This document provides a marketing plan for the distribution of the video game "A Night to Dismember" developed by Horrable Games. It outlines the company JASIK Ent. and its leadership team who will handle the marketing. It describes the game as a first-person shooter horror game set during a zombie apocalypse on Rikers Island. The goals are to build popularity for the game initially through Steam and social media, then expand distribution to larger platforms like Xbox, PlayStation and Nintendo to reach a wider audience. Projected sales estimates $4,500 in revenue in the first year with a return on investment of 300%.
This document provides a marketing plan for the distribution of the video game "A Night to Dismember" developed by Horrable Games. It outlines the company JASIK Ent., which aims to bring independent gaming projects to mainstream audiences through marketing. Their plan is to launch the first-person shooter horror game on Steam and build an online community through social media promotion. Their goals are to gain popularity on Steam initially and then expand distribution to larger platforms like Xbox, PlayStation and Nintendo Switch to reach a broader audience. Key aspects of the plan include sales projections, the target market of male gamers aged 17-25, and a multi-stage marketing strategy across different release periods.
Tom Haslow - Strategic Planning PortfolioTom Haslow
This portfolio contains 3 case studies of projects completed at Miami Ad School’s Account Planner’s Boot Camp. They represent collaborative work with two talented and dedicated teams.
The targets are diverse, as are the brands and business challenges. What unites them is thoughtful research and creative thinking about how to solve problems and create opportunities for brands. They are all driven by good ideas.
After the case studies, there is a short section about my life and previous experience.
The document provides a marketing and distribution plan for the mobile game "The Great Golem" created by Damgt Studios. It aims to target boys ages 13-15 in Atlanta, Georgia through self-distribution on Xbox and a website, as well as marketing through social media, memes, and a Golem mascot. The plan projects sales of $5,075 and a 338% return on investment within a year through an initial $1,472 budget. It then discusses expanding distribution through Atlanta-based game studios and targeting a secondary audience in Austin, Texas in the second year.
JASIK Entertainment has partnered with Horrable Games to market and distribute their new first-person shooter horror game "A Night to Dismember". The game takes place during a zombie apocalypse on Rikers Island prison. JASIK Entertainment projects sales of $4,500 within the first year from digital downloads on platforms like Steam, with a projected ROI of 300%. Their goals are to build awareness of the game through social media and its Steam page, then expand distribution to other major platforms like Xbox and PlayStation to reach a broader audience.
Imc 636 American Red Cross Project Final 122111lgparkinson
The American Red Cross Youth Movement aims to encourage blood donation among 16-24 year olds by empowering a new generation. The campaign will inspire young adults to donate blood and develop a lifelong relationship with the American Red Cross. The goal is to increase blood donations by 15% by the end of the campaign and lay the groundwork for a larger Generation Y movement in support of the Red Cross long-term.
Daniel Posavac's presentation at Mumbrella360 AsiaJordanDervish
Daniel Posavac, CEO, Bonsey Jaden presented 'The Future of ‘Digital First’ Brand-Building? Staying in Control Without Taking Ownership Away from Consumers'
This document provides a marketing plan for the distribution of the video game "A Night to Dismember" developed by Horrable Games. It outlines the company JASIK Ent. and its leadership team who will handle the marketing. It describes the game as a first-person shooter horror game set during a zombie apocalypse on Rikers Island. The goals are to build popularity for the game initially through Steam and social media, then expand distribution to larger platforms like Xbox, PlayStation and Nintendo to reach a wider audience. Projected sales estimates $4,500 in revenue in the first year with a return on investment of 300%.
This document provides a marketing plan for the distribution of the video game "A Night to Dismember" developed by Horrable Games. It outlines the company JASIK Ent., which aims to bring independent gaming projects to mainstream audiences through marketing. Their plan is to launch the first-person shooter horror game on Steam and build an online community through social media promotion. Their goals are to gain popularity on Steam initially and then expand distribution to larger platforms like Xbox, PlayStation and Nintendo Switch to reach a broader audience. Key aspects of the plan include sales projections, the target market of male gamers aged 17-25, and a multi-stage marketing strategy across different release periods.
Tom Haslow - Strategic Planning PortfolioTom Haslow
This portfolio contains 3 case studies of projects completed at Miami Ad School’s Account Planner’s Boot Camp. They represent collaborative work with two talented and dedicated teams.
The targets are diverse, as are the brands and business challenges. What unites them is thoughtful research and creative thinking about how to solve problems and create opportunities for brands. They are all driven by good ideas.
After the case studies, there is a short section about my life and previous experience.
The document provides a marketing and distribution plan for the mobile game "The Great Golem" created by Damgt Studios. It aims to target boys ages 13-15 in Atlanta, Georgia through self-distribution on Xbox and a website, as well as marketing through social media, memes, and a Golem mascot. The plan projects sales of $5,075 and a 338% return on investment within a year through an initial $1,472 budget. It then discusses expanding distribution through Atlanta-based game studios and targeting a secondary audience in Austin, Texas in the second year.
JASIK Entertainment has partnered with Horrable Games to market and distribute their new first-person shooter horror game "A Night to Dismember". The game takes place during a zombie apocalypse on Rikers Island prison. JASIK Entertainment projects sales of $4,500 within the first year from digital downloads on platforms like Steam, with a projected ROI of 300%. Their goals are to build awareness of the game through social media and its Steam page, then expand distribution to other major platforms like Xbox and PlayStation to reach a broader audience.
Imc 636 American Red Cross Project Final 122111lgparkinson
The American Red Cross Youth Movement aims to encourage blood donation among 16-24 year olds by empowering a new generation. The campaign will inspire young adults to donate blood and develop a lifelong relationship with the American Red Cross. The goal is to increase blood donations by 15% by the end of the campaign and lay the groundwork for a larger Generation Y movement in support of the Red Cross long-term.
