SlideShare a Scribd company logo
Level 10
David Mullich
Marketing and Monetization
The Los Angeles Film School
Marketing Plans (Or Lack Thereof)
Many game
developers don’t
“push the marketing
button” until the day
the game launches.
Don’t Treat Marketing As An
Afterthought!
Take A Nod From Hollywood
Build excitement well before the game or
feature goes live.
Generate Hype!
Itis imperative that you
start generating hype as
soon as there is
something—anything—
worth showing to the
public.
But Not Too Soon!
The last thing you want
to do is to start posting
early, unpolished
screenshots of your
game all over the web,
especially if you're still in
the programmer art
phase of development.
DEFINING YOUR BUSINESS MODEL
Business Models
Make a business model at the same time you
are making your game design.
Business Model Explained
Customer Segments
 Who are they?
 What are they looking for in a game?
Value Proposition
 How will you satisfy the customer’s
entertainment and other needs?
Channels
 How will you find customers?
 How will you promote the product’s value to the
customer?
 How will you deliver the product’s value to the
customer?
Customer Relations
 What is the cost to
attract customers?
 What is the cost to
convert customers?
 What is the cost to
retain customers?
Revenue Stream (Monetizing)
 What is the price of the
product?
 Why is the customer
paying for the product?
 How is the customer
paying for the product?
 How many paying
customers are there?
Key Resources
 What resources are required to maintain
the business model?
Key Activities
 What activities are
required to build the
business?
Strategic Partners
 What partners are needed to maintain the
business model?
Cost Structure
 What are the
development costs?
 What are the office
costs?
 What are the human
resources costs?
Which Of These Involves Marketing?
 Key Partners
 Key Activities
 Key
Resources
 Value
Proposition
 Customer
Relationships
 Channels
 Customer
Segments
 Cost Structure
 Revenue
Streams
MARKETING CALENDAR
Marketing Calendar
A tool showing what
marketing events,
media campaigns and
merchandising efforts
are happening when,
where and how.
Sample Marketing Calendar
Timing What Tactics/Vehicles
L-9 months Announcement Press Release (and PR through your
website/blog/social media if you’ve
previously built a sizeable audience).
Including assets like
screenshots/videos/key are can
make an even stronger
announcement.
L-6 months New assets reveal:
concept art,
screenshots, video
PR article placements and/or
through your website/blog/social
media
L-5 months Playable code at
industry/consumer event
Event
Possibly supplement with PR
Sample Marketing Calendar
Timing What Tactics/Vehicles
L-4 months First look teaser video
and announce release
timing
PR article placements and/or
through your website/blog/social
media
L-3 months New assets reveal:
concept art,
screenshots, video
PR article placements and/or
through your website/blog/social
media
L-2 months Project update Blog post on your website and/or
prompt for reviews to post at launch
time
L-1 month Playable code to press
outlets
PR prompt for preview coverage,
interviews
Sample Marketing Calendar
Timing What Tactics/Vehicles
L-3 weeks Post new gameplay
video
PR article placements and/or
through your website/blog/social
media
L-2 weeks Distribute final review
versions of game to
press
PR prompt for reviews to post at
launch time
Launch week Release launch trailer PR article placements and/or
through your website/blog/social
media
Sample Marketing Calendar
Launch plan specifics should
vary from game to game!
This sample plan is just an
illustration of:
 Building out a content plan
and timeline leading up to
your launch
 Using different kinds of
vehicles at each stage
leading up to release
Marketing Calendar Tips
 Stay flexible
 It is better to
recalibrate your
schedule than stick
to an announced
date
Marketing Sins
11 Deadly Marketing Sins Developers Should Avoid
Marketing Sins
1. Missing Unique Selling Proposition
2. A Vague Definition of the Target Group
3. No Category Research
4. Missing the F2P and Premium Difference
5. Launching on Many Platforms
6. Not Having a Marketing Budget
7. Forgetting the Cash Flow
8. Rejecting Mobile Ads
9. Over-Estimating the Power of the Press
10. Skilling the Soft Launch
11. Not Building on Foundations
Group Quest
Create a first pass of your marketing
calendar.
POST-LAUNCH
Development Stages
 Strategy
 Pre-Production
 Prototyping
 Production
 Soft Launch
 Global Launch
Minimum Viable Product (MVP)
A development technique in which a new
product or website is developed with sufficient
features to satisfy early adopters. The final,
complete set of features is only designed and
developed after considering feedback from
the product's initial users.
