MARKETING AND PUBLIC RELATIONS 211
Content: Talk to the marketing team to determine the specific content for
the demo. Which levels are featured? Which characters are playable? Which
features will be showcased? The content should provide players with a good
feel for the game, but should leave them wanting more.
Preliminary production schedule: After the scope of the demo has been
determined, the team can begin work on specific assets and features. If a
specific level will be showcased in the demo, that level should be built and
polished first. All of these details need to be worked into the production
schedule, so that the demo features can be planned for in advance. If a fea-
ture is cut, you can update the demo schedule as you’re updating the pro-
duction schedule.
Testing schedule: The QA department can schedule time for testing the
demo if they know far enough in advance when the demo will be ready. It
may be necessary to pull some testers off of game testing in order to test
the demo, particularly if the demo is being produced while the game is still
in development. QA can also hire more personnel during that time period,
ensuring that there are enough testers to cover both projects.
Key magazine deadlines: Ideally, the marketing team prefers to receive
a demo prior to the game’s release. If the demo is going to be featured on
a magazine disc, then there are specific deadlines for each issue. The lead
times for print magazines can be long, and a completed demo may be re-
quired months in advance. For instance, if the demo will be featured in a
magazine’s October issue, the developers need to submit the final version of
their demo in July.
Technical guidelines: If the demo is included on a magazine’s disc, it may
need to adhere to certain technical guidelines, such as file size limit. If the
demo is for a console game, it will need to function with the magazine’s
demo launcher. It’s important to check with the magazine to gather the nec-
essary information prior to submitting the demo to them.
In the unlikely event that the marketing team decides that the game doesn’t
require a demo, this plan can be used to create a strong, polished version of the
game, which can then be featured at press events, conferences, and tradeshows.
Console Demos
If the team is creating a console demo, there are additional factors to consider:
Are PAL and NTSC versions required? When creating a console demo
for the international market, PAL and NTSC versions may be required. If
this is the case, be sure that the game is playable in both modes.