evolve pwp-2
TRANSCRIPT
PRESENTATION BY: CHRISTOPHER MALDARELLA VALERIYA VOLKOV KATE KOUMBAROS AMELIA CHEIKHALI
CHAPTERS I. TURTLE ROCK II. GAME PLAY III. S.W.O.T. ANALYSIS IV. TARGET MARKET V. GOALS VI. COMIC CON VII. COLLEGE TOUR VIII. PROMO WEEK
CHAPTER ONE: TURTLE ROCK
• Lake Forest, CA • Founded in 2002 by Michael Booth • January 10, 2008 acquired by
Valve Corp. which later shut Turtle Rock down
• Re-‐opened by Chris Ashton and Phil Robb in 2009.
• Evolve was originally “CryEngine 3” and was to be published by THQ (Trinity AcquisiQon Corp) which went into bankruptcy.
CHAPTER TWO: GAME PLAY • 4 v 1, cooperaQve and compeQQve mulQplayer game
o Hunters: Markov, Griffin, Hank, Val o Monster: Goliath
• Takes place in the uncommon sci-‐fi seYng o Humans are colonizing and exploring distant planets o Planet Shear
• Game is played in a series of 4 v 1 matches • Focus of the players at all Qmes is kept on the acQon
o Weapons have unlimited ammo o AutomaQc acQons are set
• Keeps a balance between the 4 v 1
CHAPTER THREE: S.W.O.T. ANALYSIS STRENGTHS, WEAKNESSES, OPPORTUNITIES, TREATS
CHAPTER THREE: S.W.O.T. Strengths ·∙ Even with the unpredictable economic situaQon, the video game industry is conQnuously growing ·∙ Unique storyline and features ·∙ Facebook-‐ 100K likes, Twiber-‐41.2K ·∙ Strong fan base for Lec 4 Dead 4.6M likes, 23.6 K fans on twiber (Both games have similar model) ·∙ Suitable for PC, PS4, XBOX ONE ·∙ Released during holidays – great for gic giving
Weaknesses ·∙ Turtle Rock-‐ Only have two games under their belt (Lec 4 Dead, Evolve) ·∙ 2K-‐ Doesn't have much weight in the industry-‐ Game resume has no similarity -‐> no history with Evolve’s target market ·∙ Game is not suitable for older game plamorms-‐ XBOX 360, PS 3, Wii • Delay in release-‐ pushed back many months
CHAPTER THREE: S.W.O.T. Opportuni2es ·∙ Build both companies relevance in market ·∙ Can create franchise with first Evolve game ·∙ Adhere to the need of older game plamorms ·∙ Use strong online fans to create abenQon
Threats ·∙ CompeQQon (EA) has more sway in the market ·∙ Loss of potenQal customers because of lack of socware selecQon ·∙ Bulk of sales and abenQon will decrease rapidly acer a few weeks acer release
CHAPTER FOUR: TARGET MARKET • Male • 18-‐34 • Income 35+ • High school grad • Single, married, in a relaQonship • Where ever video games are sold • Already involved in video games • Interests: science ficQon, shooter, strategy gaming
CHAPTER FIVE: GOALS • Create extreme hype surrounding the game and its launch • Establish a high awareness of the game and its differences
from past sci-‐fi shooter games • Generate very high first week sales • Be recognized as the ‘it’ game of the holiday season • Create a respect toward this game as it is Turtle Rock’s first
‘adult’ and serious game • Establish Turtle Rock as a major player in the gaming world
GOALS • Create massive awareness about EVOLVE, its points of differences from
classic sci-‐fi shooter games, and make note of its changed release date • Engage customers with an EVOLVE experience and leave a favorable
impression about the game in their mind • Increase presale numbers and ulQmate sales of the EVOLVE game in
general OBJECTIVES • Interact with Comic Con abendees and hand out informaQonal cards
and EVOLVE branded materials • Promote interest in game and create fun experiences associated to
game STRATEGIES • Select exclusive group of 200 industry leaders and influences TACTICS • Private keynote presentaQon about EVOLVE game • EVOLVE Experience Booth • EVOLVE ShooQng Range
CHAPTER SIX: Comic Con
CHAPTER SIX: Comic Con
InformaQonal Speech and Experience Booth • Keynote PresentaQon: A crowd of 200 industry leaders such as game bloggers, game
reviewers, famous game players, and game magazine contributors will abend a keynote style speech about the game and its style of play. Abendees will get to try out game and play.
