Pinnacle Production - Distribution Plan

jennjayjenkins 14 views 22 slides Sep 09, 2025
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About This Presentation

Pinnacle Production - Distribution Plan for A Night to Dismember


Slide Content

Distribution and Marketing Plan for
A Night to Dismember

Pinnacle Productions
Jamal Gordon
Jasmine Navy
Jennifer Jenkins
Michael Starkes
Savannah Louis


EBBS Project & Portfolio V

August 31, 2024

2
I. Executive Summary
The Company:
Pinnacle Productions is an up-and-coming production company that centers its focus on
the gaming industry. The company’s goal is to provide custom built marketing and
distribution plans to new game creators and assist in the growth and awareness of their
games. Pinnacle Productions is currently partnered with Horrorble Games, introducing
their first game, A Night to Dismember. The company plans to work with more up-and-
coming game developers to build proof of what Pinnacle Productions can achieve.
The Project:
A Night to Dismember is an online, first-person shooter, survival game where the player, a
survivalist, must use stealthy strategies to survive waves of flesh-eating zombie attacks
amidst a prison outbreak—a relentless game of cat and mouse between the biters and the
fighter. The horror filled game was created by Horrorble Games, which includes the
developers, Cameron Marotto, Chad Kiernan, Joshua Carner, Joshua West, and Minyan
Wang.
Sales Projections / Return on Investment:
This project has a budget of $1304.86 for marketing and distribution for the game along
with a 12-month deadline. $9,836.14 is the amount Pinnacle Productions estimates the net
profit will be based on total net sales revenue, which predicts an ROI of 753.81%.
Target Market:
The primary market will be males, ages 20-29 years old, of every income level, that live in
the New York City area with heavy interest in horror and suspense games.
Strategy:
Pinnacle Production’s main strategy for A Night to Dismember is targeting the right
individuals by utilizing current trends, as well as establishing new trends. This will help the
game to remain relevant in the competitive gaming industry, increasing the game’s
exposure and sales. Pinnacle Productions aims to maximize the budget through creative
strategies that will still reach the chosen audience.

09/01//11/24/24 3
II. Company Information

Pinnacle Productions

Pinnacle Productions is a production company specializing in the game development sector
of the entertainment industry. The company’s focus is maximizing the reach and impact of
each client through its wide variety of resources, the combined experiences of the team,
and the creative solutions offered.

Jennifer Jenkins - Director of Marketing and Distribution
Jennifer Jenkins leads the Marketing and Distribution department at Pinnacle Productions,
with a strong focus on early-stage distribution strategies. With three years of experience in
legal and contract drafting and six years in operations coordinating and project planning,
Jennifer is well-equipped to set ambitious marketing and distribution goals for the
company. As a junior at Full Sail University, she has successfully completed several
marketing courses, further enhancing her strategic capabilities in these areas.

Savannah Louis - Director of Operations
Savannah Louis heads the Operations department at Pinnacle Productions. With extensive
experience as the Director of Operations and Events at a ballet company, Savannah has
managed large-scale projects and organized events from the ground up. As a junior at Full
Sail University, she has collaborated with her teammates to complete several significant
projects, making her a vital asset in the operational and developmental aspects of the
company.

Jasmine Navy - Director of Sales
Jasmine Navy oversees the Sales department at Pinnacle Productions. An award-winning
actress, writer, and producer, Jasmine brings a keen eye for detail and a strong ability to
create compelling content across various media formats, including films, documentaries,
web series, and podcasts. As a Full Sail University student majoring in Entertainment
Business, Jasmine’s storytelling prowess and analytical skills are key to identifying markets
and projecting sales growth.

Michael Starkes - Director of Research and Development
Michael Starkes leads the Research and Development department’s efforts at Pinnacle
Productions. With eleven years of experience in professional wrestling, promotion, and
marketing, Michael has served as a brand ambassador and coordinator for multiple
companies. His expertise in branding and promotion provides Pinnacle Productions with a
competitive edge in building and maintaining strong brand identities and marketing tactics.

