thatgamecompany

Marketing Manager - Offline Events - China

Shanghai, Shanghai, China

Not SpecifiedCompensation
Mid-level (3 to 4 years)Experience Level
Full TimeJob Type
UnknownVisa
Consumer Goods, Entertainment, GamingIndustries

Requirements

Candidates should have at least 5 years of experience in planning and executing offline events, particularly in gaming exhibitions in China. Proven experience in managing large-scale offline events independently is required, along with a deep passion for TGC game brands and the ability to convey brand culture. Attention to detail, strong initiative, excellent execution capabilities, and problem-solving skills are essential, as well as strong project management skills to handle multiple events simultaneously.

Responsibilities

The Marketing Manager for Offline Events will plan and execute a variety of offline promotional activities for TGC game brands in China, including game exhibitions, fan meetups, and brand collaboration events. They will collaborate with event organizers, venue providers, and creative teams to ensure successful events, manage event budgets to control costs and maximize ROI, track and analyze event outcomes for future improvements, and oversee on-site event execution while troubleshooting any issues.

Skills

Event Planning
Event Execution
Budget Management
Project Management
Data Analysis
Collaboration
Problem-Solving
Gaming Exhibitions
Brand Management

thatgamecompany

Develops visually stunning, emotionally engaging games

About thatgamecompany

thatgamecompany develops video games that focus on exploration, beauty, and emotional connection. Their games, such as "Sky: Children of the Light," "Journey," "Flower," and "Flow," are designed to be visually stunning and accessible to a wide audience, including casual gamers and families. The gameplay emphasizes shared experiences and emotional resonance, making them appealing to players looking for more than just entertainment. Unlike many competitors, thatgamecompany prioritizes artistic quality and emotional depth in their games, fostering a collaborative and experimental work environment that encourages innovation. Their goal is to create unique gaming experiences that resonate with players on a deeper level.

Key Metrics

Santa Monica, CaliforniaHeadquarters
2006Year Founded
$190.8MTotal Funding
LATE_VCCompany Stage
Entertainment, GamingIndustries
51-200Employees

Risks

Increased competition from indie developers focusing on similar game styles.
Subscription-based gaming services may impact premium game sales.
Regulatory scrutiny over in-app purchases could affect revenue models.

Differentiation

thatgamecompany creates visually stunning and emotionally engaging games.
Their games emphasize exploration, beauty, and emotional connection.
They focus on inclusivity and shared experiences in gaming.

Upsides

Increased interest in cozy, emotionally engaging games boosts their market potential.
Cloud gaming platforms offer new distribution channels for broader audience reach.
Cross-platform play trends enhance appeal by allowing seamless experiences across devices.

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