Daniel Posavac's presentation at Mumbrella360 AsiaJordanDervish
Daniel Posavac, CEO, Bonsey Jaden presented 'The Future of ‘Digital First’ Brand-Building? Staying in Control Without Taking Ownership Away from Consumers'
This document discusses how marketers can utilize social gaming platforms. It notes that traditional media is oversaturated, so marketers need to engage consumers where they are spending more time - on social games. Social gaming allows for social interaction through games on various platforms like phones and tablets. It is no longer niche and includes various genres that people of different demographics enjoy. The document discusses how game developers are opening up to advertisers by integrating their products into gameplay. It provides examples of how brands can be integrated either through virtual goods or placements within games. It argues that social gaming is an emerging advertising channel that marketers should engage with now to build relationships as the industry is estimated to be worth billions in the coming years.
Media post c21 cmo on return to super bowl.11.12CENTURY 21
Century 21's CMO Bev Thorne discusses the company's Super Bowl advertising strategy. She explains that their 2012 Super Bowl ad drove significant results, so they are returning this year. While the Super Bowl is a large investment, it allows them to showcase their brand and agents to the largest TV audience of the year. Thorne notes they also employ targeted digital advertising to reach active home buyers and sellers. For this year's Super Bowl, Century 21 will again use the theme "Smarter, Bolder, Faster" and showcase agents' capabilities. However, their ad will air after halftime rather than in the third quarter like last year.
2017 SSAC Case Competition | Chicago Booth | Detroit PistonsDave Gasparovich
When I started business school I promised myself that I would enter at least one case competition. I am proud of our work, proposing a digital marketing strategy for the Detroit Pistons at the MIT Sloan Sports Analytics Conference.
Incredible learning experience.
(Graham Brown mobileYouth) #Trends 10 Key Youth Marketing Concepts ExplainedGraham Brown
1) Graham Brown discusses 10 key youth marketing concepts, including social packaging of products, the rising cost of youth attention over time, and the importance of earned media over paid media.
2) He explains the difference between brand management and brand democracy in how companies engage with youth, as well as the difference between customers and fans in terms of value to companies.
3) Youthsourcing is presented as a bottom-up innovation approach driven by frontline insights from youth, compared to traditional top-down innovation.
Havas Sports & Entertainment's predictions of the hottest 2013 trends to keep an eye on and selection of the most memorable, innovative and successful campaigns of 2012.
I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
Content marketing is high on brands' marketing agendas. But making content that can connect isn’t easy. The best content seamlessly integrates brands into the lives of their consumers.
Marketing expertise needs to shift from channels and disciplines to specific sub-cultures, hobbies & interests. In this type of environment leveraging gaming culture can be hugely influential.
MobiU2011 Keynote: CREAT101 Mobile Behaviors - Play BigKimberly-Clark
Part 1 of the opening keynote by Nancy Giordano of Play Big. Mobile phones and devices seem to be everywhere and we spend more and more time interacting with them. They are quickly erasing the interstitial moments that provided downtime for our brain. What is the impact of such a pervasive technology? According to Pew, 61% of people are ambivalent about the impact mobile has on their lives. Learn how mobile technologies are creating changes in human behavior and the implications of this change – both positive and negative.
This document discusses strategies for acquiring users for crypto gaming projects. It begins by providing background on the CEO and her experience. It then compares traditional gaming to crypto gaming in terms of market size and search interest. The document identifies key audiences for crypto gaming as those interested in collectibles, card games, gambling, and other genres. It also profiles the typical crypto gamer. The rest of the document provides recommendations for acquiring users, including solving gamers' problems, simplifying onboarding, and using videos, influencers, and social media. It also stresses the importance of referral programs for user retention and growth.
Final course project isamar devon_yu_hsuan_nyah_nickIsamar Miranda
Mountain Top Development (MTD) is marketing Nightfall, an action-strategy video game about surviving in a post-apocalyptic world overrun by darkness and monsters. MTD's plan is to target young men aged 18-23 in Irvine, CA through social media promotion and events. In year one, MTD will self-distribute on Steam and local shops, establish a website and customer relationships. In year two, MTD will partner with a large distributor like TikTok for influencer marketing to expand awareness. Projected sales in year one are $46,439 with a 2,995.93% ROI.
AltForge Entertainment is developing a video game called Project Memoria to tell a story about depression. The game aims to provide insight into mental disorders through an immersive experience with beautiful art and a novel story. The team believes this can help bridge understanding between those with neurodiversity and the general public. They plan to self-publish on Steam to reach their target audience of fans of story-driven indie games. Market research shows the video game industry is growing and the niche indie game segment remains underserved despite a large audience.
This document provides a distribution and marketing plan for the video game "A Night to Dismember" developed by Horrible Games and distributed by Vivasection. The plan aims to self-distribute the first-person shooter, horror game through brick-and-mortar stores and Steam in year one. It targets males aged 18-21 in Orlando, Florida and focuses on building an online community through Steam, Reddit, and YouTube. In year two, the goal is to partner with a major publisher like Epic Games or Blizzard to expand the game's reach.
This document provides a distribution and marketing plan for the video game "A Night to Dismember" developed by Horrible Games and distributed by Vivasection. The plan aims to self-distribute the first-person shooter, horror game through brick-and-mortar stores and Steam in year one. It targets males aged 18-21 in Orlando, Florida and focuses on building an online community through Steam, Reddit, and YouTube. In year two, the plan is to partner with a major publisher like Epic Games or Blizzard to expand the game's reach.
The document provides information about the marketing and distribution plan for the video game "A Night to Dismember" created by company 4. It outlines the company information and leadership team. The target markets are identified as 13-16 year old boys interested in zombie games and 30-35 year old men interested in conspiracy theories. The distribution and marketing goals focus on online distribution through Steam and social media ads on platforms like Instagram and TikTok.
