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Coffee Run Marketing Pitch

Marketing pitch

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Page 1: Marketing pitch

Coffee RunMarketing Pitch

Page 2: Marketing pitch

What is our product?

A 2D independant platformer video game inclusive for PC gamers.

Our game follows a modern day character though his unexpected journey of fetching a cup of coffee for his boss. Our product will gain its expenditure through celebrity gamers, posters and adverts on a strict release date plan.

The Games Story -Theodore works at a Dream engineering company called Night life. He works Mon-Fri from evening to morning. He must bring his boss a ‘cup of joe’ before he can begin his work. Unfortunately for Theodore, the ‘Coffee House’ is too far down the boulevard for him not to rush. But wait, there’s more! Sadly Theodore also has a nasty history of Caffeine addiction and has been warned by his doctor that one more cup of coffee would kill him.

The player has to plow through a crazy journey of avoiding crowds, climbing cranes, breaking entries whilst also mentally fighting his awful caffeine habit, all for the approval of his boss.

Page 3: Marketing pitch

Marketing ProductsFlowchart

The first two products in the Coffee Run Campaign are the Teaser Trailer and the release poster.These are important to show the potential clients that the game is real and they won’t have to wait long to play it.

The Sleeves bring the public to our Twittersphere. From there, they have a choice to enter the competition and and follow us or click away. People who enter the contest will have to follow us so they can be notified if they win.

All of the promotion is there for the fans who enjoyed the Coffee Run experience. The Skyscraper web banner is to notify people on flash-game websites that Coffee Run is now playable by “just clicking on the banner”, boosting its popularity after its release.

Page 4: Marketing pitch

Competitors

Comic Con is a prime time for game developers to be releasing playable demos and exciting promotional content for their upcoming games. Our small independent app game has to compete with the big players, in a fight for the most attention at our game stand. It’s clear that the gaming giants are going to be the primary targets for the comic con attendees, but we’re hoping to catch their eye with our cheap, fun, and light hearted app game.

Some of the competition at Comic Con 2014 will be

● Sumo Digital’s ‘Little Big Planet 3’.● 343 Industries’ ‘Halo 5: Guardians’.● Bioware’s ‘Dragon Age Inquisition’.● Naughty Dog’s Remastered version of ‘The Last of Us’.

and several games from Nintendo, including:

● Hyrule Warriors.● Pokemon Omega Ruby, and Alpha Sapphire.● Bayonetta 2 (On WiiU).● and their unveiling of StreetPass - new tech for the 3DS.

Page 5: Marketing pitch

Our Audience

Who is your game for?

Our game is for the people who appreciate new age game but adore older games like Zelda or Donkey Kong for nostalgia

purposes. Our target audience was supposed to be for the younger generation but since the evolution of iphone games, 2D

games like Flappy Bird and The Simpsons Tapped Out have become more popular, purely because they run smoother and are

better to play visually on an iphone than a glitchy 3D game that kills your battery.

In order to make sense of a large potential consumer base, it is best to break the market into separate sections.The most common

segmentation of the games market is between casual gamers and core gamers. Our hope for Coffee Runs success is down to our

audiences level of interest and appreciation for independant games. We would class our Coffee Run player to be casual, whether

it’s the iphone version or the PC version.

Willingness to play our game shouldn’t be a chore. Coffee Run isn’t a complicated game, it just requires instinct. When our

audience plays our game, they should never feel that they have wasted anytime because the experience is enlightening with bright

visuals for a 2D platform, along with some interesting obscurities. They also don’t need a high tolerance level because the Game

itself doesn’t trick the player, any move they make is completely in their hands. The game makes it clear if the player makes the

wrong decision by simply notifying him that he spilt his coffee, as well as in tall drops, (he would really die) but we ignore that for

our younger demographic and simply say “Ooops, you have spilt your Coffee”.

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Our Casual Gamer... Here we have an image of a young business man who appears to be entertaining himself by playing our Coffee Run App.

Where would he play our App?

He would play it whilst waiting at the bus/train station, mostly during long waiting periods.

Where won’t he play our App?

It’s unnecessary for him to use his phone at home for gaming because most people could find higher quality games on their PC or Games Console, whereas our phones are limited which means that most of us have no choice but to put-up with flash games because 3D games kill our precious phone battery.

The difference between this audience member from the core gamer is that gaming is seen as more of a pass time and less of an experience, especially App Games when they are put on a scale with High budget PC & Console Games.

