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
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.
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
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.
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!
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?
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!”
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
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.
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
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”
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.
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
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
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?
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”.
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.
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
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 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.
Entrepreneurs are doers, not dreamers
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.
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.
Publisher to Customer
Developer to Publisher
Boss to Team
Team to Boss
Team Member to Team Member
Leave a professional and lasting impression. They’re your first referees, either on paper or via word of mouth.
He who has the gold makes the rules!
Action: The thing players actually do in the game
Purpose: The reason why players are doing it
There are many different genres of games.
You can also describe your game’s experience using different terms than the standard genre categories:
Theme places the games actions within a setting to provide immersion.
The reasons why a game is fun to play.
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.
Are there enough fans of this type of game to generate the sales results you need to survive?
Must be different from what competitive games offer
Must be be sufficiently compelling to drive interest
Avoid hyperbole and empty words
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.
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.
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
There's an old adage that consumers must be exposed to a message at least seven times before it sinks in