator or an assignee to print, publish,
perform, film, or record literary, artistic, or
musical material, and to authorize others to
do the same.
Copyright infringement is the use of works
protected by copyright law without
permission, infringing certain exclusive
rights granted to the copyright holder, such
as the right to reproduce, distribute, display
or perform the protected work, or to make
derivative works.
Trademark
A symbol, word, or words legally
registered or established by use as
representing a company or product.
Trademark infringement is the
unauthorized use of a trademark or
service mark on competing or related
goods and services. The success of a
lawsuit to stop the infringement turns on
whether the defendant's use causes a
likelihood of confusion in the average
consumer.
Patent
A government authority or license
conferring a right or title for a set period,
especially the sole right to exclude
others from making, using, or selling an
invention.
Patent infringement is the act of
making, using, selling, or offering to sell
a patented invention, or importing into
the United States a product covered by
a claim of a patent without the
permission of the patent owner.
Trade Secret
Information that derives
independent economic value,
actual or potential, from not being
generally known to or readily
ascertainable through appropriate
means by other persons who
might obtain economic value from
its disclosure or use; and is the
subject of efforts that are
reasonable under the
circumstances to maintain its
secrecy.
On Trademarks, Copyright and
Patents
Different Forms of Intellectual
Property
Copyright Trade Secret Trademark Patents
Music Customer Mailing Lists Company Name Inventive Gameplay
Story Publisher Contacts Company Logo Inventive Game Design
Characters Middleware contacts Game Title Tech Innovations
Art In-House Development Costs Game Sub-Title Hardware Innovations
Box Design In-House Development Tools Identifiable "catch phrases"
Source Code Deal Terms
Different Forms of Intellectual
Property
IP in the Game Industry Patents Trademark Trade Secret Copyright
Length 20 years Immortal Immortal 95/120 Years
Cost High Medium Medium Low
Ease of Obtaining Tough Medium Medium Easy
Use Rare Often Often Often
Registration? Yes Recommended No Recommended
Coverage Medium Narrow Large Large
Away Mission
Research taglines and reverse-engineer
positioning statements for 4 games.
LAFS Marketing and Monetization Lecture 1: Marketing Fundamentals

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LAFS Marketing and Monetization Lecture 1: Marketing Fundamentals

  • 1. Level 1 David Mullich Marketing and Monetization The Los Angeles Film School
  • 2. Who Am I?  David Mullich  dmullich@lafilm.edu  @David_Mullich  www.electricsheep.biz  LAFS Game Program Lead Faculty  Former Producer at Disney, Activision, 3DO and the Spinmaster toy company
  • 3. PREPARE TO GET SCHOOLED!
  • 5. What Do You Think This Class About?
  • 6. What This Class Is Really About  Marketing: The action or business of promoting and selling products or services, including market research and advertising.  Monetization: The process of converting something into money.
  • 7. How To Market Your Game
  • 9. Class Topics 1. Marketing Fundamentals and Branding 2. Game Publishing 3. Game Funding 4. Social Media 5. Marketing Materials 6. Advertising and Publicity 7. Sales and Distribution 8. Monetization and Metrics 9. Community Development and Management 10. Marketing Plans
  • 10. Class Grading  20%: 10 Labs  30%: 10 Assignments  30%: 3 Tests  10%: Professionalism  10%: Attendance 2% Extra Credit for attending Game Fair
  • 11. Be Your Own Career Entrepreneur
  • 13. Remember, This Is A College Class Studying game development at college is still college study.
  • 14. Take Notes Having one of these is a minimum requirement. At all times.
  • 15. Study  Review the online Lecture Notes  Think  Understand  Reflect and Connect
  • 16. Tests  Study for your tests! Refer to the slides.  If you see on a slide, it will probably be on the test.  If you don’t know the answer to a test question, guess!  There are no points deducted for wrong answers on multiple-choice questions  I will award some points for clever or knowledgeable answers on short-answer questions, even if they weren’t the answer I was looking for.
  • 17. Labs Game development is a team sport. Each of your labs is a group assignment in which everyone must participate.
  • 18. Assignments Do your homework assignments on the LMS (Learning Management System).
