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NCCCFA Opening Keynote

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On 2/23/19 at 9:30am, I attended the North Carolina Community College Fine Arts Conference Session Opening Keynote at the Norvell Theater in Salisbury, NC presented by Jenn Selby of Rowan Cabarrus Community College

 

Jenn Selby 9:30am Norvell Theater.

This is the 6th year of the conference that started with 20 people. In last year, 120 faculty and opened up to graphic design, and now we’re rolling with 210+ people. 5 independent college, 7 unc, 25+ Community colleges. We also have 2 art museums, and 2 art guilds present at the conference.

About this year, several new members involved, almost 50%. This year its also the biggest number of sessions, 2 locations are required, 4 spaces for the 2 days and they are filled. The keynote speaker came from California (speaking at 11) and he bought his own ticket to be here. This is our first set of sponsors area.

They pointed out the board, pointing out the board members and acknowledged their volunteer efforts. They also pointed out the student volunteers and students who bent over backwards to make this event happen. Each event takes about a year to plan and activate, so the foundation at RCCC (rowan Cabarrus community college) are a critical portion of the puzzle. Security, IT, graphic Design, all came from the college and the visitors bureau has also been supportive I the process of completing this festival.

Jenn Selby then recognized 2 individuals essential to the cause: Carter Wingfield, Graphic Design professional at the college who creates the materials for this year in and out. Carter received a Certificate of Appreciation for his time and efforts. Jillian Sturdivant. She is an administrative assistant who is behind the actions and availability of the tasks required for this event. She also received a Certification of Appreciation.

 

Ground Rules

Phones on silent

Secret passageways to the other theatre. Don’t touch. We all want to touch the props and wear  the crown. Be mindful of your voices so you don’t interrupt any actors.

Lunch Groups. It is raining. Lunch groups are a great way to visit topics. There are way too many graphic design people as 10 is the max. They’ll work to find solutions.

System updates will be covered by Jenn Selby.

Poster sessions will be covered by Lyndsay. Please see her if you have questions

Grievous Gallery will be open this evening. Take the trolley and be prepped to leave and arrive on time. Ride the trolley, its fun. There will be pretty heavy food and beverages. We will be smashing and breaking things. The red ticket gives you a free smash

We also received an invitation from Methodist- a spiritual organ recital this evening. It will be 5 steps from the grievous gallery. It is an open and collaborative space, so please come!

Closing session will be about next year and you don’t want to miss it.

 

The system office needs them to reinforce that the permanent collection needs to be increased. Jenn Urged us to participate and provide materials to be on display for the NC System Office

Mr. Burger, the marketing and gallery director of the Craven Art Gallery in New Bern, NC. The creative work force exhibit centered on 8 schools and student programs. He was approached at the event, and he thought how he could highlight the role of CC in the art community. In school you may not know that your math teacher was a mathematician, but your art and music teachers were always active artists. Mr. Burger will have a poster session for 2020 artistic even and he’d like as many people to participate as possible. He is also accepting 2020 proposals for art shows and will be reviewing that in summer 2019.

John Williams works in the Fine arts department and he’d like to see us enjoy ourselves.

 

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Marketing Your Game in 2018 and Beyond

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At 10:00am on 4/18/2018, I attended the presentation “Marketing Your Game in 2018 and Beyond”, Presented by Logan Williams Founder of Indie Wolverine, at the 2018 East Coast Gaming Conference in At the Raleigh Convention Center in Raleigh, NC.

Marketing Your Game in 2018 and Beyond

Logan Williams of Indie Wolverine is a marketing & PR specialist in the video game industry. Logan has supported over 12 games in the span of 2 and a half years and has helped his clients earn coverage from the largest gaming publications around the world. Notable games Logan has supported are GRAV, Cosmic Trip VR, Heart Forth Alicia, Polygod, Reflex Arena and more.

 

More games are being released at a higher volume than ever before on the largest PC game digital distribution platform (Steam). With the mobile market and now PC games market becoming overcrowded and overly competitive, it’s feast or famine. Marketing isn’t an option and influencer marketing is no longer low-hanging fruit.

In this talk, we broke down marketing & PR in the video game industry to simple terms and begin to expand on more creative ways we can communicate the values of our games to our target market. This included ways to utilize guerilla marketing tactics and how to get the most out of our launch (Early Acess release, full release, major update etc..).

I hope to leave this talk with a new understanding of marketing and PR in the video game industry and the added creative knowledge of how to make the most of existing communication strategies.

This talk was aimed at industry newbies to professionals.

