The marketing plan aims to promote the mobile game Achilles through a comprehensive campaign. Indirect marketing will begin with costumed characters promoting the game at public events and offering stickers and flyers. This will drive people to follow social media pages and enter an Instagram competition. Direct marketing will include web banners on sites popular with the target age groups. The campaign calendar coordinates these efforts from the game's release through summer, evaluating effectiveness along the way.
The document discusses marketing strategies for reaching millennials. It recommends focusing on authenticity, mobile, and experience-based marketing. For authenticity, it suggests using influencer events and user-generated content. For mobile, it emphasizes the importance of mobile websites, apps, Instagram and Snapchat ads, and text messaging. It also stresses creating shareable experiences through exclusive events, VIP perks, and user-generated photos and videos. The overall message is that millennials respond best to marketing that feels authentic, mobile-friendly, and enhances their experiences in an interactive way.
- The marketing aims are to promote awareness, build hype, and expand the potential audience for the game.
- The target audience is young people aged 14-30, primarily males aged 14-20, based on feedback received.
- Two main competing games are identified as Alien Hominid and Pitiri 1977.
- The marketing campaign plan includes a Twitter campaign starting in late August, posters going up in early September, releasing the game and merchandise at EGX on September 25th, distributing vouchers at Starbucks in mid-October, and distributing vouchers at Play Expo in mid-October.
Instagram Marketing: How To Use Instagram To Move The NeedleOlapic
Watch our on-demand webinar and deck to learn from Olapic and L2 how leading brands are using Instagram Ads, Shoppable Instagram, and User-Generated Content throughout the customer experience to drive significant increases in conversions, traffic, engagement and the bottom line.
FFF Convention & IAFE Zone II Meeting - Ecommerce is easy - sell more online!Saffire
This document discusses the importance of ecommerce for events and provides tips for improving online sales. It notes that ecommerce acts as an insurance policy and customer expectations for online purchasing are increasing. Specific recommendations include using photos and videos to sell tickets and merchandise, offering discounts and promo codes, allowing online registration, and bundling different ticket and item options to increase sales. The key is making the website easy to find, compelling, and navigable to drive more visitors to the homepage and through the sales funnel to complete purchases online.
From Instagram to Bookings: Visual Marketing Strategies for Travel BrandsOlapic
See the latest research from Phocuswright on the major shift in traveler behavior that’s putting traveler-generated photos front & center in the best visual marketing strategies.
In this webinar presentation you’ll learn:
-What the latest Phocuswright research on traveler behavior and visual marketing means for your brand
-How leading travel brands are using Instagram and other social media channels as an unparalleled source of visual content
-Why traveler-generated photos are the best at communicating the all-important experience of “being there” to prospective visitors
-How to use traveler-generated photos to drive significant increases in booking, traffic, engagement, and the bottom line
How to Win at Global Marketing--A YetiZen Speaks EventSana Choudary
Marketing beyond your own region? What else is there to it besides localization, translation, local marketing spend? A lot. Especially lots your local competitors never have to think about but natually do well! Find the secrets to globalizing your message and growing outside your local market!
This document provides information about Fusio India, a design company located in Noida, India that offers various design services including web design, logo design, 2D-3D design, catalogue design, banner design, and brochure design. It outlines their design process and includes examples of work they have completed for past clients in each design category. Contact information is provided at the end for potential new clients.
The document outlines a marketing plan for a new mobile game called Alien Blast. It describes the game, which is rated for ages 4+ and can be played on smartphones and tablets. The plan includes indirect advertising on Instagram, direct banner ads on UFO-related websites, and a photo competition on Twitter to promote the free game. Feedback is provided on refining the target audience, creating a dedicated Instagram account for the game, improving banner ad design, and making the competition more challenging. The marketing objectives are to build awareness, a loyal fan community, and positive reputation for the new game.
The document discusses marketing strategies for reaching millennials. It recommends focusing on authenticity, mobile, and experience-based marketing. For authenticity, it suggests using influencer events and user-generated content. For mobile, it emphasizes the importance of mobile websites, apps, Instagram and Snapchat ads, and text messaging. It also stresses creating shareable experiences through exclusive events, VIP perks, and user-generated photos and videos. The overall message is that millennials respond best to marketing that feels authentic, mobile-friendly, and enhances their experiences in an interactive way.
- The marketing aims are to promote awareness, build hype, and expand the potential audience for the game.
- The target audience is young people aged 14-30, primarily males aged 14-20, based on feedback received.
- Two main competing games are identified as Alien Hominid and Pitiri 1977.
- The marketing campaign plan includes a Twitter campaign starting in late August, posters going up in early September, releasing the game and merchandise at EGX on September 25th, distributing vouchers at Starbucks in mid-October, and distributing vouchers at Play Expo in mid-October.
Instagram Marketing: How To Use Instagram To Move The NeedleOlapic
Watch our on-demand webinar and deck to learn from Olapic and L2 how leading brands are using Instagram Ads, Shoppable Instagram, and User-Generated Content throughout the customer experience to drive significant increases in conversions, traffic, engagement and the bottom line.