Apps require a less skill than most PC and Console games, making them easier to control, this attracts a mild version of a gaming audience that are more comfortable with letting the game do most of the work, since there are fewer controls on a touch screen.

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Our Core Gamer Here we have an image of a teenager sitting on his coach, celebrating his victory of completing our game.

Where would he play our game?

He would play our game on flash game sites, such as: Maxgames.comArmorgames.comKongregate.com

Where won’t he play our App?

Our core gamer actually enjoys gaming as a whole, full - resolution game so they can enjoy the atmosphere to its full potential online. They won’t enjoy playing our game as an app form because it’s a touchpad, giving them less control over the characters movements.

A core gamer would go out of their way to research information about the games developers and even share their gameplay experiences on chat forums where fellow ‘core gamers’ can debate and post their criticism.

Because we are releasing our game at comic con, we will be overwhelmed with Core Gamers, hopefully it’ll increase the games popularity and multiply coffee runs Core audience.

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The game has no cartoon violence. Although Coffee Run does include a variety of hazards teaching the use of exaggerated dangers, for example: being knocked over by a crowd of customers. There are no traits relating to horror or dark themed content, perhaps the Nightlife world of Coffee Run is more ‘gloomy’, but still doesn’t carry any horror conventions, making it suitable for young children. There are no references to illegal uses of drugs or messages. There are elements of exaggerated behaviour by the protagonist, he runs, climbs buildings to get to work on time. A nine year old should have the common sense to understand that this is an exaggeration and should not imitate any of Theodores wild instinctive behaviours. There is no real language in Coffee Run, it has a good soundtrack to represent the noise and bright-Dark atmospheres. There are no scenes of nudity, of sequel scenes pr nature as such. The gender demographic for this game is primarily male (although the style appealed more to females during our feedback process). Only because of our characters gender, our audience tends to mimic the protagonist.Frightening moments where Theodore is in danger are intense but not dangerous or scarring, due to the fantasy based setting, death in our game is well disguised making it suitable for any age range.

The APP Age Rating 9+The Online Rating 13-21

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Page 11: Marketing pitch

Coffee Run APP Vs PC

APP/Smartphone Gamers -

PC/Online Gamers -

The reason for this is because the game doesn’t require any over complicated tactics to remember when it’s being operated on the smartphone version, it’s only used as a time passer.

Our game mostly takes place on PC-Online which has a full wide screen ratio. The reason for its popularity is because the game was initially designed to intrigue people by its colourful artwork and common-yet uncommon journey, which can’t yet be fully be experienced on a 3x2 phone screen.

(Statistics used is a rounded up estimate of the type of people who gave our game feedback).

90%10%

Page 12: Marketing pitch

ANNOUNCEMENT ● Cost £1500 for space● travel to London with moving Van

and back £300● Hire equipment + tables £50● Giant banner & Stand + £150● Give away free “Coming Soon” posters● Rent Projector from AV2Hire.co.uk £50 Per Day (For Trailer Replay)● Rent Screen from AV2Hire.co.uk £30 Per Day (For Trailer Replay)

Friday 11th April

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Products For Show

A physical banner on the display of the table at PAX Con

Printing Via Instaprint.co.uk x2 premium prints £59.98 + Stands

Coming Soon Poster Printing Via Instaprint.co.ukx100 Standard Prints = £260

Working Teaser Trailer

Subtotal of £319.98

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Trailer Storyboard

Page 15: Marketing pitch

Where will our trailer be shown?

The trailer will be presented at the Pax Gaming Con using our rented projector and screen. The gaming audience will see the trailer and hopefully approach us and ask for more information.

We will also uploading the trailer to youtube and post the link on the Coffee Run Twitter page. We will be looking back at its progress using google analytics.

Page 16: Marketing pitch

Monday 13th (Work Day for Casual Gamers)

Each coffee in local Cafes will be sold with a Coffee Run Sleeve. We have chosen to use local cafes instead of large corporate types to save money. It is highly expensive and quite unnecessary to market our 2D Platformer game globally via Starbucks. Our game may get recognised around the globe online through the Twittersphere but it won’t be publicized anywhere from outside the UK.

The sleeve contains a QR code that will take the customer to our Twitter page which has information about the game and our T-Shirt Competition.Although people are aware of QR codes being used to market products or websites, this one is more subtle by not giving away that it is a game.

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Yourbrandcafe.co.uk

We will purchase 4, this will cost us £58.72 for 5,000 sleeves.