• Experience Booth: Large booth with EVOLVE signage, large televisions displaying game play, and informaQonal pamphlets. Four actors will be at booth at all Qmes dressed as the four characters you can play in game. Life sized monster will also be at booth for photo ops. Plenty of free EVOLVE ‘swag’ to be given out.
• ShooQng Range: A virtual ‘shooQng range’ would be created with four different allies. Each will provide users with a replica of a real gun featured in the game specific to 1 of the 4 characters you can chose to play. Each screen will put players a situaQon of game play when that specific gun would be opQmal.
GOALS • Create awareness for EVOLVE video game amongst college students • Create interest in EVOLVE video game in students that are not hardcore gamers or wouldn’t have
tried game out otherwise • Generate a large amount of social media impressions
OBJECTIVES • Create fun and exciQng atmosphere at college campus • AcQvely engage student body in EVOLVE game play and experiences • Create over all awareness of video game in Qme for preorder and holiday season
STRATEGIES • Conduct 7 college visits on each coast to large college campuses that have a student body fiYng
our target customer • Mapping out most effecQve and Qme efficient route for each coast (2 days at each campus)
TACTICS • Provide students with the opportunity to play a fully funcQonal version of EVOLVE video game • Created a modified version of the EVOLVE Experience Booth • EVOLVE ShooQng Range
CHAPTER SEVEN: College Tour
CHAPTER SEVEN: College Tour College Tour: Game play and Armory
• EVOLVE tour bus oumibed with logo and team of 6 EVOLVE brand ambassadors will visit 14 college campuses
• 7 colleges on each coast (West and East) • East Coast: DePaul University, Penn State, Boston College, Syracuse, Chapel
Hill, Georgetown, and Full Sail. • West Coast Colleges: University of Washington (Seable), University of Oregon,
Arizona State, University of Colorado, University of Southern California, UCLA, and Stanford.
• There will be a scaled down version of the Experience Booth from Comic Con constructed on each campus
• The Virtual ShooQng Range from Comic Con will also be reconstructed in full at each tour stop
• Staff will be at each stop to answer any quesQons, engage and encourage game play, and provide Qps for the game
GOALS • Create awareness for EVOLVE video game amongst general public and gamers • Enforce conQnued interest in game for those who may have lost interest due to
game release date push back • Generate large amount of preorder numbers
OBJECTIVES • Double the amount of preorder numbers at the start of promoQon week • Find high traffic places in people’s lives to promote EVOLVE-‐ online/real life • Saturate market for a week and then slowly conQnue moderately unQl official
release
STRATEGIES • See following slide
TACTICS • See following slide
CHAPTER EIGHT: Pre-Order Hype Week
CHAPTER EIGHT: Pre-Order Hype Week
• Cardboard cut outs, info flyers, and info cards branded with EVOLVE logo and characters sent to major retailers such as BestBuy, Target, Wal-‐Mart, GameStop the 2nd week in November.
• During this period, November 9-‐15, a deal will be worked with GameStop to have all employees wear EVOLVE branded tees with the game release date on front and back.
• Total ‘take over’ of the GAMEFLY and YOUTUBE homepage during this week with ads direcQng people to preorder pages.
• Buying ad space on HULU and YOUTUBE showing 30 seconds clips of game play ending with a preorder link.
• Partnership with SUBWAY eatery to have fountain cups branded with EVOLVE characters. • Chalk foot prints around New York City and other major ciQes sidewalks to mimic the game
cover with release date below. • Exclusive views of the game posted all week via VINE, TWITTER, FACEBOOK, and
INSTAGRAM. • MAJOR EVENT: To kick start this promo week, the life sized 30-‐ foot replica of Goliath will be
dropped off in Union Square on November 8th in a crate. On the huge wooden box will be game logo and release date. On the final day of promo week, the box will be opened with a major reveal event to welcome Goliath to Union Square (GameStop right outside Union Square).