FFF Convention & IAFE Zone II Meeting - Ecommerce is easy - sell more online!Saffire
This document discusses the importance of ecommerce for events and provides tips for improving online sales. It notes that ecommerce acts as an insurance policy and customer expectations for online purchasing are increasing. Specific recommendations include using photos and videos to sell tickets and merchandise, offering discounts and promo codes, allowing online registration, and bundling different ticket and item options to increase sales. The key is making the website easy to find, compelling, and navigable to drive more visitors to the homepage and through the sales funnel to complete purchases online.
From Instagram to Bookings: Visual Marketing Strategies for Travel BrandsOlapic
See the latest research from Phocuswright on the major shift in traveler behavior that’s putting traveler-generated photos front & center in the best visual marketing strategies.
In this webinar presentation you’ll learn:
-What the latest Phocuswright research on traveler behavior and visual marketing means for your brand
-How leading travel brands are using Instagram and other social media channels as an unparalleled source of visual content
-Why traveler-generated photos are the best at communicating the all-important experience of “being there” to prospective visitors
-How to use traveler-generated photos to drive significant increases in booking, traffic, engagement, and the bottom line
How to Win at Global Marketing--A YetiZen Speaks EventSana Choudary
Marketing beyond your own region? What else is there to it besides localization, translation, local marketing spend? A lot. Especially lots your local competitors never have to think about but natually do well! Find the secrets to globalizing your message and growing outside your local market!
This document provides information about Fusio India, a design company located in Noida, India that offers various design services including web design, logo design, 2D-3D design, catalogue design, banner design, and brochure design. It outlines their design process and includes examples of work they have completed for past clients in each design category. Contact information is provided at the end for potential new clients.
The document outlines a marketing plan for a new mobile game called Alien Blast. It describes the game, which is rated for ages 4+ and can be played on smartphones and tablets. The plan includes indirect advertising on Instagram, direct banner ads on UFO-related websites, and a photo competition on Twitter to promote the free game. Feedback is provided on refining the target audience, creating a dedicated Instagram account for the game, improving banner ad design, and making the competition more challenging. The marketing objectives are to build awareness, a loyal fan community, and positive reputation for the new game.
The Achilles marketing plan aims to clearly promote the game without exaggeration or withholding information. All ads will link to app store pages and screenshots, and flyers, Facebook, Twitter, and Instagram will share this information. While the marketing may inspire some, it does not encourage violence and aims to promote the game. One stunt could frighten people in a maze but organizers will try to emphasize comedy. All social media promotion will be legitimate and fair, following simple competition rules for underage users and photo usage terms. The winner will be picked fairly via a hashtag with a social media app.
This document provides marketing notes and plans for a game called Ninja Rush. It discusses the 4 P's of marketing - product, place, price, and promotion. It outlines the target audience as mostly male teens and discusses free distribution on app stores. Marketing objectives include raising awareness and developing a community. A marketing schedule is proposed that utilizes social media, stickers, and other promotions. Web banners and stickers are explored as potential marketing products. Market research on stickers and initial sticker design ideas are presented.
The document discusses strategies for Spring, a new commerce platform, to establish itself by connecting brand stories, creatives, and consumers through visual and experiential storytelling across social media and other channels. It proposes several campaign ideas to launch a new kids' brand line, including using balloons, puzzles, and coloring books on social media to promote the launch. The document emphasizes aligning visual stories and establishing Spring as a platform that brings all parties together through compelling narratives.
This presentation was made for Indie Revolution Expo 2016. I go over various ways you can conduct market research and create buyer personas for your game.
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
This marketing plan for an imaginary app has been made by Kanad Barua, IIEST Shibpur, during a marketing internship under Prof Sameer Mathur, IIM Lucknow.
Football Evolution is a virtual reality game that allows aspiring footballers to practice and improve their skills from home through simulated training scenarios. The game targets males aged 12-20 who want to enhance their abilities or play for entertainment. It fills a gap as the first VR football game that provides accessible at-home training. To fund development, the creator will use crowdfunding sites and hire key staff remotely. The game will be advertised on social media, with celebrities, and between mainstream TV shows to reach its target audience. It will be distributed through VR app stores with standard and premium subscription options.
A marketing strategy designed for a product called CÍ. CÍ is a blue light blocking glasses designed to block or filter out the blue light given off from digital screens. Considering that this is a new product, I designed a marketing strategy to build brand awareness.
6 Top Tips for Marketing Success for Your AppsLee Stott
The document provides tips for marketing success for game releases, including preparing for the marketing campaign, defining the target audience and unique value proposition, developing marketing materials, launching a marketing campaign through paid, earned and owned media, and optimizing the app store page. The tips cover preparing by understanding the purpose and benefits of the game, its audience, and defining the name and story. It also discusses in-app business models, advertising through social media and mobile ads, garnering reviews and press, building an engaged community, and optimizing for app store searches.
The document outlines a content plan for PlayStation to increase engagement on Instagram among millennials by 10% by May 2020. It will use Instagram due to its popularity among the target audience of 15-25 year olds. Example content includes polls about upcoming games, countdowns for game release dates, an IGTV show about PlayStation news, giveaways to increase followers, and #throwbackthursday posts linking to classic games. Engagement will be measured using Hootsuite analytics and by tracking metrics like followers, likes, comments, and views.
This document outlines marketing strategies for Leg Avenue, a company that sells sexy costumes. It discusses the brand's positioning as making women feel confident and sexy by transforming them into fantasy characters. 15 strategies are proposed to increase sales through the website, social media, public relations with TV news and conventions, video content, partnerships, and expanding product lines. The target demographic is primarily women ages 18-44 who want to feel empowered and turn heads through costume play.