The Mena - Ecosystem Article - An Exciting Place to Build GamesMary-Margaret Walker
The document discusses strategies for game developers in the Middle East and North Africa (MENA) region to gain external exposure and build their businesses. It recommends focusing on business development, traditional and guerrilla marketing, leveraging social media, and considering crowdfunding. Community building is also emphasized as critical, such as pooling resources, hosting online seminars with experts, inviting experts to the region, and creating a MENA gaming website.
Setting the right goals for your PR & Marketing / Game Industry Conference 2016Piotr Bombol
The document discusses setting goals for PR and marketing of video games. It recommends prioritizing branding over marketing or execution by focusing on developing a unique identity from the start. Building a brand includes crafting a distinct visual style, story, and accessibility to audiences. Maintaining communication and evolving the game to meet changing user expectations are also important aspects of branding. Marketing should leverage digital channels and focus on sharing valuable experiences rather than direct sales pitches.
Level Up Distribution and Marketing is presenting a distribution and marketing plan for the video game "Robot Annihilation" created by Cursed Turtle Studios. The plan aims to launch the game on Steam to reach male college students aged 18-22 as the primary target market. Level Up projects sales of 425 downloads in the first year, generating $2,730 in revenue with an 82% return on investment. If successful, Level Up hopes to expand the game's audience and host battle tournaments, allowing Cursed Turtle Studios to sell merchandise and get user feedback. Level Up will pursue large distributors like EA Games and Ubisoft for distribution or self-distribute by selling in local coffee shops if needed.
Level Up Distribution and Marketing has created a distribution and marketing plan for the video game Robot Annihilation created by Cursed Turtle Studios. The plan includes releasing the game on Steam and Epic Games storefronts, selling download cards at local businesses, and promoting through social media, flyers, and press events. The target market is male college students ages 18-22. The marketing budget is $1,344.98 and sales projections estimate 425 downloads sold in the first year for $2,730 in revenue and an 82% return on investment.
This document discusses opportunities for the beauty and personal care industry in gaming. It highlights how gaming is an effective medium to engage consumers, especially as the industry shifts to e-commerce and social media. Examples are provided of beauty brands that have partnered with gaming companies and influencers through interactive content like mini-games, augmented reality activations, and virtual apparel and makeup within games. The gaming industry represents a large audience and market that beauty brands can tap into for customer engagement and sales.
Lucky 7 Productions provides marketing and distribution plans for various projects. They are currently working with MyFlix, a movie database mobile app that provides information about movies. The app was developed by Antonio Puente and Lucky 7 Productions' goal is to distribute the app widely through various strategies over the next two years. In year one, their plan is to promote MyFlix at Little Caesars locations in LA, distribute it through the Google Play store, launch a website, and use customer relationship tools like Google AdWords and social media. In year two, they plan to pursue an exclusive distribution deal with the large cinema chain, AMC Theatres, to expand the app's reach.
This document discusses how marketers can utilize social gaming platforms. It notes that traditional media is oversaturated, so marketers need to engage consumers where they are spending more time - on social games. Social gaming allows for social interaction through games on various platforms like phones and tablets. It is no longer niche and includes various genres that people of different demographics enjoy. The document discusses how game developers are opening up to advertisers by integrating their products into gameplay. It provides examples of how brands can be integrated either through virtual goods or placements within games. It argues that social gaming is an emerging advertising channel that marketers should engage with now to build relationships as the industry is estimated to be worth billions in the coming years.
Media post c21 cmo on return to super bowl.11.12CENTURY 21
Century 21's CMO Bev Thorne discusses the company's Super Bowl advertising strategy. She explains that their 2012 Super Bowl ad drove significant results, so they are returning this year. While the Super Bowl is a large investment, it allows them to showcase their brand and agents to the largest TV audience of the year. Thorne notes they also employ targeted digital advertising to reach active home buyers and sellers. For this year's Super Bowl, Century 21 will again use the theme "Smarter, Bolder, Faster" and showcase agents' capabilities. However, their ad will air after halftime rather than in the third quarter like last year.
2017 SSAC Case Competition | Chicago Booth | Detroit PistonsDave Gasparovich
When I started business school I promised myself that I would enter at least one case competition. I am proud of our work, proposing a digital marketing strategy for the Detroit Pistons at the MIT Sloan Sports Analytics Conference.
Incredible learning experience.
(Graham Brown mobileYouth) #Trends 10 Key Youth Marketing Concepts ExplainedGraham Brown
1) Graham Brown discusses 10 key youth marketing concepts, including social packaging of products, the rising cost of youth attention over time, and the importance of earned media over paid media.
2) He explains the difference between brand management and brand democracy in how companies engage with youth, as well as the difference between customers and fans in terms of value to companies.
3) Youthsourcing is presented as a bottom-up innovation approach driven by frontline insights from youth, compared to traditional top-down innovation.
Havas Sports & Entertainment's predictions of the hottest 2013 trends to keep an eye on and selection of the most memorable, innovative and successful campaigns of 2012.
I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
Content marketing is high on brands' marketing agendas. But making content that can connect isn’t easy. The best content seamlessly integrates brands into the lives of their consumers.
Marketing expertise needs to shift from channels and disciplines to specific sub-cultures, hobbies & interests. In this type of environment leveraging gaming culture can be hugely influential.
MobiU2011 Keynote: CREAT101 Mobile Behaviors - Play BigKimberly-Clark
Part 1 of the opening keynote by Nancy Giordano of Play Big. Mobile phones and devices seem to be everywhere and we spend more and more time interacting with them. They are quickly erasing the interstitial moments that provided downtime for our brain. What is the impact of such a pervasive technology? According to Pew, 61% of people are ambivalent about the impact mobile has on their lives. Learn how mobile technologies are creating changes in human behavior and the implications of this change – both positive and negative.