Jamal Gordon - Director of Client Relations
Jamal Gordon manages the Client Relations department at Pinnacle Productions. As an
entertainer, a life coach, an entrepreneur, and a motivational speaker, Jamal’s diverse
background allows him to connect with a variety of markets and better understand clients’
distribution needs. His role focuses on overseeing later-stage, larger distribution strategies,
ensuring that Pinnacle Productions effectively reaches top publishers and the client’s target
audiences.

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Company Ideals

Pinnacle Productions envisions itself as a forward-thinking leader in the video game
industry. The company is dedicated to helping game creators move towards the future by
providing innovative solutions and support. The goal is to expose gamers to a whole new
world of unique and diverse games by providing up and coming developers with detail-
oriented distribution and marketing plans. These plans are guaranteed to put video game
developers into the right circles, marketing them to the right gamers. Pinnacle Productions
sees a future where gaming appeals to everyone, not just those who game regularly. The
team will achieve this by enabling the development of ground-breaking content. In 20
years, Pinnacle Productions aims to have left an unforgettable mark on the gaming
industry, promoting creativity and success for developers worldwide.

Projects

With a focus solely on gaming, Pinnacle Productions is dedicated to all aspects of game
development. The company will leverage its specialized knowledge and experience to help
its clients succeed in the competitive gaming market. By aligning its efforts with the future
trends in gaming, while also establishing its own trends, Pinnacle Productions aims to
position itself as a go-to partner for developers who are looking to maximize their game’s
reach and impact. As the company continues to gain exposure and success, the plan is to
invest in the latest technology and software allowing the team access to new capabilities
and features. This will increase staff knowledge and skillsets, resulting in faster and more
effective outcomes. These advancements will ensure continuous expansion and
improvement of services to better serve clients.

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III. Project Information

Creators: Horrorble Games: Cameron Marotto, Chad Kiernan, Joshua Carner,
Joshua West, Minyan Wang
Title: Night to Dismember
Media: Video Game
Genre: First Person Shooter (FPS), Survival Horror

Hooks
1. They’re here to bite… A
2. Survival Mode activated!
3. These prisoners are serving life and afterlife.
4. Grave mistakes have been made.
5. The ultimate prison break… can you survive?
6. The mess hall called… Today’s menu: Brains!
7. Sentence: Survival!
8. How long will your sentence last?
9. These inmates are dying to meet you.
10. Survive the night or be dismembered.
Logline
master of stealth, a survivalist, amidst a prison outbreak aims and shoots to battle each
increasing wave of flesh-eating zombies—a relentless game of cat and mouse between the
biters and the fighter.
Premise
stealthy survivalist finds himself caught up in a prison outbreak of flesh-eating, relentless
zombies. As he navigates the dark, he must collect resources to survive increasingly deadly
waves of biters, who are determined to sentence him to the afterlife. How long can the
survivalist fight off these ultimate prisoners?

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IV. Distribution & Marketing Goals

Pinnacle Production is determined to put A Night to Dismember into the hands of
experienced gamers, willing to trial and provide valuable feedback for the client. However,
the team sees beyond this primary goal. Ultimately, this distribution and marketing plan
will allow for Horrorble Games to develop a full-scale game, a long-term goal that has been
expressed by the company.

The team at Pinnacle Productions wants to assist Horrorble Games in developing a
successful distribution plan, supporting them in establishing the foundations of a dedicated
fan base, as well as creating long-lasting relationships with influential distributors. The
relationships acquired will support their growth through the years, providing them with
the revenue and momentum needed to assert their presence in the competitive gaming
industry.

With a successful marketing plan, Pinnacle Productions will continue to grow said fan base
and earn a larger following for Horrorble Games as a whole. This will churn a greater
amount of revenue, ensuring Horrorble Games will be profitable enough to develop more
games to add to the market. With the help of the following Distribution and Marketing Plan,
Horrorble Games has the potential to be a well-known game developer, with A Night to
Dismember being the start of a large, successful library of horror-filled games.

The Pinnacle Productions team is dedicated to forming a strong relationship with
Horrorble Games and providing them with better knowledge of how to use this plan to
ensure the continuous growth of their company. In the future, the staff at Pinnacle
Productions will help Horrorble Games create new distribution and marketing plans for
each new project onboarded, carefully crafting them for the best chance at success.
Pinnacle Productions will also supply Horrorble Games with the insight gained throughout
previous projects to ensure better results every time. The company is dedicated to making
sure Horrorble Games becomes a profitable, and continuously growing company.