[Assignment 16.1][Digital Marketing Strategy] Hung VanHung Van
The document discusses digital marketing strategies. It defines digital marketing as using electronic media like the web, email, and mobile to promote products and services. Some key aspects of digital marketing include targeted, measurable, and interactive engagement with customers. Common digital marketing tactics are online advertising, search engine optimization, email marketing, social media, and mobile marketing. The document then provides an example digital marketing strategy using the S.O.S.T.A.C. model for a correction fluid company called Tipp-Ex to promote its whiteout product through an interactive YouTube video campaign.
This document provides information about an advertisement campaign created by BBH agency for Lynx deodorant. It discusses BBH's ownership history and operating model as a global creative agency. Regarding the Lynx campaign, it analyzes a print ad promoting the "Peace" product line. The ad depicts soldiers and civilians enjoying a beach party in a war zone. It aims to suggest that using Lynx will make the viewer attractive and able to "make peace." The target audience is identified as males aged 13-25 who enjoy action films, games and spending time with females. Issues around the ad's representation of gender, race and war themes are also examined.
This document provides information about an advertisement campaign created by BBH agency for Lynx deodorant called "Peace". It discusses BBH's ownership history and operating model as a global creative agency. It then analyzes a print advertisement from the Lynx "Peace" campaign, summarizing the purpose, product genre, emotional genre, form, style, content, meaning, production process, target audience, and potential issues. Key details include that the ad portrays soldiers and civilians enjoying a beach party in a war zone to promote the message that Lynx helps users "make peace, not war," and potentially faces issues around representation of race, gender, and glorification of war.
7 Years of Independent Publishing | Dieter SchoellerJessica Tams
Delivered at Casual Connect Europe 2016
This talk will briefly summarize the lessons learned over the last seven years when it comes to publishing independent games, collaborating with young studios and successfully bringing their games to market. Having built up all pillars of distribution, from dinosaur retail business to Steam to mobile to digital console, we will share an insight into best practices and the biggest failures encountered along this path through concrete case studies and subjective insights.
American Eagle Outfitters developed a digital strategy to engage more with social media users, raise search rankings, and promote deals. The strategy targets men and women ages 16-28 through social media by showing how affordable and easy it is to purchase AE clothes. Key tactics include social media posts about sales and trends, contests with prizes, and coupons. The six-month, $100,000 campaign will track performance through analytics and aims to increase likes, conversations, and store visits.
American Eagle Outfitters wants to use digital marketing to engage their target market of 16-27 year olds. Their goals are to use social media, understand online customer needs, and use mobile advertising. Challenges include selling during non-peak times and competing with brands like Abercrombie. Their plans include social media incentives, timely social media responses, a store-locating app, and regular tagline changes. The $60k budget will fund these efforts over one year. Success will be measured by coupon usage, AdWords data, social feedback, and in-store observations.
American Eagle Outfitters wants to use digital marketing to engage their target market of 16-27 year olds. Their goals are to use social media, understand online customer needs, and use mobile advertising. Challenges include selling during non-peak times and competing with brands like Abercrombie. Their plans include social media incentives, timely social media responses, a store-locating app, and changing taglines. They will run a $60k, one-year digital campaign including social media, mobile ads, and Google AdWords to be the top result for clothing searches. Success will be measured by coupon use, AdWords data, social feedback, and in-store observations.
This document provides guidance on using Instagram story advertising in 2019. It outlines key stats about Instagram stories, how to set up story ads, best practices for creative, targeting options, and tracking methods. The main points are: 500 million people use Instagram stories daily, with most viewed stories coming from brands; story ads allow linking to products and direct messaging potential customers; goals may include brand awareness, video views, or conversions; budgets and flights should be set; targeting can include customer files or website traffic; creative should be optimized for stories and keep viewers engaged for 15 seconds; and reporting can be done in Ads Manager, Insights, or with UTM codes in analytics.
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.
Facial motion capture has become an important tool for creating realistic human behavior in video games. There are two main types of motion capture systems: optical and non-optical. Marker-based optical systems traditionally require subjects to wear suits covered in reflective markers, while markerless systems can track motion without markers through advanced algorithms. Both systems have advantages and disadvantages, such as markerless systems not requiring special suits but presenting greater technical challenges. LA Noire was a pioneering game that used both marker-based whole-body capture and markerless facial capture to enable detailed facial expression analysis.
This document discusses the structure and content of two film magazines: Total Film and Little White Lies. Total Film contains multiple entry points for readers, with distinct sections for introductions/contents, buzz-worthy stories, features, home entertainment, and competitions. Little White Lies is split into six "chapters" with a novel-like structure. It establishes its house style in the first chapter film review. It then introduces itself, discusses uncommon film themes, reviews films, and explores movie culture with hand-drawn illustrations. Both magazines aim to curate important films for readers and tell readers what is significant rather than being driven by new releases.
The Achilles marketing plan aims to clearly promote the game without exaggeration or withholding information. All ads will link to app store pages and screenshots, and flyers, Facebook, Twitter, and Instagram will share this information. While the marketing may inspire some, it does not encourage violence and aims to promote the game. One stunt could frighten people in a maze but organizers will try to emphasize comedy. All social media promotion will be legitimate and fair, following simple competition rules for underage users and photo usage terms. The winner will be picked fairly via a hashtag with a social media app.
