criminal takedown n.
Download
Skip this Video
Loading SlideShow in 5 Seconds..
Criminal Takedown PowerPoint Presentation
Download Presentation
Criminal Takedown

Loading in 2 Seconds...

play fullscreen
1 / 23

Criminal Takedown - PowerPoint PPT Presentation


  • 110 Views
  • Uploaded on

Criminal Takedown. By Tristan Lands Keros Arriola Lauren Gomez Kimberly Osorio Cedric Jones. Introduction. Criminal Takedown is a video game created by Yellow Door, Inc. It falls under several categories: Educational Free roam Action Third-person Rated “T” for “Teens”.

loader
I am the owner, or an agent authorized to act on behalf of the owner, of the copyrighted work described.
capcha
Download Presentation

PowerPoint Slideshow about 'Criminal Takedown' - istas


An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript
criminal takedown

Criminal Takedown

By Tristan Lands

Keros Arriola

Lauren Gomez

Kimberly Osorio

Cedric Jones

introduction
Introduction
  • Criminal Takedown is a video game created by Yellow Door, Inc. It falls under several categories:
    • Educational
    • Free roam
    • Action
    • Third-person
    • Rated “T” for “Teens”
who do we want to teach
Who do we want to teach?
  • The age range of our target audience is twelve to seventeen year-olds.
  • Learner special characteristics include
    • Nationality
    • Languages
    • Age
what do we want to teach
What do we want to teach?
  • The learning subject is the responsibility of keeping the law while also showing the consequences of violating the law.
  • The specific goal that we are trying to teach is the Amendments (at least eight of them) through the eyes of a cop.
how do we want to teach
How do we want to teach?
  • The learning metaphor that we chose to support the learning objectives is experimentation.
  • This allows the Learner to play in a trial and error environment with consequences to their decisions.
  • The goals of the game is to enforce the law by using the Amendments to assist in decision making.
characters
Characters
  • Learner: The player, also known as the learner, designs their own character in appearance, background, and name for the character.
  • Simon Penilarp: An aggressive police officer who thinks violence is the answer to keeping the law. He thinks this will allow him to be the best.
  • Michael Robertson: A tough and intelligent Captain who’s tough enough to be the captain of the Miami Police Department.
characters continued
Characters Continued
  • Philip Shelfesk: A master thief who will steal anything he puts his mind to.
  • Arthur Maxson: A psychotic murderer with a deranged past.
  • Thomas Heisenberg: A drug dealer who will outsmart anyone in a second and lose his temper when things don’t go his way.
  • Jonathan Adams: An armed robber.
  • Mirah Adams: The wife of armed robber Jonathan Adams.
scenes
Scenes
  • Miami, Florida
  • New York City, New York
  • Los Angeles, California
  • Various times of day and days of the week.
beginning of the game
Beginning of the Game
  • The Learner starts out with a low level of experience.
  • This is where players enter information for their avatars.
  • The Learner has to first get into the Miami Police Academy.
  • Then he/she will learn the physical requirements of a police officer and the Amendments, which will be the basis for the Learner’s decision making.
during the game
During the Game
  • The Learner gets experience throughout the game.
  • Learner can do anything they want when they aren’t on a mission or side-mission.
  • Learner enforces the law using prior knowledge of the Amendments to make decisions.
  • Learner will encounter main antagonist.
end of the game
End of the Game
  • Near the end, the Learner will (hopefully) have leveled up to the point where they become a detective.
  • Once a detective, the Learner can begin to investigate cases in other states.
  • There will be other side missions that have to do with the Amendments in some way.
  • Side missions will still be available after the main story is finished.
how will we evaluate learners
How will we evaluate Learners?
  • During the game, we will give the learner(s) tests that will require them to use prior knowledge their time at the police academy.
  • The final mission is where they will be tested on all of the skills they learned throughout the game.
what will learners need in order to achieve learning objectives
What will learners need in order to achieve learning objectives?
  • Prerequisites:
    • Different actions that are instructed
    • Health
    • Controller skills
    • A strong attention span
    • Hand- eye coordination
    • Achieve earlier skills to move on
    • A good memory
marketing plan
Marketing Plan
  • Mission Statement
    • We are in the video game business that’s dedicated to creating an educational game for sixth to twelfth graders.
    • It’s a free-roam, police-themed video that teaches teenagers about the amendments through our portrayal of how police officers train, how they keep the law, and how they enforces the law with the amendments guiding their decisions.
    • We serve the teenagers of our society by showing them what the Amendments are and how they could be applied to real-life by a police officer to make ethically correct decisions.
    • The purpose of the marketing plan is to keep the company on track by showing exactly what we’re supposed to be doing.
    • The strategy we need to follow is everyone contributes to the project while communicating with and listening to one another about ideas and how they’re going to contribute.
slide15

Product/Service

    • The product is a video game called Criminal Takedown, trademarked by Yellow Door, Inc.
    • As far as we know, not many other games (if any) teach teenagers about the amendments in a free-roam environment.
    • Our strengths include a small group of people who take work seriously, and as well as they can.
    • Our weaknesses include a select few members who don’t quite work as hard as the others.
slide16

Market

Our customers include anyone interested in seeing how the amendments apply to police work, all in one video game. They are both male and female, though the potential violence might be more interesting to boys. They range from ages twelve to seventeen, with the education levels ranging from sixth to twelfth grade. They would be middle school and high school students, so any job that our target customers may have would be unpaid internships or minimum-wage jobs. They’ll most likely be quite knowledgeable about the type of game we’re selling (free-roam/shooting). Parents and friends could influence the purchase decision, as well as mob mentality, television/radio advertising, and regular interest.

slide17

Distribution

    • We plan to send our game out to our customers, to be displayed in racks. We plan to put ads online, and use trial offers with premiums (extras).
    • We will do our best to make sure that our game gets to our customers in a convenient fashion (i.e. video game stores, Target, etc.).
    • We haven't made it easy for customers or potential customers to get more information about our product yet, but we plan to when the time is right.
slide18

Promotional Strategy

    • Our intended image in the workplace is one that appears professional.
    • Our message would be in terms of what we want to say about our business, product, and service. We would advertise using T.V., magazines, newspapers, and the internet.
slide19

Competition (Direct and Indirect)

    • Our competitors are about eight other companies, each with their own video games.
    • Our marketing techniques include each member in the company contributing work towards our product, which is what our competition is supposedly doing.
    • We have a large, homogenous customer base, which means we don’t really change.
slide20

Customers needs:

    • A customers real needs may include a fun video game that would be at a relatively good price, while still being educational and able to be played on any console.
    • The customer’s perceived needs seem to be a game with a good story, cool effects, cool characters, a reasonable price, and the enjoyment received from a lot of time spent playing.
    • When it comes to meeting either or both of these needs, we may meet a good amount of each need.
slide21

A price hasn’t been decided yet, and our topic might not be the kind of thing people want in a video game.

    • There are times where most people might not like the thought of a video game being “educational”, especially about something like the amendments.
  • The location of our target audience customers is local, but we hope to expand.
  • Market trends that we can focus on include the sales of action video games sports games.
why are we a good choice
Why are we a good choice?
  • We teach players about the main laws and the rights of the people in a way that could be considered interesting to players: through the eyes of a cop.
  • The game will show the players the consequences of negative actions that might not have occurred to them before as “unethical”.
press release
Press Release
  • Between the spring and summer of 2014, Yellow Door Incorporation will release their brand new video game called Criminal Takedown.
  • This game will release in all stores that contain video game merchandise.
  • Criminal Takedown is a third-person game that will show you how tough the life of a cop is and how the decisions that they make effect their job and their community.