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V. Target Markets

Primary Target Audience

The primary audience for A Night to Dismember is a blend of multiple markets within the
video game industry, specifically within the Horror and First-Person Shooters (FPS) genres.
The video game industry is easily accessible, with a multitude of active users across various
platforms daily.

The primary audience for A Night to Dismember consists of males, with a particular focus
on the 20-29 years old demographic (Clement, 2024). This age range captures college
students and young professionals. It consists equally of 34% low-income earners, 34% high
income earners, and 32% income earners, so all levels must be accounted for (Clement,
2024). This group is the most receptive to psychological horror elements, violence, and
adult themes, which are key to the game’s experience. Targeting this age group allows the
development team to fully explore the horror genre without the restrictions that would
come with a lower age rating, ensuring that the content remains impactful and intense.

Geographically, while horror games have a global appeal, market research indicates a
strong alignment with the Western gaming market. In particular, the team wants to reach
gamers in New York City, as “New York City is the top city for gamers in the U.S., offering a
thriving gaming community with a wide choice of conventions and meetups” (Hadji-
Vasilev, 2024).

Psychographics reveal that the target audience is drawn to horror, suspense, and
fascinating experiences. They are likely fans of horror literature, films, and other forms in
media, which adds to their enthusiasm for horror games. This audience regularly engages
with similar games like Left 4 Dead, Dead Island, BioShock, and the zombie mode in various
Call of Duty titles. They also spend significant time on platforms like YouTube, where they
watch horror gameplay, follow their favorite content creators, and participate in
discussions about the horror genre (Yang and Zhang, 2021)

A Night to Dismember is designed to cater to all, with relatable and realistic characters that
avoid stereotypical portrayals. The game is crafted to fit various lifestyles, offering
gameplay that can be enjoyed in short bursts or longer sessions, thereby appealing
behaviorally to both casual and hardcore gamers.

In conclusion, by targeting a New York City, male audience of 20 to 29-year-olds who are
passionate about horror and FPS games, A Night to Dismember is positioned to maximize its
impact and reach within the market. Leveraging online channels, especially YouTube and
Steam, will be key in enhancing the game’s visibility and connecting with this core
demographic due to this market’s behaviors.

Secondary Target Audience

The secondary target market expands on the geographical location of the primary market
by targeting the U.S. state of North Carolina. With a culture of video gaming that dates to
the 1970’s, students at North Carolina State University have been actively involved in

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gaming, from casually (gatherings in dorms) to holding competitive tournaments on
campus (Schaffhauser, 2014). Therefore, the secondary market for A Night to Dismember
will aim for individuals in the state of North Carolina. The presence on the college campus,
however, is not the only reason for the expansion to this market. The demographic in North
Carolina includes individuals who attend the Carolina Fear Fest, where they enjoy being
part of a community with interactive, suspenseful experiences and non-stop adrenaline
rushes (Carolina Fear Fest, n.d.). North Carolina is also an ideal location for the secondary
Market, due to the Epic Games Headquarters being located there, meaning there are plenty
of game development opportunities, the internet quality and coverage is good, and it’s a
great gaming community in general (Watts, 2023).

The secondary market is going to be impacted by the same gender and age statistics as the
primary market, meaning the team will again target males in the age range of 20-29 years
old (Clement, 2024). This age range will, however, be expanded to include 18- and 19-year-
olds, to reach those at the University.
Like the primary audience, this market’s interests would also lie in horror, suspense and
immersive gaming experiences. They likely consume multiple forms of media that revolve
around zombies and violence, such as the popular television series, The Walking Dead.
In terms of behavior, these individuals enjoy interactive activities. They seek out thrills in
ways that the average life cannot provide them. The fusion of fear and play in A Night to
Dismember satisfies their interests and habits all at once.

In conclusion, marketing to North Carolina will allow A Night to Dismember to reach a
wider audience and build brand awareness. By again targeting males within the 18–29-
year-old age range and various income levels, the marketing will increase sales, enhancing
our engagement with gamers who have a variety of spending habits and interests (Clement,
2024). The secondary target audience shares interests in horror, suspense, and immersive
games with the primary audience, ultimately making campaigns usable for both markets.