Meaning that we can now market our sleeves to five individual Coffee Shops. In cambridge we will choose our five cafes that are independent because they may not ask money for our promotional use.

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Our Top Five Independent Cafes Cambridge

1. The Box Cafe - 47 Norfolk Street, Cambridge CB1, UK

2. Hot Numbers - Unit 6, Dales Brewery, Gwydir Street, Cambridge CB1 2LJ

3. Black Cat Cafe - 2 The Broadway, Mill Road, Cambridge, Cambridgeshire CB1, UK

4. Clowns Restaurant and Cafe - 54 King Street, Cambridge CB1 1LN, UK

5. Indigo Cafe - Cambridge, Cambridgeshire CB2 3PJ, UK

Page 19: Marketing pitch

The reason why we have a smartphone APP + Casual Audience

Don’t use smartphonesDo use smartphones

Don’t use smartphonesDo use smartphones

Nielsen from cnet.com performed a study about smart phones and discovered that 70% of teenagers aged from 13-17 use smartphones now, also 79% of young adults between the ages 18-24 own a smartphone. These statistics support our Coffee sleeves, stating that over two thirds of the public that is buying a coffee cup have a phone that is compatible with QR. Which also means they can download our games App. QR codes have been around since the mid 90s and are the easiest way to connect the offline world to the online. According to

Page 20: Marketing pitch

#CoffeeRun

The competition is won by hashtagging our game ^ after typing out your very own coffee run story.

The top five stories will be chosen by the game developers upon a vote: The winners will get a prize T-shirt that is the same as Pewdiepies and Tomakas (Famous Youtubers) as well as a free poster of the upcoming game.

We have chosen to do this rather than re-tweets because Twitter users today are very picky with who they Re-Tweet and may disregard the post, Also it may appear rather cliche for a twitter contest, so like our game, the contest is made more challenging and is narrowed down for our creative demographic.

The main use of Twitter -We will be counting on our Coffee Cup sleeves including our QR code to support the competition and gain us more followers.Realistically, if our coffee cup sleeves don’t achieve anything, our back-up plan is to wait for our young Celebrities to respond to their free T-Shirts and Demo game, because they carry enough recognition.

CR CR

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Page 21: Marketing pitch

Bundle Package for Our Celebs!

INDIRECT - The generic T-shirt is given free to young celebrities.

Printing upto 20 Gen T-ShirtsSet 20 T-Shirts between four mildly famous content creators. Five per each person, with every size ranging from XS-XL for their friends and family. They are more likely to wear the T-Shirt if they-1. Have their size2. overwhelmed with options, making them feel important3. Have enough for their friends

Each T-Shirt + print will cost £1.50 each and should cost us a total of £30.00 with free shipping. After the shirts are seen by the celebrities demographic, they may want to purchase a T-Shirt for themselves. We will check back through the Celebrities public comments section and make a total of comments requesting a T-Shirt, if there is a large amount, we will print 50 Tees, costing us £75 and we’ll sell them for £5.99 each, so when our T-Shirts sell out, we will have gained a profit of £224.5, earning back our £30.00 spent on the Celebrities T-Shirts also.

Demo 1st LVL

Coffee + Bagets

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Concept Celebrities Wearing Our Free T-Shirts

Page 23: Marketing pitch

Why Use Celebrities?

Our target audience is young and looks up to people in films and magazines. Stars aren’t always aware of the clothes they wear and what they promote, due to companies giving them so many brands of clothes for free, or in some cases, they get paid to wear specific brands of clothes.

Some moments in the past where celebrities influenced types of trends are easily remembered, for example: most young males in England 2003-2005 wanted to look like David Beckham, a youthful, half decent football player. They wanted all of his merch, some people even changed football teams and most paid for his haircut after buying his iconic football T-Shirt, do you remember? The same thing occurred when Eminem grew popular, people bleached their hair and wore baggy T-Shirts & baggy jeans.

Richard Dyer’s star Theory, in our case explains that once a film actor gains enough recognition globally, they are printed into the minds of others around the globe as a character and not a real person. This means that the actor has an expectation to carry, not just in films but also during their private life. Becoming more than an icon, they are a living product. They become manufactured, shaped by institutions to make financial gains from their audience.