This document provides marketing notes and plans for a game called Ninja Rush. It discusses the 4 P's of marketing - product, place, price, and promotion. It outlines the target audience as mostly male teens and discusses free distribution on app stores. Marketing objectives include raising awareness and developing a community. A marketing schedule is proposed that utilizes social media, stickers, and other promotions. Web banners and stickers are explored as potential marketing products. Market research on stickers and initial sticker design ideas are presented.
The document discusses strategies for Spring, a new commerce platform, to establish itself by connecting brand stories, creatives, and consumers through visual and experiential storytelling across social media and other channels. It proposes several campaign ideas to launch a new kids' brand line, including using balloons, puzzles, and coloring books on social media to promote the launch. The document emphasizes aligning visual stories and establishing Spring as a platform that brings all parties together through compelling narratives.
This presentation was made for Indie Revolution Expo 2016. I go over various ways you can conduct market research and create buyer personas for your game.
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
This marketing plan for an imaginary app has been made by Kanad Barua, IIEST Shibpur, during a marketing internship under Prof Sameer Mathur, IIM Lucknow.
Football Evolution is a virtual reality game that allows aspiring footballers to practice and improve their skills from home through simulated training scenarios. The game targets males aged 12-20 who want to enhance their abilities or play for entertainment. It fills a gap as the first VR football game that provides accessible at-home training. To fund development, the creator will use crowdfunding sites and hire key staff remotely. The game will be advertised on social media, with celebrities, and between mainstream TV shows to reach its target audience. It will be distributed through VR app stores with standard and premium subscription options.
A marketing strategy designed for a product called CÍ. CÍ is a blue light blocking glasses designed to block or filter out the blue light given off from digital screens. Considering that this is a new product, I designed a marketing strategy to build brand awareness.
6 Top Tips for Marketing Success for Your AppsLee Stott
The document provides tips for marketing success for game releases, including preparing for the marketing campaign, defining the target audience and unique value proposition, developing marketing materials, launching a marketing campaign through paid, earned and owned media, and optimizing the app store page. The tips cover preparing by understanding the purpose and benefits of the game, its audience, and defining the name and story. It also discusses in-app business models, advertising through social media and mobile ads, garnering reviews and press, building an engaged community, and optimizing for app store searches.
The document outlines a content plan for PlayStation to increase engagement on Instagram among millennials by 10% by May 2020. It will use Instagram due to its popularity among the target audience of 15-25 year olds. Example content includes polls about upcoming games, countdowns for game release dates, an IGTV show about PlayStation news, giveaways to increase followers, and #throwbackthursday posts linking to classic games. Engagement will be measured using Hootsuite analytics and by tracking metrics like followers, likes, comments, and views.
This document outlines marketing strategies for Leg Avenue, a company that sells sexy costumes. It discusses the brand's positioning as making women feel confident and sexy by transforming them into fantasy characters. 15 strategies are proposed to increase sales through the website, social media, public relations with TV news and conventions, video content, partnerships, and expanding product lines. The target demographic is primarily women ages 18-44 who want to feel empowered and turn heads through costume play.
[Assignment 16.1][Digital Marketing Strategy] Hung VanHung Van
The document discusses digital marketing strategies. It defines digital marketing as using electronic media like the web, email, and mobile to promote products and services. Some key aspects of digital marketing include targeted, measurable, and interactive engagement with customers. Common digital marketing tactics are online advertising, search engine optimization, email marketing, social media, and mobile marketing. The document then provides an example digital marketing strategy using the S.O.S.T.A.C. model for a correction fluid company called Tipp-Ex to promote its whiteout product through an interactive YouTube video campaign.
This document provides information about an advertisement campaign created by BBH agency for Lynx deodorant. It discusses BBH's ownership history and operating model as a global creative agency. Regarding the Lynx campaign, it analyzes a print ad promoting the "Peace" product line. The ad depicts soldiers and civilians enjoying a beach party in a war zone. It aims to suggest that using Lynx will make the viewer attractive and able to "make peace." The target audience is identified as males aged 13-25 who enjoy action films, games and spending time with females. Issues around the ad's representation of gender, race and war themes are also examined.
This document provides information about an advertisement campaign created by BBH agency for Lynx deodorant called "Peace". It discusses BBH's ownership history and operating model as a global creative agency. It then analyzes a print advertisement from the Lynx "Peace" campaign, summarizing the purpose, product genre, emotional genre, form, style, content, meaning, production process, target audience, and potential issues. Key details include that the ad portrays soldiers and civilians enjoying a beach party in a war zone to promote the message that Lynx helps users "make peace, not war," and potentially faces issues around representation of race, gender, and glorification of war.
7 Years of Independent Publishing | Dieter SchoellerJessica Tams
Delivered at Casual Connect Europe 2016
This talk will briefly summarize the lessons learned over the last seven years when it comes to publishing independent games, collaborating with young studios and successfully bringing their games to market. Having built up all pillars of distribution, from dinosaur retail business to Steam to mobile to digital console, we will share an insight into best practices and the biggest failures encountered along this path through concrete case studies and subjective insights.
