Posted on Tuesday, 17 January 2012
Posted on Tuesday, 17 January 2012
Looking for a very exclusive 2012 calendar?
A limited (as in only one) Cosplay for a Cause calendar is currently up for auction, boasting signatures from all 18 cosplayers as well as artists Mark Brooks, Brian Stelfreeze, and Cully Hammer.
I’m very proud to have been involved in this initiative, and can’t wait to announce the total amount we’ve raised for the Japanese Red Cross.
Please take a look, or share with anyone you think would be interested!
If you’re looking to pick up an unsigned version of the calendar, you can still do so here.
I’ve had this question directed my way many times since I started at Crystal Dynamics. I addressed the inquiry in my lengthy Game Industry FAQ, but wanted to call it out here and expose it to a broader audience. I’ll do the same with other popular topics in weeks to come.
Remember, if you’ve got a question not addressed in my FAQ, feel free to PM me and I’ll add it as soon as possible!
Q: What does a Community Manager do? Do you sit on Facebook and Twitter all day?
While social media is the most public aspect of my job, in reality being a Community Manager is an all-encompassing position that requires a strong understanding of social tools, data analysis, public relations, brand and franchise development, event planning, leadership skills, and more.
I usually kick off the day with email and forward-facing communication such as posting blogs, updating Twitter and Facebook, and checking in on the forums. This is all part of keeping both longtime and new fans updated on information as well as growing excitement for our upcoming products.
After checking on the status of our community it’s onto the long-term projects such as fleshing out PR plans with the brand team, exploring licensing opportunities and product partnerships, conceptualizing and realizing brand initiatives (such as the Tomb Raider 15-Year Celebration or Geocaching collaboration), and keeping a pulse on the sentiment of our studio and products by monitoring press coverage and fan discussions. This sort of information is compiled and presented to our team for analysis.
All of the above requires working regularly with international Square Enix teams and weekly check-ins with territories worldwide. When the time comes I’m also responsible for helping coordinate and prepare global asset drops, preview embargoes, and press releases.
As the campaign for a title ramps up, I’ll be traveling to industry events worldwide providing demos & hosting community events. I’ve also taken on the responsibility of promoting the studio itself, such as implementing monthly newsletters and podcasts (which I plan, schedule, prep, record, and edit myself) to help build up awareness of studio culture, charitable initiatives, and job openings. Quite a bit of my job is actually forecasting the communication requirements of our studio and products so to best meet the needs of consumers and fans, be it through our website, forums, or social media tools.
When not doing the above, I’m occasionally asked to do something unique such as read temporary voiceover work for the game, play test a level, act as a sounding board for ideas, do some design work, and so on. I wear multiple hats, just as most do in our industry.
Just like at Game Informer no two days are alike and I love it. It’s a very intense and demanding job, but every day I learn more about the inner workings of game development and am inspired to work hard in order to do the team and our collective effort justice.