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Good Marketing = The Perfect Crime, Jessica Hagy Forbes

Good Marketing = The Perfect Crime, Jessica Hagy Forbes | Marketing, PR & Communications | Scoop.it

Communication, sales, and murder all work on the same basic levels.

1. A crime requires three things: means, motive, and opportunity.

2. An author writes for one (or more) of three purposes: to inform, to entertain, or to persuade.

3. Marketing requires three factors: product, promotion and pricing*.

Messaging, marketing, and personal actions (criminal or not) are simple human behaviors. We all want need to be in the right place with the right message at the right time.

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10 ways to protect your copy from a verbose exec, Clare Lynch at Ragan

10 ways to protect your copy from a verbose exec, Clare Lynch at Ragan | Marketing, PR & Communications | Scoop.it

How do I stop my manager/client/stakeholder from turning my writing into gobbledygook? There's nothing worse than some verbose exec "improving" your finely crafted copy by inserting references to "delivering key learnings," "driving employee integration strategies," and "interfacing holistically with clients."

 

1. Don't ask for "feedback."

2. Pick up the phone.

3. Avoid tracked changes.

4. Be ruthless with word count.

5. Don't budge on sentence length.

6. Throw some stats at them.

7. Have a list of banned words and phrases.

8. Do an audit.

9. Standardize the brief.

10. Build a scrapbook of good examples.

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The Top 10 Things The Game Industry Can Learn from Film Production, Tess Jones

The Top 10 Things The Game Industry Can Learn from Film Production, Tess Jones | Marketing, PR & Communications | Scoop.it

What can game developers learn from the film industry, if anything? No, it's not about storytelling -- it's about the very style of production, argues Tess Jones, who has worked as both a film producer and a game producer.

 

Lesson #1: Never Shoot a Movie without an Assistant Director

Lesson #2: Films have a Lengthy Script Development Process

Lesson #3: Story Equals Concept

Lesson #4: Goldentime (film) versus Crunch (games)

Lesson #5: Post-Production is Half the Film

Lesson #6: Everyone Gets a Script and Script Page Changes Every Single Day

Lesson #7: Great and Plentiful Food Motivates

Lesson #8: Have One Clear Creative Director

Lesson #9: Delegate, Delegate, Delegate

Lesson #10: You Can't Fix the Story in the Cutting Room

 

How do we utilize these ideas to make higher quality games faster, cheaper? Let's review!

Pre-Production:
- Develop solid game concepts before production crews are brought in
- Vet concepts in a similar way to the film script development process

 

Production:
- Hire a skilled time management specialist
- Keep crews productive by planning and paying for overtime and providing meals
- Ensure team members are consistently in the loop for game changes and vision
- Define team roles and have one clear creative director
- Delegate tasks off leadership to allow them to focus on moving the rest of the team forward
- Balance improvements and high quality with sticking to the original product vision

 

Post-Production
- Make sure post-production time is planned in your budget
- Use post-production to its fullest capacity, acknowledging that it is half the game

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