09/01//11/24/24 9
VI. Distribution - Year One:
Self-Distribution Plan

Brick and Mortar Outlets

Putting A Night to Dismember into brick-and-mortar shops is essential for visibility and
increases profitability. The brick-and-mortar shop for A Night to Dismember must be open
to welcoming independent games and located in reach of the target market. The game shop,
Video Games New York, located near Washington Square Park, will be the best place to
start. According to Yelp (n.d.), the store is rated as the number one video game shop in New
York City. They have a special section just for independent games, cementing their support
of creators like Horrorble Games. To help stand out from the other indie games, the team
will have posters advertising the new game placed in the windows of the store. In addition,
game merchandise will be available to purchase near the independent game section. The
merchandise will be a limited supply of blind box style goods, where customers will have
the chance to get either a zombie or survivor keychain, along with codes for exclusive, in-
game items. Video Games New York also has a popular online presence where they
advertise what’s new on their social media pages with the option to purchase online. This
will allow the game to achieve more exposure to potential online gamers.

Aggregator

Though Pinnacle Productions will start marketing and distributing A Night to Dismember
while it is still in development, it’s important to decide on the perfect aggregator for when
the full-scale game is complete. One of Horrorble Games’ goals was to get A Night to
Dismember on the aggregator, Steam. Pinnacle Productions has determined that Steam is a
great distributor for the game in all phases of its development, from its introduction to
eventually, the complete game. Steam is a well-known online aggregator that offers game
developers many tools and services to successfully publish their game using their platform.
Steam achieves 132 million monthly active users and one trillion daily impressions
(Steamworks, n.d.). Once published on Steam, Horrorble Games will have access to
Steamworks, which is a set of tools and services that help game developers and publishers
distribute games on Steam. Steamworks provides opportunities to improve marketing
power and gives Horrorble Games access to in-game enhancements that can increase game
engagement. These benefits combined make Steam a great choice of aggregator for
distribution of A Night to Dismember.

Project Website

The domain name, “nighttodismember.com” is available to be the game’s official website.
The main page will show the main menu of the game with two option buttons that say,
“Play Now” and “Become a Tester”. The “Play Now” button will redirect the customer to the
game’s Steam page. The “Become a Tester” button will redirect the customer to the tester
application page. If chosen to be a verified tester, the individual will be sent a code to test
out the game for free on Steam, in exchange for their feedback. On the main page, there will
be a drop-down menu in the top left corner that shows the options for “Home Page”, “About
Us”, “Tester Application”, “Blog”, “Upcoming Events”, and “Contact Us”. The “About Us” tab
will have a brief introduction to Horrorble Game’s developers along with their story and

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their inspirations in creating A Night to Dismember. The “Tester Application” page will
redirect visitors to the tester application previously discussed and featured on the
homepage. The “Blog” page will feature communications from Horrorble Games, featuring
new info about the game, insight regarding updates, and other articles related to the game.
The “Upcoming Events” page will provide a map with pins in it, giving the location, time,
and information for any events that Horrorble Games will be participating in. Competitions,
conventions, and other events where A Night to Dismember will be featured can all be found
under this tab. The “Contact Us” page will allow anyone to send an email directly to
Horrorble Games. All social media links will be at the bottom of each page.

Customer Relationship Management Systems

Customer relationship management (CRM) is important when building the foundation of a
stable fanbase, so Pinnacle Productions will be tracking all website traffic with Google
Analytics. The team will be able to track where each visitor was before coming to the
website, how they navigate on each page, and what keywords the website is ranking for in
search results (GoDaddy, n.d.). Consumers can also contact the developers through the
“Contact Us” page on the game’s website to leave feedback on the game, ask questions, or
submit business inquiries directly.

Social media and E-Mails will be used as forms of CRM. YouTube, Instagram, X, TikTok, and
an email subscription service will allow Horrorble Games to keep consumers up to date
directly with announcements and promotions. Each social media platform also allows one
to monitor the analytics of followers and commenters directly through them. In addition,
the website’s link will be available on each social media page. Through these services,
consumers will be able to interact with Horrorble Games directly under posts and follow
given links to receive more in-depth information about the game, its updates, and other
important events.

