30 Things I Hate About Your Game Pitch

GDC
2 Nov 201737:37
EducationalLearning
32 Likes 10 Comments

TLDRThe speaker, a veteran game designer with 20 years of industry experience, critiques common mistakes in game pitches. He emphasizes the importance of focusing on whether a game is worth making and if the team can deliver. He advises against excessive backstory, standard feature explanations, and asking the audience for input during pitches. Instead, he recommends showcasing unique game mechanics, being realistic about scope, and presenting a clear vision. The talk is filled with practical tips for game developers on how to effectively pitch their ideas to publishers and avoid typical pitfalls.

Takeaways
  • ๐Ÿ“ Start with a Strong Vision: The pitch should clearly convey the creative vision of the game and why the team is passionate about it.
  • ๐Ÿšซ Avoid Over-Emphasizing Backstory: Too much focus on the game's lore can detract from selling the game; keep it concise like the opening of Star Wars.
  • ๐Ÿ”จ Don't Ask for Feedback on Design: The pitch should present a clear design direction rather than asking the audience for input on game design decisions.
  • ๐Ÿ”‘ Focus on Game Pillars and Unique Hooks: Clearly define what makes the game stand out and avoid just listing features that aren't central to the game's appeal.
  • ๐Ÿ•Š๏ธ Skip Unrealistic Justifications: Avoid using realism as a crutch for design decisions unless it's central to the game's concept.
  • ๐ŸŽจ Prioritize Quality Over Quantity in Art: A few high-quality images can be more impactful than many mediocre ones; placeholders can be better than misleading final art.
  • ๐Ÿ” Be Transparent About Technical Risks: Acknowledge and address the challenges and risks associated with ambitious technical feats in the pitch.
  • ๐Ÿ› ๏ธ Prototypes Should Showcase the Game's Unique Elements: Ensure the prototype demonstrates the game's core mechanics and unique features effectively.
  • ๐Ÿ“ˆ Understand Your Game's Scope: Be clear on the scale of the game, including level count, dialogue lines, and the estimated development time and cost.
  • ๐Ÿค Be Professional and Personable: The pitch is not just about the game but also about the team's ability to work well with others in a long-term project.
  • ๐ŸŒŸ Show Enthusiasm for Your Game: The passion of the team for the game can be infectious and help sell the idea to potential investors or publishers.
Q & A
  • What is the main purpose of a game pitch according to the speaker?

    -The main purpose of a game pitch is to answer two key questions: 'Is this game worth making?' and 'Can this team make it?' Anything not directed toward answering these questions should be minimized or excluded from the pitch.

  • What is the speaker's background in the gaming industry?

    -The speaker has 20 years of experience in the gaming industry, starting as a creative director for Red Storm Entertainment, designing games like Rainbow Six and Ghost Recon, and spending the last 14 years as a senior game designer at Sony Santa Monica.

  • Why does the speaker advise against sharing backstory during a pitch?

    -Sharing backstory during a pitch can be ineffective because players typically don't know or care about the backstory when deciding to purchase a game. The pitch should focus on elements that can sell the game immediately, without relying on extensive lore.

  • What is the speaker's opinion on discussing standard features like inventory systems during a pitch?

    -The speaker suggests that standard features like inventory systems should not be discussed in detail unless they are central to the game's unique experience. The pitch should focus on what makes the game different rather than explaining common mechanics.

  • Why should a pitch avoid asking the audience for their preferences?

    -Asking the audience for their preferences during a pitch can be a sign of uncertainty and lack of a clear creative vision. The pitch should present a solid idea of what the game is and why it should be made, rather than seeking direction from the audience.

  • What is the importance of having a game hook during a pitch?

    -A game hook is essential because it communicates what makes the game unique and different from others in the market. It helps to answer the question of why someone would buy this game instead of others that are already available.

  • Why is it crucial to explain what the player does in the game during a pitch?

    -Describing the player's actions is crucial to convey the moment-to-moment gameplay experience. It helps the audience understand what will be unique about playing this game compared to other options available.

  • What does the speaker mean by 'in the real world no one can double jump'?

    -This statement means that using realism as an excuse for design choices in a game is not advisable, unless the game's selling point is a hardcore simulation. Design decisions should be justified with real reasons, not just an appeal to realism.

  • What is the speaker's stance on using a parody as a pitch for a game?

    -The speaker is suspicious of games pitched as parodies because it might indicate that the game is of low quality and the creators are trying to cover up for its shortcomings by framing it as a joke.

  • Why is it a concern if a game's proof of concept does not effectively demonstrate the game's core concept?