  • 19. Word Counts Word counts are there for a reason. Use them wisely and avoid:  Padding  Going off topic  Repeating yourself  Padding by stating the obvious in a way that takes quite a lot of words but really isn’t saying anything new  Repeating yourself but in a different way  Padding, wadding, lining, extemporising, extraneous content or going on any other kind of Synonym Safari TM
  • 20. Creativity Within Constraints If you can’t be bothered to:  be creative  strive for originality even within established norms or constraints  look beyond your initial idea  actually enjoy and actively want to do the above Then get used to the phrase “Would you like fries with that?”
  • 21. Deliver Work On Time Develop a habit of delivering work on time. In the game industry, when work is late, people don’t get paid. Pssst....Sometimes developers make false internal deadlines to avoid calamity such as missed milestone payments. Maybe you could do the same if graduation is at stake?
  • 22. School Is Your Job Yes, these are important:  Part-time work  Family  Friends  Fun But don’t neglect your school work!
  • 24. All Business is Communication
  • 26. Written Communication Informal Communication Its cool to werk in gamez.u get too do anything u want & stuff Formal Communication It’s cool to work in games. You get to do anything you want and stuff.
  • 27. Written Communication  Capitalize the beginning of sentences, names, game titles, and the word “I”  Use proper spelling and punctuation  Put a space between punctuation mark ending a sentence and the start of the next sentence  Don’t use “u” for “you”, or “&” for “and”  Don’t confuse “its” and “it’s”
  • 29. First Rule of Success: Show Up  DON’T BE TARDY But if you know you will be late, EMAIL ME!  DON’T BE ABSENT But if you know you will be gone, EMAIL ME!
  • 30. “All I want to do is just pass this class” Classes are not kidney stones. If you think about them in these terms, maybe you’re on the wrong career path?
  • 31. Impressions Your colleagues and faculty will most likely be your doorway into the industry. How do you want them to think of you? ZERO HERO
  • 34. What Is This Game? “A puzzle game where several different types of colored blocks continuously fall from above and you must arrange them to make horizontal rows of blocks. Completing any row causes those blocks to move downwards. The blocks above gradually fall faster and the game is over when the screen fills up and blocks can no longer fall from the top.”
  • 35. A Shorter Description “Race against the clock to match and arrange vertically falling colored blocks before they stack too high and fill the screen!”
  • 36. What Are The Ways To Describe A Game?
  • 37. Describe by Core Game Mechanic Game Action Purpose Tetris Rotate pieces to remove lines Candy Crush Match 3 pieces to destroy them Chess Position pieces to capture opponent’s pieces Super Smash Bros Attack to knock opponent back Doom Run and shoot to kill enemies World of Warcraft Kill to earn experience
  • 39. Describe by Genre  Action  Ball and Paddle  Beat’em Up  Fighting Game  Maze Game  Pinball Game  Platform Game  Shooter ○ First Person Shooter ○ MMO FPS ○ Light Gun Shooter ○ Shoot ‘Em Up ○ Tactical Shooter ○ Rail Shooter ○ Third Person Shooter  Action-Adventure  Stealth Game  Survival Horror  Adventure  Real-Time 3D Adventure  Text Adventure  Graphic Adventure  Visual Novel  Role-Playing  Western/Japanese RPGs  Fantasy RPGs  Sandbox RPGs  Action RPGs  MMORPGs  Rogue RPGs  Tactical RPGS  Simulation  Construction/Management  Life  Vehicle  Strategy  4X Game  Artillery Game  Real-time Strategy  Real-time Tactics  Tower Defense  Turn-based Strategy  Turn-based Tactics  Wargame  Other  Casual Game  Music Game  Party Game  Programming Game  Puzzle Game  Sprots Game  Trivia Game  Board Game
  • 40. Describe in Other Terms  Story-driven  Run-and-gun  Brain-teaser  Hack n slash  Sandbox  God game
  • 41. Describe by Theme Location or Time Period Story or Film Character
  • 42. Describe by Play Value  Fantasy vs Reality  Casual vs Hardcore  Slow-Paced vs Fast-Paced  Build vs Destroy  Friendly vs Threatening
  • 44. Demographics  Age  Gender  Favorite Genre  Skill Level  Play Session Length  Income
  • 45. Warning! It is dangerous to enter a market where gamers are monogamous with their game of choice! It's far safer to woo those gamers who love numerous games.
  • 46. Describe by Differentiation Unique Selling Proposition (USP): Answers the question, “What makes this game so special?”