The last way the distribution department will ensure retrieval of valuable feedback from
consumers will be by utilizing the services offered by Zonka Feedback. This is a free
feedback tool software designed for customer-centric business, both small and large scale
(Sharma, 2024, p.11). This will allow Pinnacle Productions to create surveys (to be
distributed via social media, email campaigns, and the game’s website) for consumers and
testers to complete with their honest feedback on the game. This feedback will be an
essential part in further developing A Night to Dismember. Zonka Feedback surveys will run
analytics and pull keywords to pinpoint what the consumers are talking about and how
often, so marketing can be fine-tuned accordingly.

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VII. Distribution - Year Two:
Finding a Large Distributor or Publisher

Once A Night to Dismember is ready for further distribution, it will be essential to
determine which popular video game publisher resonates with the market A Night to
Dismember is aiming to reach. While there is plenty of successful publishing companies out
there, each has its clientele, featuring a library of games that shows they understand their
market and the needs of those gamers. It is important to choose a distributor that
accommodates first-person shooter and horror games well. Based on their current library
of games, Pinnacle Productions will reach out to prominent publishers in the indie and
horror game genres, such as Devolver Digital, Bethesda Softworks, and Activision Blizzard.
Devolver Digital is best known for their work with independent, original developers
(Devolver Digital, n.d.). They carry several games within the horror genre, as well as many
games that are in the First-Person Shooter genre. This would be a great fit for A Night to
Dismember as the game also features work by small, independent creators within the
horror genre. Devolver Digital has helped publish and distribute similar, well-known games
such as horror games, Carrion and Stories Untold, as well as First-Person Shooter games
such as Shadow Warrior and Children of the Sun (Devolver Digital, n.d.). Bethesda Softworks
would also be a good option to partner with because of their action role-playing capability.
Action role-playing is a subgenre, according to Medium (2023), of video games that
combines core elements from both the action game and role-playing genre which could be
beneficial in the way horror games are played since they are focused on combat tactics and
engaging the enemy directly. Horrorble Games is also aiming to become one of the top
leaders in video game development making this a company to consider working with.
Popular games such as Starfield, The Elder Scrolls V: Skyrim and The Elder Scrolls IV:
Oblivion were all produced by Bethesda proving their expertise in this area (Bethesda
Softworks, n.d.). Activision Blizzard has a great amount of experience working with games
that feature the First-Person Shooter genre (Activision Publishing, n.d.). This is a large part
of why it would be a great publisher for A Night to Dismember. World of Warcraft, Call of
Duty, and Overwatch are all games within the same genre that were published and made
even more successful by Activision Blizzard’s expertise (Activision Publishing, n.d.).

These companies play a significant role in developing, marketing, and distributing games
across various platforms, contributing greatly to the gaming industry's growth and
diversity. They are not easy to get into business with, therefore it would be best to try to
gain their attention by generating a loyal fan base and maintaining traction in the gaming
community. Publishers look for games that are unique and stand out from others, but also
games that sell. Being able to prove that A Night to Dismember is a game that people already
love to play is crucial to attracting their attention.

To network effectively and make connections with these publishers, Pinnacle Productions
will use several strategic approaches. Reaching out through connections within the team’s
existing network will be invaluable. If a team member or industry contact has a link to
someone within these companies, meetings can be arranged for introductions. Along with
this, Pinnacle Productions will have a sales pitch ready for any encounters with our
publishers of choice. It's essential to be ready to make these connections at any place and at
any time.

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In addition to these efforts, targeted outreach will play a significant role. Beyond attending
events where these companies will participate, the team will be engaging in personalized
outreach by sending invitations to key figures within these companies to view exclusive
gameplay sessions. This approach creates a more personal connection and would help
Pinnacle Production stand out from the crowd.

In conclusion, while securing a partnership with large distributors like Devolver Digital,
Bethesda Softworks, or Activision Blizzard can be a challenge, it is achievable by building a
strong engaged community around A Night to Dismember. These efforts will position the
game as an influential product that aligns with their portfolio, ultimately increasing the
chances of signing a deal or partnership.