An example of Companies using celebrities to promote their products could range from things like hair gel for Leonardo Dicaprio or Tom Cruise’s motorcycles. They would use useful terminology first, Leonardo Dicaprio has good hair, people may also want theirs to look that good, so the companies give free samples to the actors to earn the right of using their name for the products promotion. There is an article on Vulture.com titled “How Celebrities Get Almost Everything Free”. The article says that the average celebrity receives over $100,000 of free goods and services, annually.Our T-shirt will be shipped to them with a demo of the game. Hopefully they will find some joy out of the demo

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Indirect Marketing

The way that we will indirectly market our game is through shipping free demos of our game along with the T-Shirts to a total of five, well known individuals. The idea isn’t too ambitious in terms of the games demographic. Before choosing our celebrities, it was clear that we couldn’t just send our packages to anybody famous, that could mean Robert Deniro, Ben Stiller etc. It was clear that most of the actors in LA would frown-upon a 2D game about Coffee, and probably would just throw away the demo and burn the T-Shirts; and if they were to contribute, that too wouldn’t exactly help us because our target audience would clash with theirs.

Understanding that our game wasn’t for everybody, we went back to square one, our own target audience. We had to work backwards, looking at our first demographics analysis and trying to find what Coffee Run fans would watch on TV, Netflix or YouTube.

By configuring our fans media interests, we easily found reachable and more charismatic people to send our T-Shirts and demos to. People who enjoy indie games are the sort of people we looked for. We discovered that Flappy Bird became popular after a Youtuber Named Felix Arvid Ulf Kjellberg AKA PEWDIEPIE uploaded his gameplay video. The game Flappy Bird is a 2D platformer style game that could be compared to our own in many ways. Pewdiepie is the highest grossing Youtuber today and may be difficult to get in contact with so we then looked at the second best, and third etc before finding Thomas Ridgewell AKA Tomska. Tomska is easier to get a hold of, I have bumped into him at least five times and featured him in my own video. His demographic is young and interested in indie work and could be useful.

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Views Per Month

Considering Thomas Ridgewells demographic isn’t very specific and based around ‘Cake-Bomb’ humour which appeals to most young people, he may not wear the T-shirt without being paid, so we have discussed the situation so if he rejects our T-Shirt, we will offer to pay him £10 for each minute that the T-shirt is in shot for his next video. We have taken his previous video’s as a guideline, his most recent videos don’t last any longer than five minutes and we are willing to spend a total of £100.

For Pewdiepie, the case differs because his videos tend to be longer, ranging from 10-30 mins so if he doesn’t agree, we will offer to pay him for a 10 min gameplay of our game.

TOMSKA

PEWDIEPIE

Page 26: Marketing pitch

Kumail Nanjiani & Emily V. Gordon

A successful gaming couple who run a podcast in the Nerdist family with the title: The Indoor Kids.

I have sent emails back and forth to Kyle Anderson from the Nerdist so I have a way of contacting them. The reason I have chosen to send them two free packages is down to from the couples frequent complaints that they don’t receive free games yet, as video game reviewers, they often complain that they have to still go out of their way to buy their games they are also paid to promote occasionally.

Having listened to the podcast for a while, I have had time to understand the types of video games they dedicate their time to and have learnt that they are very appreciative of indie game developers, carrying much respect for their work.

We believe that that their appreciation for independent games and free stuff will be enough to have them play our game. Along with our Free T-Shirts, if they enjoy the Demo.

The couple also frequently star on panels at the San diego Comic-Con and if they decide to wear our T-shirts there, it’ll certainly help boost our audience in numbers.

We are going to find their address through their website and look at their podcast schedule before sending our bundle with hot coffee, bagels, T-Shirts and bagels, right before they begin recording their show, in hope to achieve an honerable mention.

Page 27: Marketing pitch

24th October RELEASE ( For Our Core Gamers)

● Places where most anticipated games are released.

● Gathering of Core Gamers. ● Reaches our Target audience.

(Young, busy, have cash in hand).

We will simply make an announcement on the gaming panel that our game is now available to play onlineonly at the top three most popular Flash Games Sites - Right before posting our banners tothe websites

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Our Banners on Armor games

ArmorGames.com is a free Flash games website that has hundreds of thousands of users that enjoy the 2D flash entertainment. The site is well known for hosting other games developers content and advertising their future work.

To advertise Coffee Run on ArmorGames would cost the minimum of £100.00, this is mostly expensive because it’s a private website designed and created by Daniel McNeely. The game site already presents a lot of good 2D flash games. If we need to compete, we may need to spend an extra hundred to increase the amount of Ads for our game.