This document discusses strategies for acquiring users for crypto gaming projects. It begins by providing background on the CEO and her experience. It then compares traditional gaming to crypto gaming in terms of market size and search interest. The document identifies key audiences for crypto gaming as those interested in collectibles, card games, gambling, and other genres. It also profiles the typical crypto gamer. The rest of the document provides recommendations for acquiring users, including solving gamers' problems, simplifying onboarding, and using videos, influencers, and social media. It also stresses the importance of referral programs for user retention and growth.
Final course project isamar devon_yu_hsuan_nyah_nickIsamar Miranda
Mountain Top Development (MTD) is marketing Nightfall, an action-strategy video game about surviving in a post-apocalyptic world overrun by darkness and monsters. MTD's plan is to target young men aged 18-23 in Irvine, CA through social media promotion and events. In year one, MTD will self-distribute on Steam and local shops, establish a website and customer relationships. In year two, MTD will partner with a large distributor like TikTok for influencer marketing to expand awareness. Projected sales in year one are $46,439 with a 2,995.93% ROI.
AltForge Entertainment is developing a video game called Project Memoria to tell a story about depression. The game aims to provide insight into mental disorders through an immersive experience with beautiful art and a novel story. The team believes this can help bridge understanding between those with neurodiversity and the general public. They plan to self-publish on Steam to reach their target audience of fans of story-driven indie games. Market research shows the video game industry is growing and the niche indie game segment remains underserved despite a large audience.
This document provides a distribution and marketing plan for the video game "A Night to Dismember" developed by Horrible Games and distributed by Vivasection. The plan aims to self-distribute the first-person shooter, horror game through brick-and-mortar stores and Steam in year one. It targets males aged 18-21 in Orlando, Florida and focuses on building an online community through Steam, Reddit, and YouTube. In year two, the goal is to partner with a major publisher like Epic Games or Blizzard to expand the game's reach.
This document provides a distribution and marketing plan for the video game "A Night to Dismember" developed by Horrible Games and distributed by Vivasection. The plan aims to self-distribute the first-person shooter, horror game through brick-and-mortar stores and Steam in year one. It targets males aged 18-21 in Orlando, Florida and focuses on building an online community through Steam, Reddit, and YouTube. In year two, the plan is to partner with a major publisher like Epic Games or Blizzard to expand the game's reach.
The document provides information about the marketing and distribution plan for the video game "A Night to Dismember" created by company 4. It outlines the company information and leadership team. The target markets are identified as 13-16 year old boys interested in zombie games and 30-35 year old men interested in conspiracy theories. The distribution and marketing goals focus on online distribution through Steam and social media ads on platforms like Instagram and TikTok.
The Mena - Ecosystem Article - An Exciting Place to Build GamesMary-Margaret Walker
The document discusses strategies for game developers in the Middle East and North Africa (MENA) region to gain external exposure and build their businesses. It recommends focusing on business development, traditional and guerrilla marketing, leveraging social media, and considering crowdfunding. Community building is also emphasized as critical, such as pooling resources, hosting online seminars with experts, inviting experts to the region, and creating a MENA gaming website.
Setting the right goals for your PR & Marketing / Game Industry Conference 2016Piotr Bombol
The document discusses setting goals for PR and marketing of video games. It recommends prioritizing branding over marketing or execution by focusing on developing a unique identity from the start. Building a brand includes crafting a distinct visual style, story, and accessibility to audiences. Maintaining communication and evolving the game to meet changing user expectations are also important aspects of branding. Marketing should leverage digital channels and focus on sharing valuable experiences rather than direct sales pitches.
Level Up Distribution and Marketing is presenting a distribution and marketing plan for the video game "Robot Annihilation" created by Cursed Turtle Studios. The plan aims to launch the game on Steam to reach male college students aged 18-22 as the primary target market. Level Up projects sales of 425 downloads in the first year, generating $2,730 in revenue with an 82% return on investment. If successful, Level Up hopes to expand the game's audience and host battle tournaments, allowing Cursed Turtle Studios to sell merchandise and get user feedback. Level Up will pursue large distributors like EA Games and Ubisoft for distribution or self-distribute by selling in local coffee shops if needed.
Level Up Distribution and Marketing has created a distribution and marketing plan for the video game Robot Annihilation created by Cursed Turtle Studios. The plan includes releasing the game on Steam and Epic Games storefronts, selling download cards at local businesses, and promoting through social media, flyers, and press events. The target market is male college students ages 18-22. The marketing budget is $1,344.98 and sales projections estimate 425 downloads sold in the first year for $2,730 in revenue and an 82% return on investment.
This document discusses opportunities for the beauty and personal care industry in gaming. It highlights how gaming is an effective medium to engage consumers, especially as the industry shifts to e-commerce and social media. Examples are provided of beauty brands that have partnered with gaming companies and influencers through interactive content like mini-games, augmented reality activations, and virtual apparel and makeup within games. The gaming industry represents a large audience and market that beauty brands can tap into for customer engagement and sales.
Lucky 7 Productions provides marketing and distribution plans for various projects. They are currently working with MyFlix, a movie database mobile app that provides information about movies. The app was developed by Antonio Puente and Lucky 7 Productions' goal is to distribute the app widely through various strategies over the next two years. In year one, their plan is to promote MyFlix at Little Caesars locations in LA, distribute it through the Google Play store, launch a website, and use customer relationship tools like Google AdWords and social media. In year two, they plan to pursue an exclusive distribution deal with the large cinema chain, AMC Theatres, to expand the app's reach.
This document provides a distribution and marketing plan for an online streaming service mobile application called Flixiago. It was created by JCBG Productions, a marketing and production company. The plan's target market is males aged 18-23 in the Detroit metropolitan area. The strategy is to distribute Flixiago through major app stores like Google Play and the Apple Store, and promote it using social media platforms like Facebook and Instagram that are popular with the target demographic. The goals are to maximize awareness, downloads and return on investment through personalized and mass marketing cross multiple channels.