PRESENTATION

Catch the whole slide presentation at: https://www.slideshare.net/LoganWilliams2/ecgc-2018-marketing-your-game-in-2018-and-beyond

Indie Wolverine operates by default using guerilla marketing. Most customers have a few weeks until launch to gain coverage when they walk into the office.

FAILURE IS A LEARNING OPPORTUNITY

Last year, their business had a large-ish failure. They worked with a VR team with Steam Early access title, and they handled the process from early release, and they were picked up by tons of attention-getting youtubers. The attention converted into sales. Sales were great and the alunch with early access went well. rather than small updates, the teams focused on 2-3month update cycles.

Due to the large success in the past, expectations were high. Kotaku noted his game was the favorite VR game to date. They felt they could reach out to positive reviewers. A 3-week pre-release note went out with reviewers and new press. The first round went out with virtually no response. The 2nd-week pre-release note got little or no responses. People were opening the email, but there was no response. The development team was stoked, but red flags were flying all over the place. As this was a first in-studio experience he could see the excitement. On launch, only niche clients responded, and sales did not meet expectations.

On the flight home, he was disgusted, felt sick to his stomach. Mitigating the risk and stress became his mission moving forward. We’ll talk about PR but its really about mitigating stress on launch.

Steam mechanics here show that in 2017, 7,700 games were released- roughly by the numbers that’s 20 new games every single day. As noted repeatedly in podcasts by the Jimquisition, having so many products available there is no way to get your product noted and its very easy to find your materials reshuffled out of sight.

COMMUNITY BUILDING

This is something which is important and will always be important. These are your embassadors. They are ready and available on day 1. So have an incentive- give them a reason to buy your game. Engage that community- let them know and listen as they are an extension of your studio. Leverage that community- build the community and use that to make a following that uses the products, informs developers and community, and entices others to take part.

An incentive might be exclusive access to an exclusive build. Getting them in the door isn’t the last step, but rather the first step to building that community. Have team members amke contests, make them feel safe and valued and engaged. Leverage that community to validate the material you’re producing. Use the community to leverage merchandizing, partnerships, etc.

It can get worse. Self-published book authors might face 100,000 fiction books each year and they’re marketing on amazon. Building the community is the answer. How? Through mailing lists, connections, etc. The connected community are your footsoliders. They aren’t being paid, they’re paying you!

He used discord to build a dream community for our game descenders. WIth numerous options, they built a discord server with an exclusive release. They gave competition through team, protected channels, built community, and used the data to buildi nthe features which were used most by the community. You cannot depend on the game or mechanics. Community you can control

 

From the beginning of game build, you’ll have newsworthy beats for the media. Be organized. Have the ammunition and planned communication. Writers are trying to delight the reader. Give them good amunition. Be clear. Always have a clear call to action. Be clear to the media on what is new, what you’re doing, what they’ll like, where they should go, how you’d like it covered, how to contact you. This is for any communications. Have goals. What is the end goal? Organize your news feeds with a goal in mind. If the announcement gets on IGN, and you didn’t provide next steps for the readers, and the product doesn’t launch in the next month, you’ll disappear. If you have an exclusive beta on discord, include that info.

If you have a moment to shine, don’t step back and say “I’ll be back in 6 months”

EMPATHY

the abilty to understand… Empathy and creativity aligns you for success. This is especially good when dealing with the press. they have an audience. They need great content that the audience wants to know. The bigger audience the author can leverage, the more they can command value and attention. Put yourself in the shoes of the writer. not only that, but the audience of that writer. What does the reader want and how do you get them stoked toplay/buy this. What’s your value to the publisher? what’s your value to them

TARGETED OUTREACH

Google, twitter, and easily voila norbert.

Last night in the AIRBnB, he searched for the google query only in the IGN website AND VR. Here’s the result

Finding writers who like the genre and game type you create can be found this way. Use the tools button to change the date back to certain dates (not more than a year ago). This is a great way to reach out to writers who will likely have well-received reviews. In this example, I might not choose Calum Marsh, as he have only 1.5 stars. Rather than a cold email, a twitter contact might be good- we have their email, but in this example:

You might get immediate feedback. If you want anything, ask immediately. Even if it says they won’t, ask anyway. You won’t get anything if you don’t ask.

I don’t know how it finds these email addresses, but it does! first 50 are free. You can always get another gmail account.

THE IMPORTANCE OF CREATIVITY

Dominic had roughly 2 months to lead his game. he didn’t have a website, online presence, no press kit, nothing. But, after playing the game, they chose to take it on. Barebones wouldn’t work- no press releases, and they needed a spark for the launch- some newsfeeds (3 guarantees). To take it out of the hands of the press, they needed to get creative. S-nce binding of isaac had a hug following, they chose to go for that audience.  Those who played it, and LOVED IT. Since his game was so hard, it was an easy fit.