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VIII. Sales Projections

Price and Sales Projections (based on $1304.86 budget)


Price
Projected
Units
Projected
Net
Revenue
Retail

Blind Boxes (A Night to Dismember Website) $3.99 50 $199.50
Wholesale/Dealer Price

Digital Game (Steam)* $4.89 1800 $8802.00
Downloadable Content (Steam)* $2.09 900 $1881.00
Blind Boxes (Video Games New York) ** $2.39 150 $258.50
Projected Total Net Sales Revenue $11,141.00

*Assumes 30/70 split
** Assumes 60% of retail price



Return on Investment (ROI)

An ROI of 753.81% based on profit of $9,836.14 is projected by the close of the investment
year.

The ROI could decrease as far as 540.36% based on profit of $7050.89 on the lower end
and increase to ROI of 967.26% based on profit of $12,621.39 on the higher end.

This range is based on a plus/minus of 25% based on further research into the prospective
target market within the video gaming industry.

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IX. Marketing

Marketing Tools

• A variety of social media content campaigns (i.e. Instagram, X, TikTok)

• Flyers

• Posters

• A Website dedicated to A Night to Dismember

• Twitch streaming of the game being played

• A variety of E-Mail campaigns

• Gaming Event Participation

• Press Interviews (Blogs)

• Podcast Appearances/Interviews

• Merchandise

• Series of Teaser Trailers

• Influencer Partnerships

• Community Outreach (Reddit/Discord)

• Social Media Giveaways

• Pre-Order Event/Campaign

• Surveys


Promotion

Pre-Release (September through November)

Strategy
In the phase leading up to the release of A Night to Dismember, the marketing
will focus on building anticipation and creating awareness for the game. It
will be specifically focused on the New York City area to reach the primary
target audience. Efforts will aim to reach the consumers here by creating a
strong online presence through an engaging website, social media
campaigns, teaser trailers, and streaming events. Next, it is important to
engage with the public, gaming communities, and influencers who will play a

09/01//11/24/24 15
pivotal role in garnering attention and buzz before the game’s release. This
will be accomplished by handing out flyers at popular gaming spots and New
York City events, as well as by making appearances on a popular podcast that
features horror games. Towards the end of the pre-launch period, a pre-sale
event will be held for Black Friday starting the revenue building process.

Tactics
1. September 2
nd
: Launch of the A Night to Dismember website on Labor
Day holiday
2. September 2
nd
-September 8
th
: Social Media Campaign: “Dismember
this December” launched across all social media platforms (Instagram,
YouTube, TikTok, X) during the week of Labor Day
3. September 21
st
: Release short and mysterious teaser trailers on
YouTube, TikTok, and Instagram Reels
4. September 27
th
-29
th
: Hand out 200 flyers each day at the Manhattan
location of Immersive Gamebox
5. October 14
th
- October 20
th
: Partnership with a video game influencer
with followers in the 10,000 to 50,000 range during the week of
Columbus Day.
6. October 30
th
- Appearance and interview on the podcast, The Good
Friends of Jackson Elias, the day before Halloween
7. November 11
th
-November 17
th
: Social Media Campaign: “Sentence:
Survive!” launched across all social media platforms (Instagram,
YouTube, TikTok, X)
8.
November 27
th
- Put up 475 posters along the Macy’s Thanksgiving
Day Parade route, which will take place on November 28
th
9. November 29
th
– Black Friday Pre-Order campaign, where those who
pre-order get an in-game, event-exclusive survival item.
10. November 29
th
and 30
th
- Twitch streaming of the game being played
by the game creators from Horrorble Games


Release (December)

Strategy
During the release phase, the goal is to get as many eyes on the game as
possible and drive immediate sales. Pinnacle Productions will aim for players
to tell their friends about the game by incentivizing them. To start, an online
launch event will be held on the day of release. Once sales begin, the team
will reach out to the community that may not have heard about the game yet
by giving out flyers at a popular New York City gaming center and by building
some online connections. For those that already know about the game, the
campaigns will give them a chance to further their fandom through
giveaways and exclusive reveals, also giving us information we need to add
more people into the game’s community. Since the game will be released
while still in development, with hopes of a full game, it is essential to gain
enough support to justify the creation of said complete game down the line.