ICEBRKRSCLAN is a group of gaming influencers and content creators with over 180,000 followers across social media platforms. They create content focused on popular games like Fortnite, Modern Warfare, and others. Their target audience is primarily Gen Z and millennials. The document discusses how ICEBRKRSCLAN can help brands connect with Gen Z through creating sponsored content, promotions at tournaments, and other activations across social media and streaming platforms. It provides details on the influencer group's platforms, analytics, partnership opportunities, and goals in working with brands.
This document summarizes 10 common myths about social games. Some of the myths addressed include that social games are new (they have social elements but games have always been social), that social gamers are casual (many social gamers are hardcore players), and that the opportunity in social games has passed (the market is still young with many opportunities left to explore). The document provides counter arguments for each myth and examples to support the points made.
Marketing and distribution plan for DM AidRyanOToole24
The document provides a distribution and marketing plan for an application called Dungeon Master's Aid. It aims to target 18-24 year old male college students and D&D enthusiasts in Winter Park, FL. The plan involves self-distributing through brick and mortar stores, the Apple App Store, the project website, and social media in year one. In year two, the plan is to partner with a larger distributor like Wizards of the Coast, the parent company of Dungeon and Dragons, to reach the entire D&D community. The marketing strategy utilizes in-person demonstrations and building relationships within local gaming communities to gain loyalty and awareness.
Seminar will outline the size, scope and reach of casual gaming worldwide as well as the role casual games play in people’s lives. We will lead a conversation on the benefits of integrating gaming into your marketing or content strategy and briefly discuss Exent’s long history in this market. We will then review the various ways site owners and marketers have “Gamified” themselves including, but not limited to, Advergaming, content plays, advertising programs, and social gaming. We will end with a look at the future of gaming and its implications.
Distribution and Marketing plan for Dungeon Masters Aidjnolascoferrari
The document provides a distribution and marketing plan for an application called Dungeon Master's Aid. It aims to target 18-24 year old male college students and D&D enthusiasts in Winter Park, FL. The plan involves self-distributing through brick and mortar stores, the Apple App Store, the project website, and customer relationship systems in year one. In year two, the plan is to partner with a larger distributor like Wizards of the Coast, the parent company of Dungeons & Dragons, to reach the entire D&D community. The marketing strategy focuses on demonstrating the app's value to local D&D groups and gaming stores to gain word-of-mouth promotion.
The document provides feedback and revisions for a marketing plan. Key points include:
- Put the marketing plan slide before product slides
- Revise and focus the target audience on males aged 18-24
- Revise vouchers to be sold at EGX and smaller coffee shops like university cafes
- Explain where posters are being sold and change their release date from September 11th
Big brands like Century 21, MasterCard, USA Network, New York Public Library, and Expedia are leveraging social gaming in their marketing campaigns. They are using branded virtual goods in games, games on Facebook that donate to charity, gamifying a TV show website to increase engagement, a mobile game at the library to explore its collection, and an unspecified social gaming campaign. These brands are finding success by tapping into the large social gaming audience in order to boost their brands and drive business results.
Similar to Distribution and Marketing Plan-Nightfall.docx (20)
Event Report - SAP Sapphire 2024 Orlando - lots of innovation and old challengesHolger Mueller
Holger Mueller of Constellation Research shares his key takeaways from SAP's Sapphire confernece, held in Orlando, June 3rd till 5th 2024, in the Orange Convention Center.
Best practices for project execution and deliveryCLIVE MINCHIN
A select set of project management best practices to keep your project on-track, on-cost and aligned to scope. Many firms have don't have the necessary skills, diligence, methods and oversight of their projects; this leads to slippage, higher costs and longer timeframes. Often firms have a history of projects that simply failed to move the needle. These best practices will help your firm avoid these pitfalls but they require fortitude to apply.
How MJ Global Leads the Packaging Industry.pdfMJ Global
MJ Global's success in staying ahead of the curve in the packaging industry is a testament to its dedication to innovation, sustainability, and customer-centricity. By embracing technological advancements, leading in eco-friendly solutions, collaborating with industry leaders, and adapting to evolving consumer preferences, MJ Global continues to set new standards in the packaging sector.
Anny Serafina Love - Letter of Recommendation by Kellen Harkins, MS.AnnySerafinaLove
This letter, written by Kellen Harkins, Course Director at Full Sail University, commends Anny Love's exemplary performance in the Video Sharing Platforms class. It highlights her dedication, willingness to challenge herself, and exceptional skills in production, editing, and marketing across various video platforms like YouTube, TikTok, and Instagram.
At Techbox Square, in Singapore, we're not just creative web designers and developers, we're the driving force behind your brand identity. Contact us today.
Brian Fitzsimmons on the Business Strategy and Content Flywheel of Barstool S...Neil Horowitz
On episode 272 of the Digital and Social Media Sports Podcast, Neil chatted with Brian Fitzsimmons, Director of Licensing and Business Development for Barstool Sports.
What follows is a collection of snippets from the podcast. To hear the full interview and more, check out the podcast on all podcast platforms and at www.dsmsports.net
3 Simple Steps To Buy Verified Payoneer Account In 2024SEOSMMEARTH
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Building Your Employer Brand with Social MediaLuanWise
Presented at The Global HR Summit, 6th June 2024
In this keynote, Luan Wise will provide invaluable insights to elevate your employer brand on social media platforms including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok. You'll learn how compelling content can authentically showcase your company culture, values, and employee experiences to support your talent acquisition and retention objectives. Additionally, you'll understand the power of employee advocacy to amplify reach and engagement – helping to position your organization as an employer of choice in today's competitive talent landscape.
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1. Distribution and Marketing Plan for
Nightfall
Creative Heart Production
Jennifer Bender
Tramaine Long
Samuel Megna
Tessa Merlo-Taylor
Casey Newsome
Mason Smith
JaPaul Vines
EBBS Project & Portfolio V
January 30, 2022
2. I. Executive Summary
The Company:
Creative Heart Production is a marketing and branding company that has the goal of not only
bringing new content to the entertainment industry, but also to nurture it to its fullest potential
and beyond.
