Some notes on this project:
- Like every Japanese product I worked on, it was challenging because most of the content was leaked via VJump/Shonen Jump scans and we couldn’t communicate until the official magazine release (some days after, usually). If the content is leaked, and you send the exact same with an official message 4 days later, most of the journalists won’t publish again, especially in the enthusiast circle. To counter this, we started to add some more content from our side: videos etc.
- It was the first time that I had the chance to be integrated into a project this early: almost 6 months prior to the announcement. This became a standard, and PR started to be integrated even earlier
- First time we got to work as a very tight-knitted team: Product marketing/PR/Community management/Developer, as Masayuki Hirano-san the lead producer on the project was very keen on listening and bouncing ideas back and forth.
- It was a very challenging project, as fans have been clamoring for the return of a Budokai/Tenkaichi game, and Battle of Gods didn’t perform as expected.
Built, adapted, and managed the EMEA PR campaign for DRAGON BALL XENOVERSE 1:
- Part of the initial team which decided the strategy and direction of the games’ PR/Marketing in overseas
- Assets creation & management
- Written content
- Physical press kit
- Integration of the game in Press & Public events
- Previews & Reviews content & timings
- Creation of specific content when needed by certain local teams
- Running of several mock previews
Most of this has been done while aligning with product marketing in Europe, and other important stakeholders such as other departments from BANDAI NAMCO Entertainment Europe (CM, Digital, PMATS, Finance etc.), BANDAI NAMCO Entertainment America and the HQ in Tokyo.