  • 47. What Makes A Game Special?
  • 48. Unique Selling Proposition  Different  Compelling  No Hyperbole  No Empty Words
  • 49. Unique Selling Proposition Battlefield  Huge open environments  Large scale battles  Vehicular combat Modern Warfare  Player customization and unique loadouts  Leveling up and unlocking new gear
  • 50. What Are These Games’ USP’s?
  • 52. Elevator Pitch Structure for Games Game Title is a game genre set in theme for target player. It features core game mechanics that bring play value. Unlike competition, this game unique differentiation. Game Title Game Genre Theme Target Player Core Game Mechanics Play Value Competition Unique Differentiation
  • 53. Example Pitch Somehow it always falls to Mustachio to rally his friends for their many adventures. Run and jump through a side- scrolling world made of and inhabited by blocks. With mustaches. A world full of action, puzzles and arbitrary danger that Mustachio faces boldly with his mustache-fueled power to make block duplicates of himself. What? Cloning AND mustaches?! You betcha! Game Title Game Genre Theme Target Player Core Game Mechanics Play Value Competition Unique Differentiation
  • 54. Positioning Statement Positioning: How your product compares to or differs from other products in your target market: it’s “position” on the landscape and in the consumer’s mind. Positioning Statement: A concise, specific wording used to describe a product’s positioning.
  • 55. Positioning Statement Template For [Target Market], [Brand] is [Point of Differentiation] among all [Frame of Reference] because [Reason to Believe]. Tetris is an exciting Russian-themed tile- matching game for puzzle game players combining fast action and strategic thinking with a colorful, Russian aesthetic.
  • 56. Tips For A Good Positioning Statement  Simple but memorable  Clearly differentiates from competitors  Credible  Ownable  Defines marketing decisions  Allows growth
  • 57. Tagline Taglines are punchy, compelling one-liners that capture interest and help with selling a game. “From Russia With Fun”
  • 58. Taglines With Huge Pricetags To Develop
  • 59. Simple 3-Step Tagline Process 1. Describe your game in a few sentences 2. Trim it down 3. Trim it down again
  • 60. Memory Test What does Electronic Arts call a positioning statement and tagline?
  • 61. Hooks Having a “good game” is not enough! It needs some type of hook! A hook is a compelling feature or offer that the Potential customer cannot Say “no” to.
  • 62. Reality Check People don’t like “revolutionary”! They say they do, but not Really. People want security.
  • 63. Maslow Was Right! So how do you be distinctive?
  • 64. Tie It To Something People Know  “It’s like Risk, but in first-person POV!”  “It’s like basketball, but with spaceships!” OR  Market your game to early adopters.
  • 65. Practice Round Break into groups to determine your game’s product positioning.  List the top 5 features of your game in descending order  Identify which of these features are important, pre-emptive and distinctive  Compare this feature list with your number one competitive game  Identify your game’s unique features over your competitors
  • 67. The Four “P’s” Marketers refer to the following of comprising the Marketing Mix of a campaign:  Product  Price  Promotion  Place Let’s take a closer look at each!
  • 68. Product  What is the essence of the idea?  What makes it unique and compelling?  Who is the audience?  How big is that audience?  How do we make it?  What will it cost to make?
  • 69. Price  How much will your game sell for?  Is it an impulse purchase?  Is it a premium-priced purchase?
  • 70. Promotion The key vehicles, tactics, and programs used to promote your game.  Advertising  Public Relations  Social Media  Word-of-mouth
  • 71. Place The places where you will sell your game.  Retail stores  Digital distribution
  • 73. What is a “brand”?
  • 74. A Philosophical Definition  Branding is the unique identity, personality, and characteristics identifying loyal customers.  It is the “who”, “what”, and most importantly “why” of you and your product
  • 75. A Philosophical Definition  It is a promise kept.
  • 76. How Do These Brand Identities Differ?
  • 78. A Practical Definition Branding includes all the physical and administrative components of your company and game.  Company and game name  Company and game logos  Messaging, slogans, taglines  Advertising  Website  Trademarks  Social Media  Marketing strategy and tactics
  • 79. No Brand Is Built Overnight! Brand Building requires:  Repetitive Exposure  Coordinated approach across multiple channels  Time  Patience
  • 80. The Brand Development Process  The Facts  Answer Essential Questions  Create Your Brand “Personality”  Competitive Landscape  Target Audience  Differentiators  Your Brand/Mission/Product Statement  The Core Pitch Let’s take a closer look at each!
