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Stage3.md

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Stage 3

Stage 3

Pitching your game

Rules of thumb

  • Be concise
  • Be enthusiastic
  • Be honest
  • Sell your hook (unique selling point)
  • Know your scope

How to create a hooky game idea?

  • 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"

Example pitch structure

  • 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)

3-day pitching

Day 1 (Today)

  • Start with teams of 2-3 people
  • Come up with a project idea
  • Start creating a pitch deck with Google Slides

Day 2

  • Continue working on pitch

Day 3

  • Scrum
  • Finishing touches for the pitch!

Next week

  • Teams present ideas to everyone
  • Anonymous vote:
    • Would you like to work on this game?
      • 1: Yes please
      • 2: No preference
      • 3: Not really
  • After the presentation, I evaluate the pitches
  • I create teams based on vote
  • Next week:
    • The winning pitches are revealed
    • Teams are formed

Pitch evaluation: Project scope

  • 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?

Pitch evaluation: Game idea

  • 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?

Sprints

Every sprint:

  • Take responsibility for communication and tasks
  • Commence playtesting in the class

Sprint 1: Pre-production

  • Create a design doc
  • Create a repository and assign tasks
  • Create a prototype
  • Set player experience goals
  • Playtest with other groups, if possible

Sprint 2: Concept iteration