Wednesday, August 1, 2007

UNIQLOCK - Viral Marketing At Its Best


This is a fantastic example of viral marketing for a polo shirt company. It's a clock with spliced clips of well-choreographed dancing and incredibly catchy lounge/bebop music all timed to match the ticking.

I'd love to come up with such a good example myself. Hmm...

Friday, June 1, 2007

Creating a Pitch Is Hard


So we're creating a pitch to submit to Adult Swim. Before you get too confused, it's for a video game, not a show. The pitch has to be 2 pages, which seems like plenty. However, for describing something as complicated as a game, it's surpisingly difficult. We've found the trick is to just glaze over everything. It sounds simple I know, but if you're excited about an idea and want to share that with someone else, your first instinct is to describe all the exciting details. Instead, you've got to try to be short and sweet.

Well, there's a fine line between short & concise and short & confusing. Not only that, it's a pitch, which means it needs to sell. How to do you explain a game mechanic in a concise way and make it sound exciting? I don't really think you can. With our pitch, we've settled for starting out with a more humorous tone, then transitioning into a clear explanation of the game. Every once in a while, some witty phrases are sprinkled in. Will it work? We'll find out in about a week.

Does anyone have any pitch experience or advice?

Wednesday, April 18, 2007

To Share or Not To Share


So I was talking to Andres about marketing yesterday. I've been debating a lot about whether or not it would be a good idea to share a lot of the development process with the community. This would include posting WIP stuff. We both agreed that most people don't understand WIP postings. Because of this, it's a risky thing to do marketing-wise. But you know, I think that's why I want to do it. I think it would be cool to try to educate the community about game development. This would include showing people what game development looks like in-process. If we could educate even one future producer that it's ok for a game to look a bit ugly in the early stages, I think it'd be well worth it. And think of how great it would be to educate current producers that it's ok! Plus, I still think the advantages of being open and allowing the community to form a closer relationship with the development team would greatly outweigh the disadvantages of people who are uneducated about game development thinking the game sucks while it's still a WIP.

Another cool thing about sharing development process is that people will get to see how the product is evolving while it is evolving. I think this could create a more emotional attachment to the project, which would result in people being more interested in it.