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Stage 3 |
- If you want to get a publisher, you need to pitch your game idea to someone
- For that, you need to create a pitch deck
- Essentially, explain your game idea in detail
- A bunch of pitch decks + what happened afterwards
- Raw Fury Pitch Deck example
- More Pitch deck examples
- How to pitch your game
- Brian Upton: 30 Things I Hate About Your Game Pitch
- Be concise
- Be enthusiastic
- Be honest
- Sell your hook (unique selling point)
- Know your scope
- There are a few ways (See this video)
- Wait for a lightning to strike
- Combine two genres (Game genre generator)
- Identify a flaw in a genre and fix it
- Twist a genre trope
- Create a game out of a recognizable feeling or experience
- Untitled Goose Game: "you're an asshole goose"
- Explain your game in one or two sentences (What's the hook?)
- Give details on key features
- Core mechanics
- Design pillars
- Art style
- Explain gameplay
- What do you DO in the game?
- Explain technical challenges
- Explain your development status
- Where you're at
- What you need
- Budget
- Compare to your competition
- Sales analysis
- "About us"
- Who are in the team
- What are your strengths?
- Contact (Call to action)
- Start with teams of 2-3 people
- Come up with a project idea
- Start creating a pitch deck with Google Slides
- Continue working on pitch
- Scrum
- Finishing touches for the pitch!
- Teams present ideas to everyone
- Anonymous vote:
- Would you like to work on this game?
- 1: Yes please
- 2: No preference
- 3: Not really
- Would you like to work on this game?
- After the presentation, I evaluate the pitches
- I create teams based on vote
- Next week:
- The winning pitches are revealed
- Teams are formed
- How doable is the game?
- How much assets are needed?
- How much content is needed?
- Levels, quests, story...
- How many difficult technical challenges are needed to overcome?
- How well the game fits to be made with Unity?
- Clarity: Is the game concise and easy to understand?
- Innovation: What is new and exciting in the gameplay to stimulate interest?
- Immersion: Is the story compelling (setting, action framing, art and music)?
- Flow: Does the player feel constantly productive & able to act? Do actions matter?
- Satisfaction: Multiple big moments of victory for players?
- Take responsibility for communication and tasks
- Commence playtesting in the class
- Create a design doc
- Create a repository and assign tasks
- Create a prototype
- Set player experience goals
- Playtest with other groups, if possible