  • 81. The Facts  The founders and their roles  Where you’re located  Your background and expertise
  • 82. Answers To These Essential Questions  WHY are you?  What makes you special?  Why will people like you?
  • 83. Define Your Brand Personality  Independent  High quality  Great [at what]  Funny  Serious  Determined  Engaging  Challenging  Best [what]  Expert  Inspiring  Artistic  Ambitious  Strategic  Bold  Risk Taking  Confident  Aggressive  Accessible  Dedicated  Committed  Craftsmanship  Thoughtful  World Changing
  • 84. Competitive Landscape  Who are the current leaders in your field?  Why do you believe they have been so successful?  What games out there are closest to yours?
  • 85. Target Audience Your customers are the heart and soul of your company. So:  Who do you want as your customers? Be more specific than “anyone who likes games”.
  • 86. Differentiators  What makes your game or product special?  How does it compare to other companies?
  • 87. Your Brand/Mission/Product Statement A statement, primarily for internal use only, that will become the driving force of your company. “[My company] is committed to creating the most challenging and engaging RPGs today. Our expertise and dedication will ensure the highest quality, and our sense of humor in our company and games will remind us that we’re all in this for fun – and if we’re having fun, our players will have fun.”
  • 88. The Core Pitch Once you’ve determined all of the above, the result will be The Core Pitch (also known as your “brand bible.”) Once implemented, your core pitch will be the inspirational and practical source for all logos, ad copy, tag lines, blogs, press releases, human resources, and presentations for funding.
  • 89. Group Quest Create a core pitch for your game.
  • 91. Assets For Establishing Your Brand Minimum  Company Logo  Game Logo  Screenshots Additional  Website  Facebook Page  Twitter  Core Pitch Presentation
  • 92. How Do You Protect Your Brand Identity From Being Stolen?
  • 93. Copyright The exclusive legal right, given to an originator or an assignee to print, publish, perform, film, or record literary, artistic, or musical material, and to authorize others to do the same. Copyright infringement is the use of works protected by copyright law without permission, infringing certain exclusive rights granted to the copyright holder, such as the right to reproduce, distribute, display or perform the protected work, or to make derivative works.
  • 94. Trademark A symbol, word, or words legally registered or established by use as representing a company or product. Trademark infringement is the unauthorized use of a trademark or service mark on competing or related goods and services. The success of a lawsuit to stop the infringement turns on whether the defendant's use causes a likelihood of confusion in the average consumer.
  • 95. Patent A government authority or license conferring a right or title for a set period, especially the sole right to exclude others from making, using, or selling an invention. Patent infringement is the act of making, using, selling, or offering to sell a patented invention, or importing into the United States a product covered by a claim of a patent without the permission of the patent owner.
  • 96. Trade Secret Information that derives independent economic value, actual or potential, from not being generally known to or readily ascertainable through appropriate means by other persons who might obtain economic value from its disclosure or use; and is the subject of efforts that are reasonable under the circumstances to maintain its secrecy.
  • 98. Different Forms of Intellectual Property Copyright Trade Secret Trademark Patents Music Customer Mailing Lists Company Name Inventive Gameplay Story Publisher Contacts Company Logo Inventive Game Design Characters Middleware contacts Game Title Tech Innovations Art In-House Development Costs Game Sub-Title Hardware Innovations Box Design In-House Development Tools Identifiable "catch phrases" Source Code Deal Terms
  • 99. Different Forms of Intellectual Property IP in the Game Industry Patents Trademark Trade Secret Copyright Length 20 years Immortal Immortal 95/120 Years Cost High Medium Medium Low Ease of Obtaining Tough Medium Medium Easy Use Rare Often Often Often Registration? Yes Recommended No Recommended Coverage Medium Narrow Large Large
  • 100. Away Mission Research taglines and reverse-engineer positioning statements for 4 games.

