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Part1ProjectNightfall(1) (1).pdf
1. Project Nightfall Part 1
Lake View Gaming Distributions
Alberto Carzo
Daniel Chalifour
Andrea Alvarado
Meghan Bissoon
EBBS Project & Portfolio V
3/11/2022
2. 2
II. Company Information
Lake View Gaming Distributions
Lake View Gaming Productions is Florida’s largest distribution company who assists
clients with the purpose of marketing and distributing apps and video games.
Leadership Team
Lake View Gaming Distributions consists of a team holding a multitude of talents to bring
the best to their clients. Daniel Chalifour oversees the Project information and Sales
Projections for Nightfall based on experience working for companies like Digicel Group and
learning experiences from Full Sail University. Alberto Carzo oversees the Company
information and Distribution - Year 2: Finding a Large Distributor or Publisher for Nightfall
based on experience creating marketing plans, content creation, and T.V. shows based on
experience at Project and Portfolio IV course and Professional Selling course at Full Sail
University. Andrea Alvarado oversees the Distribution and Marketing Goals for Nightfall
based on experience at Blue Collar Pet Transport and Entertainment Business at Full Sail
University. Meghan Bisson oversees Target Markets and Marketing for Nightfall based on
experience at learning experiences from Full Sail University.
Company Ideals
Lake View Gaming Distributions is a company where everything is creatively done from the
heart to deliver content creators an opportunity to distribute and market their games and
start building up their personal brands. Lake View Gaming Productions plans launching its
own online world-class gaming platform in the future. We want to see our customers
achieve their goals and make their content viral with the help of us every step of the way.
Projects
The company plans to expand adding new features to its range of services. Following
Nightfall’s accomplishment, LVGD, plans on releasing a gaming platform internationally in
which content creators will be able to release the games to the public and generate profits
with major stakes, including some partnerships with other gaming production companies.
III. Project Information
Title: Nightfall
Media: Video Game
Genre: Action-Strategy, Hero-based game
Creators:
Executive Producer - Carlos Lugo
Producers - Tyler Rizzo, Daikee Jackson, Chris Kennedy
Writers - Amanda Armstrong, Elizabeth Kaye Daugherty
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Level Designer - Christian Digges
Lead Artist - Taylor Wise
Sound Designer - Brandon Nieves
Gameplay Programmers - Austin Bunker, Sebastian Rodriguez
AI Programmer - Fernando Borges
Hooks
Nightfall – “Can you make it out of Hell?”
Nightfall – “Feel the Heat”
Nightfall – “Hell can be a fun place”
Nightfall – “Don’t let your demons catch up to you”
Nightfall – “The battle for hell is on”
Nightfall – “Who says you can’t have fun in hell?”
Nightfall – “Will you be an angel amongst demons?”
Nightfall – “Where will you be when hell takes over?”
Nightfall – “Are you ready to face what hell has in store?”
Logline
A hell-born Hero rises from a deep slumber realizing that his world is quickly changing, and
for him to survive he must not only adapt but take on the responsibility to save his entire
world.
Premise
When a desperate hero from hell has to save his world from a relentless darkness that has
been overwhelming his reality, brings epic fights from constant uphill battles to find his
salvation through unique decision making and highly entertaining battles against a wide
variety of challenging foes.
IV. Distribution & Marketing Goals
Our game isn’t just another disc in your monitor, it’s a bridge. It connects you to accessible
gaming platforms, it connects you with friends/family, and it connects you with the
developers directly. We want to not only reach our target audience, but to connect with
them transparently. Our goal is to go through brick and mortars or gaming platforms that
won’t cost our gamers too much to access/use. We don’t want to limit who can build this
connection; we want everyone to be able to participate. This is how you build loyal fan
bases and followings. They’ll be there for any price increases, game updates, and storyline
series. With the split through Steam or EA and the amount to develop the game, the ROI
isn’t just guaranteed the first year, its guaranteed period.
We’re going to be releasing an indie game, so our main point will be to start off with a brick
and mortar for game releasing or an online gaming platform (EA, Steam, etc.). We plan on
building a platform with Full Sail Armada as well in hopes to build a strong bridge between
4. 4
our target market and our game. We want to be loyal with our gamers and focus on the
target market satisfaction. Also, we value the aim to make our site as interactive as
possible. We will also do countdowns on the platform to showcase the next round of the
gamers playing head-to-head and provide a link to the stream. This gives the gamers a
chance to build relationships with each other as well.
V. Target Markets
Primary Target Audience
The primary target audience for Nightfall consists of men and women within the ages of
19-24 years old with an accumulated income of $25k-$40k annually. Their interest in video
games include strong and interactive storylines, hero-based characters, and strategic
gameplays. The average female gamer is 36 years old that owns a house and has children,
and the most active group among women are within the ages of 18-34. The average male
gamer is 34 and owns a household and has children. However, the most active group of
male gamers are under 18 years old which represents 17% of the gaming community. This
target audience play video games through a range of devices. Research shows that 36.4% of
gamers use PC and consoles, 31.2% use Laptop and Desktops, and 60.8% use smartphones.
In 2019 the average gamer spent 12.7 hours per week playing video games, and when the
COVID-19 pandemic hit in 2020 statistics increased to 14.8% per week.
Secondary Target Audience
The secondary target audience we are expecting to reach over the course of one year
through expansion are men and women within the age of 25-30 years old. These
individuals obtain an annual income within the range of $35k-$60k a year and those who
have high school degrees or less are at a percentile of 21%, 25% have some college
education, and 17% have a bachelor’s degree or higher. Six-in-ten American between the
ages of 18 to 19 years old and 53% of those ages 30 to 49 play video games often or
sometimes compared to older age groups. About seven-in-ten men younger than 30 (72%)
play video games often compared with 49% of women within the same age group. The
average video game player within both genders is 31 years old and players across all ages
are over 18 with a percentile of 80%, hence the reasoning why the secondary target market
is set from ages 25-30.