In week 5, we had a guest speaker, Jupiter Hadley, come in and speak to us about marketing and creating a brand within games.
For our game project, she urged us to deeply consider the following:
- Knowing what your player wants
- Knowing who your player is
- How to create a public presence in games
The following were the notes I took during her discussion with us:

After her talk, she asked each group to come up with a pitch for each of our games. The pitch that we managed to come up with when she approached us was:
"Lament is a roguelite adventure game that takes players on a non-linear journey through the result of lingering grief"
The feedback she gave us was that the pitch wasn’t outlining what made Lament special, a pitch was meant to sell our game and give listeners a reason to want to look into Lament more. What about the ‘lingering grief’ effects the player experience and journey?