Sarcasm aside, Picnic Day was an exhausting but really fun day. Having only slept 3 hours the night before after watching 4 episodes of Game of Thrones (GREYWORM NUUUUUUUU!!!!), I got my ass up early to meet my brother on campus. In fact, we got there so early all the booths were empty; so we set up right at the corner near the hallway where we could get the most attention.
Chris doing some last minute debugging.
Welcome to the first post of our LOOKBACK series, where we examine recent marketing strategies and see what went well and what went wrong.
We launched our Facebook page on February 2nd at 1:30 pm. Admittedly, we didn’t expect much since we’re newbies to the industry and our game was only in an early development phase. We have no experience with Twitter and only got into Tumblr recently. Chris is relatively active in the reddit community. The question was: how can we take advantage of available resources and reach out to as many followers as possible and start building a fan base?
Launch our social media pages with a shotgun approach and pray to all the gods of the world that we get a crapload of followers!
Just kidding. Well… partly just kidding…
The other part was to launch with high engagement content. The Early Development Prototype Teaser was extremely key to this launch. Photos are the most common post type, but videos generate significantly higher engagement, according to a study by Quintly. We wanted to have something cool and worthy of spending some time looking at–to show that we are committed and working hard.
Time of day was also important here. According to a million infographics, posting between 1pm and 4pm on a weekday results in the highest average click through rates. It’s a Monday. It’s right after lunch. Who doesn’t check Facebook during the afternoon slump?
Check out our trailer showcasing early prototype footage of our game RUIN!
This video is the culmination of hard work by not only the Dissonance team but also the student volunteers who helped get us to where we are today. This video was produced by our friends at Friendship Club. Enjoy!!!
What better way to accompany this teaser than to launch our official website at dissonanceent.com!!
This past quarter (and currently) at UC Davis, we have had the immense pleasure of working with a group of passionate student volunteers, who consist primarily of programmers and artists. We also cannot dismiss our little cousin Rachel Chang from Canada, who flew here this past December and sacrificed her Winter break to help us out with concept art for 2 whole weeks. With this team, we were able to quickly pump out 3D Blender models for the character and Behemoth, draw their respective texture maps, animate their various behaviors, and begin coding the gameplay mechanics in Unity.
Behemoth & Character Concept Art by Rachel Chang
We are currently in the “proof of concept” stage of this game’s development. By the end of this Winter quarter, we will have a fully functional prototype ready for testing and debugging. Once the concept is approved to be fun and engaging, we will begin designing the official game levels next quarter.
Banner art by Taylor Zhou
What is RUIN?
Ruin is an action-adventure game where your connections to other people are what matter most. In a world where a mysterious curse takes away your memories as time passes, your only solace is in a legend that tells you how to end this curse and in the friends you make in your quest to do so.
In your journey you will come across twelve menacing Behemoths, guardians of a towering Spire which is said to perpetuate this curse. But as you attempt to take down these Behemoths, you soon realize their size and strength are the reasons why they have survived for eons.