promotion

Business & Marketing, Mind the Trap

Week 3 Vlog Updates: Promotional Campaigns, Camera Controller, Enemy AI, Procedural Generation


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See summary below.

Promotional Campaigns

We’ve been doing a lot of research on ways to promote our game next year, including the Indie MEGABOOTH at PAX, Kickstarter and Steam Greenlight.

It’s an extensive process to get accepted into the Indie MEGABOOTH. They look at not only your game but also your company, its members, and how you contribute to the community.

It’s currently too early in development to come up with a solid plan, but here are some preliminary goals:

  • Launch a Kickstarter campaign in the summer. The funding and publicity will allow us to extend development, add more features, and build a larger follower base in preparation for release.
  • Attend PAX in August.
  • Release game at the end of August. Selling in August means we avoid the hot beds for AAA studios to release their games, which is around the September to December time frame. Selling in August also allows us to take advantage of seasonal and holiday promotions, such as Thanksgiving and Christmas.

(more…)

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Business & Marketing, RUIN

In Progress: Prototype Video Teaser!


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Hey Everyone,

Today is an exciting day. We’re working on our first Ruin prototype trailer with our friends from the videography studio, Friendship Club. The trailer will be used only for the opening pitch during the UC Davis Winter quarter Game Devs club meeting to promote the game and to engage more student involvement.

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This time around, especially after 3 months of hard work from the Dissonance team and our Fall quarter student volunteers, we want to show off a new face of the company that really demonstrates the seriousness we have for finishing this game.

The trailer will be released around the second or third week of January.

GEET EXCITEDDDD

Business Perspective:

For those interested in why we’re doing this from a business perspective, this is a marketing tactic to experiment how much more engagement we’ll get using a purely visual-audio presentation. We assume the sample size and distribution (what major, undergrad vs. grad) of students is roughly the same each quarter.

Last quarter, we presented a PowerPoint and our game concept alone was able to carry us into second place in terms of number of students interested in working with us (2 programmers, 4 artists, some floaters). I mean, come on, who doesn’t want to see a Journey + Shadow of the Colossus combo?!

A well-rehearsed speech and clean colorful slides unfortunately were not powerful enough to beat out the first place team, who had an entire PowerPoint designed to mimic an in-game UI. It had “buttons” that you could press to simulate a character selection screen. It was beyond jaw-droppingly awesome.

If this video teaser deems successful in grabbing more top notch talent or social media followers, then we’ll invest in more video productions throughout the game’s development lifecycle.