PinnacleProductions_Final.docx - Distribution and Marketing Plan

jennjayjenkins 64 views 22 slides Sep 09, 2025
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About This Presentation

Distribution and Marketing Plan


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

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.
2

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.
Company Ideals
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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.
4

III. Project Information
Creators: Horrorble Games: Cameron Marotto, Chad Kiernan, Joshua Carner, Joshua
West, Minyan Wang
Title: A Night to Dismember
Media: Video Game
Genre: First Person Shooter (FPS), Survival Horror
Hooks
1.They’re here to bite… Are you ready to fight?
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
A 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
A 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 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
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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.
VI. Distribution - Year One:
Self-Distribution Plan
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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 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
09/01//9/9/25 9

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.
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
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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.
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
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as an influential product that aligns with their portfolio, ultimately increasing the chances of
signing a deal or partnership.
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
12

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.
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

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• 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 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
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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.


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.
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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.
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.
16

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: Keychains100 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- FREEMonthly $0.00
Print Marketing
Posters 500 ($0.21/unit) As Needed $104.99
Flyers 1000 ($0.07/unit) As Needed $69.99
09/01//9/9/25 17

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
18

XI. Appendices
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m-
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gclid=CjwKCAjwodC2BhAHEiwAE67hJFcKJn7WURMyZNK00H_WrLRNt23rC-
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20

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22
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