The Project:
Nightfall is an action-adventure game for PC. Nephilim, a character born from hell, must fight all
evil forces to destroy the entire town of Sirville.
Sales Projections / Return on Investment:
Based on a $1184 first-year budget, they expect to generate an ROI of 168%, established on a
profit of $1,984 by the close of the initial investment year.
Target Market:
The primary target markets for “Nightfall” are males ages 17-22 living in Cleveland, Ohio. The
ideal consumer works part-time, making minimum wage while valuing their alone time.
Strategy:
Our main marketing strategies would include releasing DLC content at Video Game Connections
around Cleveland, Ohio, as well as creating a strong social media presence, and partnering with
influencers and streamers. Distribution in the first year will be through Steam and Epic Games,
allowing us to only release digital content.
3. II. Company Information
Creative Heart Production
Creative Heart Production is a marketing and branding company that strives to help our clients
be noticed on the highest level of any entertainment arena.
Leadership Team
Creative Heart Production consists of a team with a multitude of talents to bring the best to their
clients.
Jennifer Bender (CMO) oversees the administration department for Creative Heart Production
based on her experience at Corporate Records Management as a Chief Administrator,
maintaining records for clients, scheduling orders, and processing billing.
Tramaine Long oversees the department of distribution for Creative Heart Production. He
gained his experience at Divine Light Media, overseeing the distribution and marketing for the
client’s music.
Samuel Megna oversees the Creative department for Creative Heart Production based on his
experience at Right Call Media as the Director of Content.
Tessa Merlo-Taylor oversees the department of digital marketing for Creative Heart Production
based on her experience with the Orlando Florida Kiwanis Club, creating a marketing plan for
the Fall Karing Festival in 2021.
Casey Newsome oversees the Career Development Department for Creative Heart Production
based on her experience as a Team Manager at Alorica, helping agents grow and develop their
skills to progress their career within the company.
MasonSmith oversees the Finance Department for Creative Heart Production based on his
background with Orlando Florida Kiwanis Club, he managed the budget for the Fall Karing
Festival in 2021.
JaPaul Vines oversees the Public Relations for Creative Heart Production based on his
experience at DeVine Vision Entertainment as Creative Marketing Director, coordinating Digital
Marketing, Social Media Management, Multimedia Development & Storytelling, and Event
Planning & Event Marketing.
Company Ideals
4. The ideals and goals for the next 20 years that our company sees for the future are big. After
finishing the release and finishing everything with Nightfall, we plan for our company to market
many other games. We also plan to market music, movies, and other entertainment fields to be
mainstream to the public. We plan to make Nightfall II and represent other games like we have.
We want to make sequels to keep the demand for our client’s games relevant, with new story
lines and characters to make consumers want to purchase our client’s games more and continue
to play it through the years. We also want to focus our efforts on other entertainment fields,
helping market releases for albums and movies to audiences to boost excitement, as well as sales
and streams for our client’s new music and movie releases.
Projects
We want specific subsequent projects we want to work on, we want to represent new games once
we are established, to reach different audiences with our brand. We want to represent games that
reach audiences from kids to older people and both genders. We want to market our client’s
game to many audiences with options to purchase in store, as well as through online game stores
on consoles popular for our client’s game, to push sales and have immediate access to the game.
Other projects we plan to represent and work on are expanding our brand and marketing to
different industries. With the different industries, we can use our skills we have mastered in the
gaming field to help our clients market music and movie releases. We plan to represent several
games, two artist releases and a movie simultaneously.
III. Project Information
Creators: Tyler Rizzo - Producer
Daikee Jackson - Producer
Chris Kennedy - Producer
Carlos Lugo - Executive Producer
Amanda Armstrong - Writer
Elizabeth Kaye Daugherty – Writer
Christian Digges - Level Designer
Taylor Wise - Lead Artist
Brandon Nieves - Sound Designer
5. Austin Bunker - Gameplay Programmer
Sebastian Rodriguez - Gameplay Programmer
Fernando Borges - AI Programmer
Title: Nightfall
Media: Video Game
Genre: Action-Strategy
Hooks
“Cleansing the land from all evil.”
“Facing darkness head on.”
“Conquering the evil within.”
“Never-ending evil happening at night.”
“Darkness walking in our streets.”
“Slaying the evil forces or die trying.”
Logline
Nightfall – “Nephilim, born from hell, must conquer all evil forces trying to destroy innocent
people. Nephilim must fight at any cost to save the entire town of Sirville before the entire town
is wiped out.”
Premise
Nightfall – “Nephilim, born from hell, visits Sirville, a town outside of Detroit, Michigan, to visit
his aging mother. While visiting, he learns of an attack to destroy innocent people in the town of
Sirville. Many have attempted to end the ruthless attack, but no one has been successful.
Nephilim must step out and fight at any cost to save the entire town of Sirville before the entire
town is wiped out.”
IV. Distribution & Marketing Goals
6. The intention of the distribution and marketing plan is to create the foundation for product sales
and community growth. These goals focus on creating a benchmark for success that can be built
off over time.
According to Mark H. Walker, author of “Games that Sell”, a PC game is successful once it hits
100,000 copies, while console games are 200,000. Since Nightfall is currently a PC game, the
first goal is to sell 100,000 copies. This is a small portion of the expected sales over time. This
target is meant to be reached within one to two years. It is the first step in long-term success.
To accomplish this goal, a strong social media community will need to be formed. There is a
large demographic overlap between gamers and social media users. According to a 2019
GlobalWebIndex report, 55% of gamers check Twitter daily. Mark H. Walker also states in his
book that the internet community is a key component in making a successful game. Having an
online presence and strong community means that content related to Nightfall will stay relevant
in media. This guarantees that social media marketing will also have more success as community
members interact and share content. The goal for social media followers is 50,000 over multiple
platforms.