Page 29: Marketing pitch

Following the Games Release on the 25th october

The Banners will be released as pop-ups on the flash games websites listed below: - maxgames.com- kongregate.com - armourgames.com

The website Kongregate.com has a feature that allows the user to dontate any ammount of money to the game’s developers which can help us create more levels for the game whilst also support our funding for our promotional products coming out this December.Maxgames and armourgames.com don’t include that feature, however we will put our information in the discription incase any users feel the need to donate or want to email us any questions.

Wordstream shows exactly how social media sites like Twitter and Facebook don’t do entirely well with ads/banners. unfortunately we don’t feature a video/gif banner, but we have tackled the issue by creating three different types of banners to increase our clickable rates.

Page 30: Marketing pitch

December 1st The game will have gained some recognition by december, rendering the merch with references more reasonable for sales now. The new ‘Keep Calm’ poster will be sold, at the same time, our designs for the more detailed T-Shirts will be available for purchase online at Asos and Urban Outfitters.

ASOS Christmas-These are online stores that have brilliant shipping and return policies.

The best time to release our merch is december 1st because if it all doesn’t sell by christmas, it will pile with the rest of the items for the big winter sale. This works in our favour, we will still be making a profit when Christmas is over because our products will be passed along to the winter sale, which is the largest sale of the year, next to Black Friday; meaning of course that after our product’s hit the top of their peak, they can still make a profit and sold for a price, even if it’s half price, they will still earn us back the money we put into their production.

T-Shirts!

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Designer Tees

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Client Feedback 01 Design (Indirect)

CLARITYThis T-shirt is actually quite funny in a smart way. The fact that there aren’t any colours but you’ve used two contrasting shades of black and white makes it very easy to read the text. Also that it’s bold gives a great impact.

POLISHYou may have left it a bit plain though, but I understand that there isn’t much space to put a hipster picture of a mustache or whatever, it still works well by itself.

CONSISTENCY I think that the text is well spread and the typography is done well, there are even spaces between each letter.

Again, this would be purchased more if you keep the T-Shirt at the same level of quality and slimfit. You should sell them as designer T-Shirts.

I don’t like that the text is a little blurred or that there is a full stop after “cool”, you should change those and maybe add a mustache or hipster glasses at the back of the T-Shirt.

RATIONALI think that the subtext of the message works well with a hip-young audience that have irony interpreted into their humour. It’s not about the image with this T-Shirt, it’s about message.

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Client Feedback 02 Design (Direct)

CLARITYThe design makes it less like a games T-shirt because most of them actually are black with the front of the game cover on top. Although the title of your game is on the T-shirt, Its very clearly an app game for, like androids and ipads.

POLISHThe colours seem to be similar to the games theme, just a little brighter perhaps. I think that the way the crates are drawn is interesting, definitely catches peoples eyes. I’m not entirely sure what the line is following the person though, I may recommend removing this.

CONSISTENCY The whole thing works well together, I’m not sure how you came up with the colours but they are very pretty. Maybe you can make them available for girls too? A unisex T-Shirt could be better.

I also want to say that having the T-shirt a slim fit is very important, I think that this t-shirt looks more designer when compared to the other six. RATIONAL

The idea from this shirt really came to life when I was creating the app logo. I have had the measuring accurate and really liked the colours, so I recycled the design.

Page 34: Marketing pitch

The colours chosen resemble the main colour pallet for the gameplay. The buyer will be aware of this, if not, they may just want it to match their bedroom style.

It’s a subtle way of reminding somebody of the game. Subtlety is more grown up.

This is aimed more for the adult audience because they will perhaps be more familiar with the original posters of Keeping calm after 1939.

The poster will be made available on Ebay.com.

Ebay, created in 1995 has grown in popularity around the globe as a purchasing and sales website. With the use of ebay, we can put the poster on an account and sell it with no strings attached.

The way that this is marketed is through its british inside joke and the girder reference. The person who purchases this Poster may have played the game or at least has heard of it.

As people grow up, it’s less cool to have posters and merchandise with video game references. As a result, subtle designs become more popular. You tend not to see adults with Mario emblazoned on their shirts, but you may see someone with a retro Nintendo 64 on their chests. Likewise, posters which make subtle reference, or quote games from fan’s past, are usually more popular.

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Schedule

We’ve chosen to announce our game at PAX on 11th of April.

PAX is the best place to announce our game, as the style of games they host are in keeping with ours.

Comic Con is the next time you’ll see our game - as this is the day it’s it’s properly released, along with the skyscrapers banners for the online webpages.

On December the 1st, we’re releasing the coffee sleeves in coffee stores as an extra way to promote the game.

