7 simple steps (ppt - Relatively Creative

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SIMPLE

RULES

Get that great idea for a board game out of your head and onto the market!

By, Craig Browne

Rule 1: Refine your good idea

 You must refine your good idea - it doesn’t have to be the best idea ever, but it should ...

 be unique in some way (you may need to check this)

 be very playable - people must want to play again and again

 sound like it will be fun to play (as well as actually being fun to play)

 be able to be advertised

 be manufacturable at a viable cost

(c) 1990-2001 Craig Browne

Rule 2: Get feedback

 Make an excellent prototype and test it - firstly with yourself, family and friends

 Give it to some anonymous group (via a friend)

 organise some formal testing

 Get industry feedback - a manufacturer, toy store owner, sales agent, other inventors, innovation centres, buyer for major retailer

 Make appropriate modifications

(c) 1990-2001 Craig Browne

Rule 3: Learn about the industry

 Learn all you can about the toy and game industry and the particular market segment your game is aimed at

 find out about the trends in the market, the dangers, the key success factors for the industry - how big is the market? how many games are really sold?

 Find out why your product will succeed - what special features does it have that ensure it a place in the market?

 Subscribe to industry journals, ABS and library research on previous successes and failures, ATA

 Talk to anybody in the industry who will listen.

(c) 1990-2001 Craig Browne

Rule 4: Get a manufacturing quote

 Just because it looks like it can be manufactured does not always mean it can

 You must find out how much it would actually cost to make in the usual commercial quantities of 3000 - 5000 units

 Are there any modifications you could make that would ease manufacture or lower the costs

 Can everything be made locally (Australia)

(c) 1990-2001 Craig Browne

Rule 5: Don’t make it yourself

 It is strange but for some reason it often seems easier to take the big plunge, mortgage the house and make it yourself and then try to sell it rather than making half a dozen phone calls

 While some courageous individuals have done this, I do not recommend it - here’s why .... (explain)

 Persist and get it licensed - even 1% of something good is better than 100% of nothing!

 A game company will probably not take the idea from you if you have already made 5000 games with something they don’t like .

(c) 1990-2001 Craig Browne

Rule 6: Contact the companies

Prepare a presentation

Don’t worry about protection - sign their non-disclosure agreement

 Write interesting, knowledgable letters that clearly demonstrate that you know what you are doing

 include recommendations from industry personnel

 Persist - do not assume that the company owes you something and don’t take rejection personally

 use quotes, statements and information about the company that you have seen in journals to show how your product fits their range or mission

(c) 1990-2001 Craig Browne

Rule 7: Be different

 There are thousands of terrific inventors with great ideas but there are only a few that get their ideas onto the market.

The only way I know to get attention is to be different.

Different in the level of understanding of the industry you have, or different with the concept, or different with the level of development you have, perhaps you have managed to get a prospective order ...

 Be active - make the calls, read the books, learn the statistics, attend the trade fairs - make sure that when that meeting finally comes you are absolutely prepared!

(c) 1990-2001 Craig Browne

Remember: be enthusiastic

 enthusiasm sells

 be enthusiastic, conscientious and persistent

 believe in yourself and your product

 get up early

 read

(c) 1990-2001 Craig Browne

GOOD

LUCK !

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