Another goal will be to reach out and partner with streamers and influencers. Individuals who
consume gaming-based content have turned heavily to streaming services such as Twitch to learn
about new games or simply for enjoyment. There are millions of viewers a day on these
platforms, so partnering with an established streamer allows access to a greater target audience.
These streamers will need to be a good fit for the Nightfall brand, which will open marketing
opportunities to their audience. The goal here is to raise awareness to boost sales and expand.
V. Target Markets
Primary Target Audience
The Primary Target Audience that best fits the game “Nightfall” is within the age range of 17-22.
These individuals are also male. Because of their age range, these gentlemen are reaching the
end of their high school days and/or just entering the college experience. The city to focus on is
Cleveland, Ohio, because according to CNBC, this city is the most stressed. The creators of
“Nightfall” wish to help their game players relieve stress caused by everyday life. The gamer’s
income is $15,000, assuming they make the minimum wage of $9.30/hour in Cleveland. Players
of “Nightfall” are interested in hunting, playing other first-person shooter games, and value their
alone time. Their behavior consists of going to the movies to watch action and horror films, and
buying other games, such as Doom, Gauntlet, and Hunt: Showdown.
Secondary Target Audience
7. The Secondary Target Audience that best fits the game “Nightfall” would be 17-22-year-old men
and women. Due to their age range, they are also in their last few years of High School and
Starting College. For our secondary audience, they are branching out with Detroit, Michigan
being a primary focal point for location, as it is the second most stressed city in the United
States. The income for this age range of gamers is between $24,960-$27,300, working between
32-35 hours a week based on minimum wage at $15 an hour currently in the state of Michigan,
according to the Detroit Free Press. These players enjoy gaming, no matter the platform, and
lean-to gaming as a stress reducer and gateway to relaxation, as well as making connections with
other gamers around the world. Due to bringing in more money, these players can stay home and
order more takeout, leaving them more time to game and Livestream via Twitch.
VI. Distribution - Year One:
Self-Distribution Plan
Brick and Mortar Outlets
Seeing as Nightfall is mainly an online-platform game, brick-and-mortar outlets will not be the
focus for the marketing and distribution plan. However, it is important to have many forms of
distribution. In this case, a reasonable candidate for wholesale is Video Game Connection in
Cleveland, Ohio. Video Game Connection is a small game store that sells old and new games
across all platforms. They also cater to the target market, as well as possible submarkets.
Aggregator
Nightfall’s main platform is digital, so the suggested aggregators are Steam and EpicGames.
Both platforms are digital game retailers who frequently work with small developers. Both
platforms are user friendly. They also offer extra resources that include, but are not limited to,
financial assistance and creator networks. Steam and Epic Games also already have large
established networks or individuals who regularly seek out new games. Marketing efforts can
also route individuals to these platforms for ease of accessibility for consumers as well.
Project Website
The proposed available domain name for Nightfall is thenightfall.org. The main page of the
website would have a nice inviting picture. The main page would also have a sign in for gamers
to sign into their EA (Electronic Arts) account or set up an account with EA. There is also a
trailer on the page that features a thirty-to-sixty-minute teaser of the game. The last thing the
main page would feature would be news updates about the game. Other sections you could
navigate to on the website are: Play Now, About, News, FAQ, Support, Forums, and Rules.
Gamers could visit websites to Xbox, Steam, and Epic with links from the thenightfall.org to the
8. sites. There are also links to Nightfall’s Facebook, Instagram, Twitter, and Tiktock pages.
Payments can be collected on the website from a third-party processor.
Customer Relationship Management Systems
The customer’s data will be collected in various ways, so they can be properly communicated
with, and a relationship can be formed. Forms of data collected are a customer’s website, email
address, contact number, and social media channels.
To form a relationship, ensure that all customers are frequently updated on the last happenings
with Nightfall. We will use the website to do this, by making sure the website is updated so that
customers can see accurate and up-to-date information.
Customer complaints and suggestions will be handled by allowing customers to chat with an
online chat or send an email. When customers send an email, they will receive an automated
message letting them know that someone will respond within 24 to 48 hours.
VII. Distribution - Year Two:
Finding a Large Distributor or Publisher
After having success within the PC gaming world, it will be smart to move to other
marketplaces, such as the Microsoft Store and Sony PlayStation Store. This will make the game
available on all platforms and accessible to more of our target audience. Ubisoft would be a
perfect company to get involved in the publishing of Nightfall. They are a French video game
company known for games such as Assassin’s Creed, Far Cry and Watch Dogs. Ubisoft is also
one of the main publishers for Devil May Cry.
A smart way to gain connections with Ubisoft would be to team up with Devil May Cry, which
has similarities to Nightfall. If they could gain a co-sign from Devil May Cry and create a strong
relationship, it would be easier to pitch Nightfall to Ubisoft for future publishing. Another idea
would be to attend conventions such as the Electronic Entertainment Expo (E3) and Game
Developers Conference (GDC). Many major companies routinely attend these events and would
give Nightfall exposure to these bigger companies.
VIII. Sales Projections
Price and Sales Projections (based on $1184 budget)
9. Price Projected Units Projected Net
Revenue
Retail
Download (from direct website) 5.99 100 599.00
Merch (cups and T-shirts from the website) 6.99 100 699.00
Wholesale/Dealer Price
DLC (Video Game Connection) * 3.00 150 450.00
Aggregator(Steam) ** 4.20 150 630.00
Aggregator(Epic Games) *** 5.27 150 790.50
Projected Total Net Sales Revenue $3,168
* Assumes 50/50 split with retail store
** Assumes 70% of the retail price
***Assumes 88% of the retail price
Return on Investment (ROI)
An ROI of 168% based on a profit of $1,984 is projected by the close of the investment year.