Page 36: Marketing pitch

The feedback from our client, made it clear that although our marketing products are suitable, the timings and release dates are a little backwards. It was also mentioned that our target audience is split between casual and core gamers - a problem that’s fine so long as we manage the marketing plan appropriately.

To solve the issues that our client highlighted, we compiled a list of changes to be made.

● We need to clarify the difference in our Target Audience and the type of gamers we’re selling to.

Core Gamers - For this audience we’ll be promoting at PAX, COMICCON, and via giamer Podcasts.

Casual Gamers - For this audience we’ll be promoting our game via the Coffee cup sleeves and T-shirts.

● Schedule. Get the game released at an earlier date, to get customers buying the game as soon as they see out promotional material.

● Indoor KIds - Podcast. As a small PR stunt, we plan on sending a hamper of fresh coffee. bagels, muffins and other breakfast foods, along with a pack of Coffee Run t-shirts and a copy of our game. This is all in the hope that they’ll mention us on their podcast and we’ll gain more media exposure.

● A poster was part of our marketing campaign, but due to the style of it’s advertising, we’ve decided to drop it from the plan.

Client Feedback

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Client Feedback Part II

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Client Questionaire or info to help further improve our campaign

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Improvements

● We took our clients advice seriously and dove back into our target audience. We created and inserted new slides giving examples of both of our audiences. Yes we divided our audience into two types of gamers that depend entirely on our two types of game releases.

● We then re-wrote our audience research information and our App-PC games Age Ratings to match our new audience.

● Our client also recommended us to add our give-away T-Shirts into a bundle with hot coffee and bagels/donuts. The idea is to overwhelm the celebrities right before they begin their show/podcast so that they can brag about their free gifts to thousands of listeners.

● The one thing we didn’t change is the release date, this is because a lot of our opening products, the Coffee Cup Sleeves, coming soon poster and our trailer were designed pre-release date of our game. They cover each of the first crucial elements i.e. the Direct and Indirect, these depend on being released prior to our game in order to get our Core gamers excited. If we had just a casual gaming audience, it would have been simpler and less complicated to just release our game from the start without booking any venues at Cons, this however is not the case and we have done our best for the campaign to suit both gamer types.

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Strengths & Weaknesses

Strengths - ● The prices for our products are true, as well as the designs. ● The products are carefully split in their design to target both of our audiences equally.● We have multiple Direct, Indirect and promotional material.● Our statistics are found on legitimate websites and occasionally based on our own feedback. ● We have acted on feedback to improve our campaigns goals. ● We aren’t just promoting our game, we are selling designer Tees and a traditional british ‘Keep Calm’

poster. ● We don’t spend more than £1500 (Including games development process). ● We have Divided our demographic based on which platform they play our game i.e Casual Gamers will

use our App Version and Core Gamers will play Coffee Run on PC. Weaknesses -

● Our structure over all may be a bit over the top. ● Although our campaign doesn’t require a high budget, we won’t know where to place the money once it

comes flowing back from the merch. ● Not all of the promotional products after the games release are going to sell, especially if the game

doesn’t succeed in popularity. However, we won’t be printing any promotional products unless the game succeeds so it just depends on our audience.

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Evaluation

The first idea we had was to make a trailer for our game. The online trailer was supposed to be an animation with artwork from the game. There were times where we had other Ideas but beginning with a trailer seemed like a good establishing point of our campaign. It would introduce our product, entice customers, and we would get clear viewing figures from Google Analytics to know how many people have seen our game.

The game was going to be released on PC before we realised that our casual audience won’t make the effort to play on PC. This meant that we had to a choice to make, to either choose between core or casual and make our campaign easier and simpler, or we could create a schedule that can suit both audiences. We decided to create a number of products that promote our game, we made two versions of indirect, direct and promotional material, one for each core and casual gamer. We also had more subtle products for the casual gamer and elaborated for the core gamers, we also did things for the the core gamers that wasn’t necessary for the casual gamers like book out places for PAX and Comic Con. We realised that it was possible to please both audiences, so long as we targeted them individually.

In the future, we plan on using the money from the success of Coffee Run, to create at least one more game and perhaps two. These would be marketed to the same target audience and could eventually be sold as a game bundle for a cheaper price that the RRP of the individual games. With the development of a brand image, our sales of merchandise would grow and budgets for larger and more advanced games would be possible. We understand the importance of crafting a company that our TA trusts and will return to, this will score us repeat custom, and games will be shared via word of mouth.