American Eagle Outfitters developed a digital strategy to engage more with social media users, raise search rankings, and promote deals. The strategy targets men and women ages 16-28 through social media by showing how affordable and easy it is to purchase AE clothes. Key tactics include social media posts about sales and trends, contests with prizes, and coupons. The six-month, $100,000 campaign will track performance through analytics and aims to increase likes, conversations, and store visits.
American Eagle Outfitters wants to use digital marketing to engage their target market of 16-27 year olds. Their goals are to use social media, understand online customer needs, and use mobile advertising. Challenges include selling during non-peak times and competing with brands like Abercrombie. Their plans include social media incentives, timely social media responses, a store-locating app, and regular tagline changes. The $60k budget will fund these efforts over one year. Success will be measured by coupon usage, AdWords data, social feedback, and in-store observations.
American Eagle Outfitters wants to use digital marketing to engage their target market of 16-27 year olds. Their goals are to use social media, understand online customer needs, and use mobile advertising. Challenges include selling during non-peak times and competing with brands like Abercrombie. Their plans include social media incentives, timely social media responses, a store-locating app, and changing taglines. They will run a $60k, one-year digital campaign including social media, mobile ads, and Google AdWords to be the top result for clothing searches. Success will be measured by coupon use, AdWords data, social feedback, and in-store observations.
This document provides guidance on using Instagram story advertising in 2019. It outlines key stats about Instagram stories, how to set up story ads, best practices for creative, targeting options, and tracking methods. The main points are: 500 million people use Instagram stories daily, with most viewed stories coming from brands; story ads allow linking to products and direct messaging potential customers; goals may include brand awareness, video views, or conversions; budgets and flights should be set; targeting can include customer files or website traffic; creative should be optimized for stories and keep viewers engaged for 15 seconds; and reporting can be done in Ads Manager, Insights, or with UTM codes in analytics.
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.
Facial motion capture has become an important tool for creating realistic human behavior in video games. There are two main types of motion capture systems: optical and non-optical. Marker-based optical systems traditionally require subjects to wear suits covered in reflective markers, while markerless systems can track motion without markers through advanced algorithms. Both systems have advantages and disadvantages, such as markerless systems not requiring special suits but presenting greater technical challenges. LA Noire was a pioneering game that used both marker-based whole-body capture and markerless facial capture to enable detailed facial expression analysis.
This document discusses the structure and content of two film magazines: Total Film and Little White Lies. Total Film contains multiple entry points for readers, with distinct sections for introductions/contents, buzz-worthy stories, features, home entertainment, and competitions. Little White Lies is split into six "chapters" with a novel-like structure. It establishes its house style in the first chapter film review. It then introduces itself, discusses uncommon film themes, reviews films, and explores movie culture with hand-drawn illustrations. Both magazines aim to curate important films for readers and tell readers what is significant rather than being driven by new releases.
This document discusses the process of creating a web banner for a game. It begins with an outline of the plan to create a graphic using game assets, get feedback, and redesign based on that feedback and research of other banners. It then discusses the creator's experience with design software and understanding of how banners need to stand out and look good to be effective advertisements. Examples of different banners are shown and analyzed for things like simplicity, clear messaging, and eye-catching graphics. The goal is to apply lessons from these examples and a design process involving feedback to create an effective banner for the game.
The document provides information about cartoons and comics. It discusses different types of cartoons such as fine art cartoons, journalism/print media cartoons, political cartoons, and animated cartoons. It also profiles cartoonist Charles Schulz and his iconic comic strip Peanuts, focusing on key characters like Charlie Brown and Snoopy. The document then examines the production process for comics and influences on Schulz's work.
This document provides a summary and evaluation of various graphic design projects for an app called Achilles. It compares the app icon to Tinder's icon and finds similarities in design approach. It also compares a web ad to one created by Wanderlust and notes design similarities. A wallpaper is compared to one from Animal Crossing, noting similarities in repeating pattern structure. Feedback is provided on initial designs and how they were improved. Software used - Illustrator, Photoshop, iDraw - and their effectiveness are reviewed. Context images show how the background wallpaper and web ad fit their intended purposes.
The document summarizes the process of designing a wallpaper for the mobile game Achilles. It describes iterations based on feedback. The final wallpaper features resized Achilles-related images on a light maroon background that complements the game's color scheme. Through revisions, the designer learned to simplify compositions and leave space between assets rather than filling the entire background.
The document outlines the process of designing web banners to advertise a game. It begins with an initial plan and research on banner design. The designer creates a first banner ad, gets feedback, and iteratively designs two more banners based on feedback. The final banner incorporates gameplay screenshots, utilizes color effectively, and looks clean and professional, receiving positive feedback from the client.
The document provides information and design considerations for developing app icons. It includes tips for designing icons such as using complementary colors, keeping the design simple, avoiding text, standing out from other apps, and not worrying too much about details. It also discusses testing different icon designs, getting feedback, and adjusting the icon to better fit within the app grid and use dominant grid lines. Color schemes are explored using a color wheel and different shades are tested before selecting a final icon design using complementary cream and maroon colors.
The document describes placing the main banner from the UK Tribes website at the top of an image to serve as a watermark, showing what campaign the image is linked to in an effective way.
The document compares the work of two photographers, noting that the author added a white background to their photographs, as Tubke does, to make the subjects stand out more. Both photographers frame their shots with equal gaps on all sides. While Tubke mutes the shine in his photos, the author only did so slightly to avoid changing the tone. Tubke gets direct eye contact, while the author likes to capture a bit of personality, and Tubke's work is of higher quality due to better equipment and experience.
