View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.
Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
Location: Room 2005, West Hall
Date: Tuesday, March 19
Time: 4:40 pm - 5:10 pm
Pass Type: All Access Pass, Summits Pass, Indie Games Summit Pass - Get your pass now!
Topic: Independent Games
Vault Recording: Video
Audience Level: All
A well planned marketing timeline is an essential but often overlooked part of game production that is crucial for visibility and preparedness. Learn step-by-step instructions to plan the 6-18 month timeline starting with pre-announcement and ending with the game's launch (spoiler alert: it's by working backwards from your launch to your initial announcement). This talk will show the market research necessary to create your timeline, and how to integrate it with the production schedule, public marketing beats, and internal milestones.
You'll also learn common mistakes which can needlessly hurt your game's visibility or lead to crunch. We will share examples from real marketing timelines and mistakes from our projects and you will walk away with a holistic view of marketing and realistic expectations of what you need to plan effectively.
Attendees will understand how to craft a marketing timeline and the key components to keep in mind when planning it. They'll also learn the most common mistakes to avoid and tangible tips and action items to optimize their marketing and maximize success.
This talk is for marketers and developers who want to learn how and why to make a marketing timeline and how to plan key marketing beats beats to create buzz and minimize interference with the game production schedule.