Minimum Viable Product (MVP)
Making Your First Game: Minimum Viable Product
Minimum Viable Product (MVP)
3 Awesome Minimum Viable Products
Developing A Sustaining Plan
Marketing doesn’t end
when your game
ships!
Do Post-Launch
Promotions and
Extensions!
Add On Content Promotions
Add-on content and
updates to generate
new interest.
Community-Driven Contest
Promotion
Competitions, leaderboards, user-generated
content, fan art, fan fiction.
Awards Promotion
Submit your game for
awards programs and
competitions.
Consider a price promotion
when the finalists are
announced.
Merchandise Extension
Tie-in Merchandise can work
well for some games and
series:
 Those that attract a following
 Those that have characters
that lend themselves to
merchandise
 Those that generate catchy
phrases
Series
Developing follow-up
games can assist you with
establishing your studio,
game catalog, audience,
and critical mass.
Library / Catalog
Your marketing plans can include
initiatives for your first game
promoting your second.
 Reduce the price of your first
game at the second’s
announcement
 As your studio grows, create
pricing tiers across your entire
catalog
 Create bundles, with discounts
for players who buy multiple
games in your library
Student Course Evaluation
https://goo.gl/forms/ChpmPJRvKl0oBCpt2
Away Mission
Pick a video game product from today’s
Game Fair.
Propose three different kinds of post-release
promotions or extensions for the game to
boost sales.
LAFS Marketing and Monetization Lecture 10: Business And Marketing Plans

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LAFS Marketing and Monetization Lecture 10: Business And Marketing Plans

  • 1. Level 10 David Mullich Marketing and Monetization The Los Angeles Film School
  • 2. Marketing Plans (Or Lack Thereof) Many game developers don’t “push the marketing button” until the day the game launches.
  • 3. Don’t Treat Marketing As An Afterthought!
  • 4. Take A Nod From Hollywood Build excitement well before the game or feature goes live.
  • 5. Generate Hype! Itis imperative that you start generating hype as soon as there is something—anything— worth showing to the public.
  • 6. But Not Too Soon! The last thing you want to do is to start posting early, unpolished screenshots of your game all over the web, especially if you're still in the programmer art phase of development.
  • 8. Business Models Make a business model at the same time you are making your game design.
  • 10. Customer Segments  Who are they?  What are they looking for in a game?
  • 11. Value Proposition  How will you satisfy the customer’s entertainment and other needs?
  • 12. Channels  How will you find customers?  How will you promote the product’s value to the customer?  How will you deliver the product’s value to the customer?
  • 13. Customer Relations  What is the cost to attract customers?  What is the cost to convert customers?  What is the cost to retain customers?
  • 14. Revenue Stream (Monetizing)  What is the price of the product?  Why is the customer paying for the product?  How is the customer paying for the product?  How many paying customers are there?
  • 15. Key Resources  What resources are required to maintain the business model?
  • 16. Key Activities  What activities are required to build the business?
  • 17. Strategic Partners  What partners are needed to maintain the business model?
  • 18. Cost Structure  What are the development costs?  What are the office costs?  What are the human resources costs?
  • 19. Which Of These Involves Marketing?  Key Partners  Key Activities  Key Resources  Value Proposition  Customer Relationships  Channels  Customer Segments  Cost Structure  Revenue Streams
  • 21. Marketing Calendar A tool showing what marketing events, media campaigns and merchandising efforts are happening when, where and how.