The document analyzes the strengths and weaknesses of 4 fitness photography images based on composition and technical quality. For image 1, it notes the use of rule of thirds, even lighting from overcast skies, and shallow depth of field, but says the background is off-center and quality could be better. Image 2 also employs rule of thirds and shallow depth of field, but has too much going on in the busy background and needed lighting adjustments. Image 3 effectively uses shade and a natural pose, though the face is less focused than the body and lighting is inconsistent. Image 4 frames the subject well with contrasting background colors, though a sign intrudes and a gap draws the eye.
The document describes edits made to four photographs. For the first photo, the editor increased brightness and boosted green tones to make the photo more high-key. The second photo had a street lamp removed using the clone stamp tool. For the third photo, the editor added white borders to frame the image and make it stand out, using different border styles depending on image composition. The fourth photo was given a more consistent style across subject and background by adjusting levels to balance blacks and whites and remove glare from the face.
Copyright protects photographers' work from the moment an image is captured. The photographer has exclusive rights over the image for their lifetime, including copying, distributing, displaying, modifying, and selling the image or copyright. Fair use depends on factors like the work's nature, purpose of use, amount used, and market effect. Unauthorized use without permission is considered infringement or theft. A model release document agrees on terms for using an image of a person and should be signed when the photo is taken. Editorial use includes public interest, education, history, entertainment and art, while commercial use requires the person's agreement if used for advertising, promotion, endorsement, or political/religious causes. Privacy rights prevent using photos taken in private spaces or
Total Film magazine has four main sections that cover movie news, features, home entertainment, and competitions. The magazine has a distinct style broken up by its sections and is filled with various content. A double page spread is now in portrait format, disrupting the normal flow of the magazine.
This document appears to be an annotation sheet, potentially for annotating text or other materials. However, there is no other context or information provided about the contents or purpose of this particular annotation sheet. The document title "Annotation Sheet 2" implies there may be additional related annotation sheets but this single sheet alone does not provide enough details to understand its specific use or the materials it relates to.
This document appears to be an annotation sheet, potentially for annotating text or other materials. However, there is no other context or information provided about the contents or purpose of this particular annotation sheet. The document title "Annotation Sheet 2" implies there may be additional annotation sheets, but this single sheet alone does not provide enough details to understand its specific use or the materials it relates to.
This document appears to be an annotation sheet, potentially for annotating or taking notes on other documents. However, there is no other context or information provided in the document beyond the title "Annotation Sheet 1". The document simply consists of a title and does not contain any annotations, notes, or other substantive information to summarize.
The document summarizes the camera and lens equipment that will be used for a photography project. It describes a Canon 450D DSLR camera from 2008 that features a 12.2 MP sensor and 9-point autofocus. An EF 50mm f/1.4 lens will also be used for its fast maximum aperture, which allows for a shallow depth of field and professional-looking photographs by highlighting the subject. Rechargeable batteries and a 2GB memory card are also listed as other necessary equipment.
This document analyzes the lighting techniques used in two photographs. The first photo uses natural, indirect lighting from an overcast sky, giving it a low-key, dramatic look. The second photo uses direct natural lighting that required repositioning the subject and photographer to avoid too much light. It has a high-key, bright appearance due to the direct sunlight. Both photos relied solely on natural lighting without additional reflectors or lighting equipment.
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2. Brief
• To create a successful marketing plan which will bring
Achilles to market in the App Store.
• Create a detailed marketing campaign parallel to the
plan.
• Include graphics, calendars, advertisement.
3. Marketing Objectives
• To raise aware awareness of Achilles, especially to the
target market.
• To raise awareness of development company ‘Helios
One’.
• To increase revenue for development company.
4. Product
• The product we will be bring to market is Achilles.
• Achilles is a 2D platformer game set in Mount Olympus in
the ancient age.
• There are 3 characters: Achilles, Minotaur and Athena.
• The purpose of the game is to find your way up the
mountain without touching the Minotaurs, if you get up
successfully you will rescue Athena.
5. Price
• Achilles is a free app that is on the Apple App store.
• Advertising will provide the revenue.
• Depending on popularity and demand, the app will go
from being free to having a small price a few months after
the main section of the campaign is completed.
6. Place
• Achilles is available to download from the Apple App
Store which you can access via iPhone, iPad and iTunes.
• A demo will be available on the GameSalad website.
• The app will be stored in the ‘Free App’ or ‘Free Games’
section in the App Store.
7. Promotion
• Promotion will be covered thoroughly.
• Processes will include: Direct & Indirect Advertising,
Promotional Advertising, Viral & Social Networking
Advertising.
• All processes will be linked together within the campaign,
dates will be set and they will flow into one another.
8. Smart Targets
• Specific -Target a particular area for improvement.
• Measurable - Quantify an indicator of progress.
• Assignable - Specify who will do it.
• Realistic - State what can be achieved with your
resources.
• Timely - Specify when the results can be achieved.
9. Review Of Target Market
• The target market will be children aged from 8-15.
• Achilles will focus on the Explorers of the digital game
market, explorers focus on exploring the map and they
drive to discover the unknown - this type of audience will
want to play Achilles and play it a lot until they fully
experience all of the game.