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Tactics
1. December 1
st
: Host a live, online event for the launch of the game
2. December 3
rd
: Interview with Kinda Funny Gamescast: Video Game
Podcast to speak on the launch of the game.
3. December 6
th:
Create a blog post on the website regarding future
updates and the possibility of an official full game launch.
4. December 14
th
and 15
th
: Hand out 200 flyers each day outside of
Manhattan’s Operating System
5. December 20
th
: Host a social media campaign featuring a giveaway of
upcoming merchandise- Tag three gamers in the comments of our
post and receive an entry into the giveaway of six A Night to
Dismember blind boxes, yet to be released in stores.
6. December 21
st
and 22
nd
: Community outreach campaign on Reddit
and Discord, using relevant subreddits (r/zombies, r/gaming) and a
dedicated Discord server for the game.
7. December 26
th
: Social Media Campaign- “Sign up for a longer
sentence” where emails are collected for future campaigns and
surveys, promised an email regarding upcoming Downloadable
Content (DLC)


Post-Release (January through August)

Strategy
Following the release of A Night to Dismember, efforts will be centered on
sustaining player engagement, broadening the game’s audience further than
the primary target market, and collecting data for development of a complete
game. This will involve launching updates, implementing patches, and
offering downloadable content to encourage ongoing participation from the
community. Pinnacle Productions will also introduce a series of initiatives
like a merchandise release, email campaigns, and participation in gaming
competitions to actively engage with the community, gather feedback, and
expand the game's presence. By using online and offline platforms, Pinnacle
Productions is aiming to maintain interest and visibility for A Night to
Dismember.

Tactics
1. January 7
th
: Official Launch of limited release Blind Boxes to introduce
exclusive in-game collectibles and items.
2. January 20
th
: Deploy targeted email campaigns to collect surveys from
players that will offer incentives upon completing feedback. This will
take place on Martin Luther King Jr. Day.
3. February 13
th
-15
th
: Social Media Campaign coinciding with Valentine’s
Day: “Dying to be your Valentine” featured on all social media
platforms (Instagram, TikTok, YouTube, X)
4. March 3
rd
: Schedule interviews with top gaming blogger, Jason
Schreier, from Bloomberg to discuss the development and success of
the game, along with future updates.

09/01//11/24/24 17
5. April 12
th
: Launch website updates including highlights of positive
reviews, upcoming event info, and a roadmap of what’s to come to the
community using polls and forums.
6. June 20
th
: The launch of cross-platform play, such as a mobile and
console version of the game. The start of summer will also be the start
of a new day for the game.
7. July 4
th
-7
th
: Collaborate with similar indie games, to create a
discounted bundle for a mutual promotion over Independence Day
weekend.
8. July 21
st
: Submission to indie games competition and awards, such as
Gamescom. Winning or being nominated can significantly boost the
game’s popularity.

18
X. Budget

Tactic Specifics Frequency (e.g.
daily, monthly,
quarterly)
Annual
Cost
Steam Aggregator Fees $100 Once $100
Merchandise: Blind Boxes
Manufacturing: Pouches 200 for $141 As Needed $141
Manufacturing: Keychains 100 for $127 (2 designs-
1”x1”)
As Needed $254
Website
Development/Hosting GoDaddy Basic Plan-
$9.99/month
Annually $119.88
Zonka Feedback Services 50 responses/month- FREE Monthly $0.00
Print Marketing
Posters 500 ($0.21/unit) As Needed $104.99
Flyers 1000 ($0.07/unit) As Needed $69.99
Email
Mailchimp Services Free Plan Monthly $0.00
Social Media Advertising 19 Days of
Campaigns Total

Instagram $5 Daily (14 Days) $70
YouTube $10 Daily (5 days) $50
X $5 Daily (14 days) $70
TikTok $20 (Ad Groups) Daily (5 days) $100
Influencer Partnership $225/collaboration (1
partnership)
As Needed $225
Press Kit Free Template As Needed $0.00
TOTAL $1304.86

09/01//11/24/24 19
XI. Appendices
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20
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shopping-trend-rewriting-the-retail-sales-playbook/

09/01//11/24/24 21
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22
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