  • 22. Sample Marketing Calendar Timing What Tactics/Vehicles L-9 months Announcement Press Release (and PR through your website/blog/social media if you’ve previously built a sizeable audience). Including assets like screenshots/videos/key are can make an even stronger announcement. L-6 months New assets reveal: concept art, screenshots, video PR article placements and/or through your website/blog/social media L-5 months Playable code at industry/consumer event Event Possibly supplement with PR
  • 23. Sample Marketing Calendar Timing What Tactics/Vehicles L-4 months First look teaser video and announce release timing PR article placements and/or through your website/blog/social media L-3 months New assets reveal: concept art, screenshots, video PR article placements and/or through your website/blog/social media L-2 months Project update Blog post on your website and/or prompt for reviews to post at launch time L-1 month Playable code to press outlets PR prompt for preview coverage, interviews
  • 24. Sample Marketing Calendar Timing What Tactics/Vehicles L-3 weeks Post new gameplay video PR article placements and/or through your website/blog/social media L-2 weeks Distribute final review versions of game to press PR prompt for reviews to post at launch time Launch week Release launch trailer PR article placements and/or through your website/blog/social media
  • 25. Sample Marketing Calendar Launch plan specifics should vary from game to game! This sample plan is just an illustration of:  Building out a content plan and timeline leading up to your launch  Using different kinds of vehicles at each stage leading up to release
  • 26. Marketing Calendar Tips  Stay flexible  It is better to recalibrate your schedule than stick to an announced date
  • 27. Marketing Sins 11 Deadly Marketing Sins Developers Should Avoid
  • 28. Marketing Sins 1. Missing Unique Selling Proposition 2. A Vague Definition of the Target Group 3. No Category Research 4. Missing the F2P and Premium Difference 5. Launching on Many Platforms 6. Not Having a Marketing Budget 7. Forgetting the Cash Flow 8. Rejecting Mobile Ads 9. Over-Estimating the Power of the Press 10. Skilling the Soft Launch 11. Not Building on Foundations
  • 29. Group Quest Create a first pass of your marketing calendar.
  • 31. Development Stages  Strategy  Pre-Production  Prototyping  Production  Soft Launch  Global Launch
  • 32. Minimum Viable Product (MVP) A development technique in which a new product or website is developed with sufficient features to satisfy early adopters. The final, complete set of features is only designed and developed after considering feedback from the product's initial users.
  • 33. Minimum Viable Product (MVP) Making Your First Game: Minimum Viable Product
  • 34. Minimum Viable Product (MVP) 3 Awesome Minimum Viable Products
  • 35. Developing A Sustaining Plan Marketing doesn’t end when your game ships! Do Post-Launch Promotions and Extensions!
  • 36. Add On Content Promotions Add-on content and updates to generate new interest.
  • 37. Community-Driven Contest Promotion Competitions, leaderboards, user-generated content, fan art, fan fiction.
  • 38. Awards Promotion Submit your game for awards programs and competitions. Consider a price promotion when the finalists are announced.
  • 39. Merchandise Extension Tie-in Merchandise can work well for some games and series:  Those that attract a following  Those that have characters that lend themselves to merchandise  Those that generate catchy phrases
  • 40. Series Developing follow-up games can assist you with establishing your studio, game catalog, audience, and critical mass.
  • 41. Library / Catalog Your marketing plans can include initiatives for your first game promoting your second.  Reduce the price of your first game at the second’s announcement  As your studio grows, create pricing tiers across your entire catalog  Create bundles, with discounts for players who buy multiple games in your library
  • 43. Away Mission Pick a video game product from today’s Game Fair. Propose three different kinds of post-release promotions or extensions for the game to boost sales.

Editor's Notes

  1. They time their advertising, PR, app store featuring, and social media to hit on the same day so they’re more likely to convert these to downloads.
  2. Begin marketing at least 3-6 months before launch After your first demo, about 25-30% of your time should be spent on marketing Marketing continues throughout product life
  3. Begin your marketing campaign the moment you have something that illustrates the fundamental mechanics and look of your game.
  4. Whether it's one finished level, a mocked up (quality) screenshot or a small demo that displays a nuance of your game, it is imperative that you start generating hype as soon as there is something—anything—worth showing to the public. From that point forward you should be promoting the progress of your game on a semi-regular basis.
  5. Google isn't too keen on removing such images, and they will haunt you for the life-cycle of your development.
  6. Business models and Marketing should not be an afterthought; they should be planned in from the very beginning of a project. You are making a game, but it needs to be commercially viable, so a solid business plan is as important as the games’ quality.
  7. While a significant amount of your game sales will cluster around launch time, you can plot out programs for generating revenues afterwards as well.
  8. Submit your game for awards programs and competitions. You can get additional visibility and a sales bump if you are listed as a nominee or finalist. Consider a price promotion when the finalists are announced to build on the awareness boost and drive incremental sales for those who want to check out an acclaimed game.
  9. When merchandising programs fit your game, you can both build the strength of your franchise and gain incremental revenues.
  10. You can begin development, communications, and ongoing audience growth for a multi-game series shortly after releasing the first game, when awareness is relatively high.