• Never before has been more easier for parents and
children to buy games online - 2013 hit a 22% increase in
the sales for downloadable games.
10. Target Market
The target market
for Achilles would
have an iPhone
screen similar to
the one you can
see here.
11. App Rating
• Although we
are aiming for
an ‘E’ rating,
we felt like
we fit into the
9+ Apple
App Store
rating, we will
work on
trying to work
on getting an
‘E’ rating so it
makes the
game
available for
more people.
12. Target Market Profile
The target audience
splits between iPhone/iPad
users & people who like
the theme of the game - this
profile is about the person
that is both.
13. Breakdown
iPhone/iPad
Users
Adventure/
History
Orientated
When we break down the Achilles target market of
8 - 15 year old explorers it spits into two sections. The iPhone/
iPad group like to
explore the use of the their tech by going on the app store
and looking for games. The adventure history orientated
group likes the genre of the game and will find it by looking
or coming across the game.
14. Stats
• The game would be iOS based, 44% or people play games on
their smart phone (almost half of the gaming market) and 91% of
parents are with children when they purchase the game. (Apple)
• This means that if the marketing appeals to the parents then it’s
a good way in for hitting the target market.
• Achilles will hopefully fall into the ‘E’ rating which stands for
everyone - more than 88% of games rated by the Entertainment
Software Rating Board received an ‘E’ in 2013. (ESRB)
• The lower the rating for more it stands out as a game with the
balance of adventure, this makes it easier for parents to approve.
15. The Campaign
• The campaign will set off with the indirect marketing side.
• The indirect marketing side of Achilles starts off with the 3
characters coming to life and appearing at popular
places.
• This will happen before and during main gaming and
social gatherings to raise as much awareness as
possible.
16. Indirect Marketing
• Helios One will hire 3 actors to play Achilles, Athena and the Minotaur.
• These characters will appear in places over the course of the campaign
schedule like theme parks, youth clubs, fairs, shopping centres, music
festivals and game conventions.
• They will target people from the age range which Achilles is made for but
as it’s an indirect marketing approach they will target mostly everyone.
• They will have equipped with them stickers and leaflets: the stickers are
for general awareness of the game as they will be of the characters
themselves; leaflets will contain links and codes to get the promotional
wallpaper offer which is linked with Twitter and Facebook.
• The most important part of this stunt is the Instagram offer.
17. Instagram Offer
• We are using Instagram to spread the word of
Achilles, this will promote the game, characters,
company and people will start to ask questions.
• The competition is simple, entrants get a
photograph with one of the characters, upload it
to Instagram, use the hashtag ‘Achilles’ for a
chance to win a free family holiday to Mt.
Olympus - they also get a free code to a
wallpaper instantly.
• The competition will come to an end on August
18th after Gamescom in Germany and we will
randomly pick a photo with the hashtag, this
means entrants cannot delete the post until after
the competition.
18. Stickers
• The stickers are fairly basic as
they are just the character assets.
• The target market for Achilles
would be more appealed to these
glossy pixelated stickers than any
other age group.
• Brings general awareness to the
game; by not including the game
title it makes people think about
what they mean.
• Stickers will be given out by the
characters so the recipient of it
will know what it’s about.
19. Promotion
• The indirect marketing plan will then flow into the promotion side
of the campaign.
• Instagram will contain lots of photos of the games characters so
people will want to know more, Twitter and Facebook will then
take the stage at this point.
• The flyers that the characters handed out will link to both Twitter
and Facebook pages via link and QR code, plus Intsagram users
will start to hashtag ‘Achilles’ in order to find more information.
• Flyers will mention if followed on Twitter, that account will get a
link via direct message for the free wallpaper.
20. Wallpaper
• The wallpaper is mainly directed at
luring in the target market of 9-15
year olds.
• Everyone loves ‘freebies’ but the
young people especially as money
isn’t a key factor in their life.
• The verified ‘Achilles’ Twitter
account will send everyone who
follows the account regardless
weather they follow them back a
link to download the wallpaper.
• The wallpaper will available as a
1024px1280p and as an iPhone
background.
21. Twitter & Facebook
• Twitter will run as the main
promotional engine for Achilles; they
will be posting witty tweets, links to
media, keeping followers updated
with the running of Achilles.
• The followers will come from the
flyers at first, Instagram will help,
company members will follow and
retweet and it will gain popularity
within gossip on the website and
socially.
• Twitter has taken Facebook of it’s
thrown becoming more popular in
2014, it will be accessible within
Achilles age range but further up in
age.
• Achilles has a Facebook page but it
won’t be pushed as much as Twitter
is.
• Links to the app store will be
tweeted and a permanent link will
be linked onthe page.
22. Direct Marketing
• The direct marketing side of the campaign brings in all the other
customers who haven’t heard of Achilles.
• Web banners are the main frontier when it comes to direct marketing as it
branches out to a wider audience across the world.
• Web banners will be positioned on websites which our target market visit
often.
• In the top websites for 7-11 year olds go to are: Cool Maths Games, PBS
Kids, Primary Games & Webkinz.
• The advert will open up to the App Store, the page will contain
information about the game, ratings, previews, the download free button,
etc.
23. Web Banners
• The web banners have been created using
a modern app ad look.