So what did we use? WordPress website, press kit, press lists, some other tools. The headline of the writer and the audience needed to match. SO what they did was choose that if you could receive a certain achievement on another super-difficult game with a massive following: Binding of Isaac (BOI), then you can have this game for free. It had to be a timed contest. Content creators, press, etc. They earned mass cover on the first day and it snowballed. They earned a ton of attention, but people who followed the influencers found out about this. They tweeted to other game developer and major content creators, and some of them picked it up

 

Mind Mapping For Success

The creative process through mind mapping can be visualized. They worked with a developer after the early access and launch. How could they inject that spark. THey added some materials which raised and lowered the difficulty level based on bitcoin rates. Using the advanced queries in google, they found games in FORBES magazine and website which likes video games and bitcoin. This person was able to take up the idea and really run with it. Once it rolled in FORBES, a few more places immediately picked it up.

Guerilla marketing is low cost, high risk, high reward. More often than not, that brings some nice feedback

when should you present? as soon as you’re presentable. Should niche games be the next big thing? Do what you’re passionate about. if its indy, if its the best new chess game, go for it. What if you have no specifc launch date, still show? yes, not a problem. What if lauch is approaching and you have no community? put yourself in the audinece shoes and give them what they need. get creative and think outside the box. use a simple demo. It may not be a high conversion, but it may bring coverage. Organize what you have, use it, and then extend into guerrilla tactics and target the people you genuinely believe will like it. It only takes a single reviewer to see things snowball. be thorough, find the best people and make it happen.

Epically Involved with Patrick Williams of Wake Tech Community College

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Patrick Williams, ENG department Associate prof team lead of epic whatsis

status of QEP, pathways, peer review process, how to get involved

Goal and objectives:
goal: Reduce barrier and support learning, persistence of cuccess of students in online courses
objectives: help sutdents overcome learning barriers and gain the skill needed to be successfaul online learners.
obj: help faculty design anddeliver online courses in accordance wit hWT e-learning quality standards
online faculty MUST be certified by fall 2017 to continue teaching online.

1st portion of this is the ELI (e-learning intro) course required for students.

It should not affect the coursework you teach. The testers are NOT content management experts. The LMS will be the same across multiple classes so that standardization is the same across the college.

EPIC 103 should be rolling out by the summer. We will do what is required to make this available. There will be summer training, and peerr reviewers will be chosen who have already survived online peer review.

Navigation standards:

entry quiz
announcement
getting started
faculty information

lessons
collaboration

course resources
tools
my grades
student support

standardized LMS menu focuses on organization of materials, not the content of the course.

Sets of standards:

welcome message
ice breaker or intro assignment
faculty to student interaction (what are our expectations? office hours, use announcements, email, texts?)
student to student interactions (netiquette and rules of doing your work)
active learning (discussions, projects, what are you going to be doing in here?)
response expectations (how to communicate. How long to get a response?)

Faculty presence (are you actually monitoring this product? I guess this has to do with Weekly emails?)

student participation, collaboration tools and activities( what will they be doing and how are they interacting. are there multiple ways to show what they’ve learned)

Explanation of assessment standards

course-level SLOs (what are they? where are you posting them?)
Lesson/week SLOs (what are you learning this week and how will it affect the future List and short paragraph)
Assessments (tests, essay, projects, etc.
rubrics (when necessary. Let people know before grading )
Clear grading policy (what is it? where is it) what are the milestone grades and how much will they be?

Pathway1

acc101
tls101
epic101
bbd101
bbd102
EPIC102
bbd103
EPIC103
BBD110
BBD120
EPIC104

This list is available in the portal, as well as in the newsletter. At this point, there were some debates about the course titles, and how difficult they are to find within the professional development section of our website, and the additon of how long courses stay available.

Conclusion of this conversation: Once you’re certified, you’ll stay certified until new processes come out.

Many faculty feel that a single EPIC template should be available within the department.I’ll need to work on that.

There is a blackboard item: E-Learning Accessibility section allows you to revisit the accessibility lessons to revisit the best ways to keep materials accessible. NBC Learn community are some nice pieces.

PATHWAYS THROUGH PEER REVIEW

Fill out electronic submission forms. THere are 3 trained reviewers evaluating the course shell. THey may allow you to revise if necessary, and there are also straight pass and straight fail options

waketech.edu/epic or in intiative, under QEP there is a n EPIC 30. We are looking for EPIC ambassador. Ask them a question: pbwilliams@waketech.edu