The ROI could decrease as far as 34% based on the profit of $401 on the lower end and increase to ROI
of 275% based on the profit of $3,258 on the higher end.
This range was based on a plus/minus of 40% based on research into the prospective target market.
IX. Marketing
Marketing Tools
· Print Advertising
· Digital Marketing
10. · Search Engine Optimization (SEO)
· Social Media Marketing (SMM)
· Press Release (PR)
· Live Event
· Crowdsourcing Marketing
· Beta Testing
· Information Gathering
· Blogs
· Podcast
· Websites
· YouTube
· Trailer of gameplay
· DLC redeem card
Promotion
Pre-Release (February through September)
Strategy
Phase One: For pre-release, they will produce a promo video to use as a teaser, with the
most thrilling or exciting parts of their game, which is an excellent way to start things up.
Incorporate great graphics and soundtrack, along with any other important pieces of info
that will be attractive to possible players. Doing this, they will need a YouTube page to
upload the video.
(This promo link from YouTube will be placed on all social media platforms for
promotion purposes.)
Phase Two: The client will use crowdsource marketing. Crowdsourcing will allow future
gamers to test the beta version of the game. This will allow word-of-mouth marketing,
and their team can gather information from the players for bugs, glitches, and general
feedback to improve the final product at launch. (Make the beta available on the
Nightfall’s website and Steam and Epic’s marketplace.)
Phase Three: They will continue to expand and distribute the game during the Post
Release. They will work with Steam and Epic Games, but also create a page on the
website for people to buy the game and branch out and offer merchandise to support the
continued presence of Nightfall in the gaming community. Creating a blog on their
website is one of the most reliable long-term assets they can have, and it is favorable for
several reasons. It allows them to increase traffic to their website using SEO. Blogs
attract new players and more press to the game. Plus, blogs bring in new players after the
official launch date.
Tactics
11. February 1st
-February 2nd
- Create YouTube channel, Facebook, and Instagram page with
gaming branding (Logos, Bio, and Pictures)
February 6th
-February 13th- Create the Nightfall promo trailer to upload on all the
previously created social media platforms.
February 22nd
-February 23rd
- Upload promo trailer to YouTube, Facebook, and
Instagram.
February 24th
-February 28th
: Create Facebook and Instagram campaign of promo trailer
using the Facebook business suite for 12 days $1/day and $5/boost.
March 10th
- March 17th:Run the 7-day campaign of the Facebook and Instagram
campaign created.
July 4th
- July 8th
: Create a blog on the Nightfall’s website explaining the new features and
release date of the Nightfall game.
August 6th
- August 8th
:Create a blog on the Nightfall’s website promoting the release of
public beta testing of Nightfall from (Aug. 30th-Sept. 30th)
August 30th
- September 6th:Release of Nightfall beta on the Nightfall website, Steam,
and Epic Games marketplace (gather the player's feedback)
Release (October)
Strategy
The game will be released on October 10th so for the first part of the month, the client
will focus on the 2 events you have leading up to the launch to help get people ready for
the game itself. The second part of the month, you will spend promoting the game even
further.
Tactics
October 1st
-5th: Place finalized copy of game up on the Steam and Epic Games platforms.
Add a place to buy the game on the website and create a landing page for the game
purchase on the website.
October 6th
-10th: Send digital copies of the game to 10 popular gaming enthusiasts who
livestream on Twitch.
October 10th
-15th: Host 5-day launch party at Cafe Social LatinoAmerican. The address is
2937 W 25th Street Cleveland, Ohio 44113 from 12pm-4pm, and has spaces where
attendees can play the game before buying. Attendees will bring their own laptops for
game play. There will be a merchandise table to sell Nightfall’s DLC cards, t-shirts, and
cups.
October 18th
-24th
: Boost the Facebook and Instagram campaign and place 25 more ads
displaying the hot new game that has hit the market.
October 25th
-31st
: Run 2 new videos on YouTube showing the additional Downloadable
Content offered.
12. Post-Release (November through January)
Strategy
During the post release, they will continue to spread the word about the game and further
their marketing efforts to bring in more potential customers. During this time, they will
increase ads that have been placed, as well as expand their website to accommodate the
sale of the game.
Tactics
November 1st
-7th
: Create a new blog post about any updates and bug fixes that have
occurred since the release.
November 8th-15th: Get merchandise ready for sale on the official Nightfall website. This
will consist of 70 T-shirts, and 30 cups.
December 8th-December 15th:Run a special promo for Christmas, limiting the promotion
to 100 digital downloads, and including a choice of free cup or T-shirt upon purchase.
December 16th
- 23rd: Utilize Search Engine Optimization and boost our ads on Google to
include a minimum of 4 recurring ads.
January 2nd
-9th: Run 5 new promotional videos on YouTube with a goal of 5,000 views
combined between the videos.
X. Budget
Tactic Specifics Frequency (e.g.
daily, monthly,
quarterly)
Annual
Cost
Aggregator Fees
Steam 1 unit/$100 flat rate per
game
One Time $100
Epic Games No cost to have the game
published.
Lifetime $0
Merchandising
T-shirts 70 units/$7.79 On-Demand $545.30
Mugs 30 units/$4.63 On-Demand $138.90
13. Manufacturing
DLC production 150 units/$1.25 One Time $187.50
Media Advertising
Social Media Marketing 1 unit/$1/day and $5/boost 12 days $72
Website
Create Ad for Social Media
Platforms
$130 As needed $130
Maintenance/Hosting Domain.com website
hosting. $9.99/Annually
Annually $9.99
TOTAL $1183.69
14. XI. Appendices
.com, D. (2022). Registration. Domain.com | It all starts with a great domain! Retrieved
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https://www.domain.com/registration/?flow=domainDFE&search=nightfall#/domainDFE/
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Selasky, S. (2021, December 15). Raising Michigan's minimum wage to $15 per hour is
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the-least-and-most-amount-of-stress-wallethub.html
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