• They are made to draw the attention of all
age groups with its simple effective look - it
looks modern and for a older age group
which will draw the attention of Achille’s
young age group.
• They will be positioned of the top websites
for 8 -11 year olds and on the top websites
for 12-15 year olds.
• Top websites for 8 - 11 year olds are cool
maths games, PBS kids, primary games &
animal jam.
• The 12-15 websites will be more social
network based such as Facebook, Steam,
YouTube, Google & Yahoo.
24. Ad Banner Stats
• The main stat demo shows that large rectangles attract the most clicks, half page ad’s coming
second, square pop up’s third and the main Achilles ad the medium rectangle coming fourth -
these show us that we should have been more observant when choosing our ad sizes.
• The other stats clear up some general facts we have to be weary of, we have to keep in mind
the reasons why people won’t click on our ad - they could not trust the ad, think they'll get a
virus or that it doesn’t apply to them.
25. Flow Chart Link Up
Characters &
Instagram Comp -
Early Stages
Stickers, flyers,
wallpaper &
competition linking
from characters
handing them out.
Will flow into social media, the #achilles will be over
Instagram, Twitter & Facebook would be passed about
more - a word of mouth system will help a lot. Early/Mid
Stages.
Wallpaper will be
offered when
Twitter account is
followed.
Ad Banners will come into picture, target’s audience who
hasn’t heard of Achilles yet - target market is split into two
and are being displayed on websites popular to each age.
Game get’s released
over weekend of
Rezzed.
All factors will continue to to work
together to help promote the
game until mid August - the
characters will stop then but
others will carry on. Instagram
Comp will stop.
26. Calendar
The blue
line mean’s
the characters
will be hitting
events and
places.
ç
√
The red line
stands for
Facebook,
Twitter &
Wallpaper
promotions.
Green is for
banner ad’s.
Orange is the
release date.
27. Calendar Explained
• The release date for iOS is on Thursday 27th March - the app store gets
moved around every thursday so it gives the app time in the same
position for a while so it’s easier for the target market to come back to it.
• Twitter & Facebook gets on the way before the indirect marketing to
establish itself; it will be fully operational with followers before the game
is released.
• The Instagram promotional offer starts on the release day and continues
throughout the summer until Gamescom.
• The characters will mostly be making an appearance on weekends and
at game venues but will appear in the week for smaller jobs like youth
clubs, schools and fairs - there last appearance is Gamescom.
28. Calendar Explained Further
• We have chosen 6 game venues to hit with the
characters: GDC, Razzle, PAX, E3 & Gamescom.
• The thought behind this move is repetition; blogs, people
and other games company will see that we appear often
and it will bring attention to us.
• The advertising starts slightly before the game comes
out, this is because using Google Analytics - we can then
adjust our strategy with the data we get from them.
29. Budget
Gaming Events - £6000 flights, hotels & basic needs.
Web Banners - £250 per week for cool maths games & primary games.
£300 per week for PBS kids, Animal Jam, Facebook, YouTube & Google.
Instagram Competition - £1500 flights, £500 hotel, £300 rental car, £500
spending money, £100 insurance.
Flyers - £146.30 = 2000 flyers.
Costumes - 3 month rental = £1500.
Characters - £3000 for their time.
Stickers - £183.50 = 1500 stickers.
30. Evaluation
The feedback I got was good and praised a lot of areas of the plan, they were
pleased with the campaign side of the plan, they thought that the whole thing was
structured well and that the audience profiling was good too.
Not all the feedback was perfect though, I still needed to go in and change a few
more pieces of work to ensure that everything linked up together - I changed..
• I added a budget to the plan to wrap up all the costs of it.
• I added Ad Banner stats to back up my ads which I had created.
• I added some more information on the target market such as a mock up iPhone
screen of the target market.
I should of added something about the World Cup & Greece - this summer is when
the Achilles marketing campaign is in it’s peak and having something about the World
Cup in the plan would of been beneficial.
31. Evaluation Further..
In the actual plan I forgot to add any Twitter demo graphics to
back up what I was trying to do when it came to dealing with the
Twitter side of things.
The statistics for Twitter led me on to finding out wether I make
the most out of the Twitter page, the demographics show that
adults use Twitter more than teenagers do - I could maybe target
the target market’s parents so it would go from winning them
over instead of the child doing so, at the end of the day it’s their
parents going to be buying the game for them.
In the slide’s following this one, I will show you 2 slides on what I
would put in the plan following the Twitter slides.
32. Twitter Marketing Stats
• 51% of Twitter users follow brands or companies, related to this over 80% follow a brand
to get exclusive content. (Stats from Edison & MediaBistro)
• The stats to the right show which tweets gets the most retweets, you can see that having a
photograph attached to a tweet maximises your chances in getting retweets.
• You can see that retweets are at their highest during the hours 10-11pm, but saying that
they are pretty high constantly - maybe some late night tweets will do Achilles some good.
• These stats show us the gateways in which to take the Achilles twitter account, which time
to target our audience and for them to pass the message on.
33. Targeting Parents
• The chart shows that more than half of these social media users are between 25 and 44 years old &
55% of Twitter users are 35 or older.
• Stats don’t lie and this shows that the majority of people that will see the Achilles Twitter page are the
older generation and most likely to be parents.
• Also, a slight majority of people on Twitter are female - mothers are a good audience to try and hit as
they are probably with their child more than the father is.