Editor's Notes

  1. 3 keys of being a successful entrepreneur: Devotion: Devotion is a word usually reserved for spirituality or an athlete’s dedication.  You need to be disciplined about what you do, devoted to the cause of making your career succeed. Persistence: Being persistent is a habit that will allow you to be one of the rare people not to rely on luck, but to create their own luck. Luck is opportunity X preparation. Reinvention: Re-invention results in new habits. Habits are learned behaviors that become the way you do things. Maintaining GOOD habits forces you to constantly try to adapt, change, watch for opportunity, watch your competition, and maybe most of all, watch yourself getting settled into doing things the same way just because you are comfortable doing that. Get used to getting OUTSIDE of your zone of comfort.
  2. 3 keys of being a successful entrepreneur: Devotion: Devotion is a word usually reserved for spirituality or an athlete’s dedication.  You need to be disciplined about what you do, devoted to the cause of making your career succeed. Persistence: Being persistent is a habit that will allow you to be one of the rare people not to rely on luck, but to create their own luck. Luck is opportunity X preparation. Reinvention: Re-invention results in new habits. Habits are learned behaviors that become the way you do things. Maintaining GOOD habits forces you to constantly try to adapt, change, watch for opportunity, watch your competition, and maybe most of all, watch yourself getting settled into doing things the same way just because you are comfortable doing that. Get used to getting OUTSIDE of your zone of comfort.
  3. Entrepreneurs are doers, not dreamers
  4. Think: Thinking allows beings to make sense of or model the world in different ways, and to represent or interpret it in ways that are significant to them, or which accord with their needs, attachments, objectives, plans, commitments, ends and desires. Understand: Understanding implies abilities and dispositions with respect to an object of knowledge sufficient to support intelligent behavior. Reflect and Connect: Arguably, the most important aspects of education is to provide students with knowledge that they can transfer in meaningful ways to other aspects of their present or future lives. For example, we do not teach history simply so students can pass a quiz, but so that they can reason better about the world around them.
  5. Think: Thinking allows beings to make sense of or model the world in different ways, and to represent or interpret it in ways that are significant to them, or which accord with their needs, attachments, objectives, plans, commitments, ends and desires. Understand: Understanding implies abilities and dispositions with respect to an object of knowledge sufficient to support intelligent behavior. Reflect and Connect: Arguably, the most important aspects of education is to provide students with knowledge that they can transfer in meaningful ways to other aspects of their present or future lives. For example, we do not teach history simply so students can pass a quiz, but so that they can reason better about the world around them.
  6. Publisher to Customer Developer to Publisher Boss to Team Team to Boss Team Member to Team Member
  7. Leave a professional and lasting impression. They’re your first referees, either on paper or via word of mouth.
  8. He who has the gold makes the rules!
  9. Action: The thing players actually do in the game Purpose: The reason why players are doing it
  10. There are many different genres of games.
  11. You can also describe your game’s experience using different terms than the standard genre categories:
  12. Theme places the games actions within a setting to provide immersion.
  13. The reasons why a game is fun to play.
  14. Only a small portion of player are interested in your game. You can waste time and money by trying to market to everyone. Identify your target audience and just focus on them.
  15. Are there enough fans of this type of game to generate the sales results you need to survive?
  16. Must be different from what competitive games offer Must be be sufficiently compelling to drive interest Avoid hyperbole and empty words
  17. The point of differentiation (POD) describes how your brand or product benefits customers in ways that set you apart from your competitors. The frame of reference (FOR) is the segment or category in which your company competes. The reason to believe is just what it says. This is a statement providing compelling evidence and reasons why customers in your target market can have confidence in your differentiation claims. The wording of your positioning statement doesn’t have to match this template exactly, but to be effective, it must contain the five main components in brackets above. Occasionally, a positioning statement will contain a point of parity, when it is central to a product’s positioning.
  18. It is simple, memorable, and tailored to the target market. It provides an unmistakable and easily understood picture of your brand that differentiates it from your competitors. It is credible, and your brand can deliver on its promise. Your brand can be the sole occupier of this particular position in the market. You can “own” it. It helps you evaluate whether or not marketing decisions are consistent with and supportive of your brand. It leaves room for growth.
  19. Catchy name Innovative game mechanic Amazing art Awesome audio Cutting edge technology If the market is large, you can get away with weaker hooks If the market is small, you need astounding hooks If your hooks don’t translate well to trailers and text descriptions, you’ll have to rely on word-of-mouth
  20. There's an old adage that consumers must be exposed to a message at least seven times before it sinks in
  21. $30.00