    -If a proof of concept fails to demonstrate the game's core concept, it suggests that the team may not have a clear vision or the ability to execute on the unique aspects of the game, which can be a red flag for potential investors or publishers.

  • What is the speaker's advice regarding the use of art in a pitch?

    -The speaker advises that it's better to have one or two high-quality pieces of art that sell the look and tone of the game than to have many mediocre pieces. Placeholder art should be clearly distinguishable from final art to avoid confusion.

  • Why should a pitch avoid showcasing polished visuals if the game mechanics are still broken?

    -Showcasing polished visuals without solid mechanics can raise concerns about the team's priorities and the amount of rework that will be necessary. It's important to ensure that the pitch accurately represents the current state of development.

  • What does the speaker suggest about the use of dialogue in a pitch?

    -The speaker suggests that if a game is being pitched as having a strong story, the dialogue presented should be of high quality. Placeholder dialogue can undermine the pitch, so it's better to showcase actual well-written dialogue to demonstrate the team's storytelling capabilities.

  • What is the potential issue with pandering to the latest tech craze in a pitch?

    -Pandering to the latest tech craze without a clear reason for its inclusion in the game can make the pitch seem insincere or like a retrofitted attempt to gain interest. The use of new technology should make sense within the context of the game.

  • Why is it problematic to pitch a game for the wrong platform or genre?

    -Pitching a game for the wrong platform or genre is problematic because it shows a lack of understanding or research about the preferences and focus of the publisher or investor. This can lead to a waste of time for both parties and a lower chance of securing interest or funding.

  • What should a pitch include regarding the monetization plan of a game?

    -A pitch should include a basic idea of the monetization plan, such as whether the game will be free-to-play or have in-app purchases. However, detailed explanations of pricing tiers or in-game sales strategies are usually not necessary and can be discussed later if the pitch is successful.

  • Why is it important to have a clear understanding of the scope and resources needed for a game before pitching?

    -Having a clear understanding of the scope and resources needed is crucial because it helps assess the feasibility of the game project. Without this information, it's difficult to determine if the game can be completed within the proposed budget, timeline, and team capabilities.

  • What impression should a pitch avoid giving about the team's ability to execute on the game?

    -A pitch should avoid giving the impression that the team is not capable or prepared to execute on the game. This includes not having a clear team structure, lacking a roadmap for hiring, or not understanding the scope and requirements of the project.

  • What should a pitch include to demonstrate the team's capabilities and experience?

    -A pitch should include information about the team's past experiences, successful games they have shipped, and their roles in those projects. This helps demonstrate the team's ability to execute on the proposed game concept.

  • Why is it important to be realistic with a business plan during a pitch?

    -Being realistic with a business plan is important because it shows that the team understands the market and the potential for their game. Unrealistic expectations can lead to a failed project and a loss of trust from investors or publishers.

  • What impression should a pitch avoid giving about the team's professionalism and work relationship?

    -A pitch should avoid giving the impression that the team would be difficult to work with. This includes being unprepared, not being open to questions, or showing a lack of respect for the people they are pitching to.

  • What is the speaker's advice on how to approach pitching to investors rather than publishers?

    -When pitching to investors, the speaker advises focusing on the team's capabilities, past experiences, and high-level creative vision. It's important to demonstrate the team's ability to execute on a grand vision, not just a single game.

  • What should a pitch include to show the team's ability to execute on the game concept?

    -A pitch should include a prototype that showcases the game's unique mechanics and the team's ability to produce a polished product. It should also include information about the team's past successes and experiences in the industry.

  • What is the speaker's advice on how to approach pitching to a company or people who are not familiar with your work?

    -The speaker advises providing background information about the team, their past work, and any successes they have had. This helps establish credibility and shows that the team has a track record of delivering quality games.

  • What is the speaker's opinion on the use of trailers in a pitch?

    -The speaker believes that trailers can be effective for impressing higher-level management or investors, but may not be as useful for those who will be more involved in the development process. They suggest focusing on prototypes and concept art instead.

  • What kind of metrics should be included in a pitch to demonstrate the team's past success?

    -Metrics such as daily active users, previous sales, and other indicators of success.

Outlines
00:00
๐ŸŽฎ The Art of the Game Pitch

The speaker, with 20 years of experience in the gaming industry, introduces the topic of game pitching. They emphasize the importance of focusing on whether the game is worth making and if the team can execute the vision. The speaker critiques common mistakes, such as excessive backstory and standard feature explanations, and stresses the need for a clear and concise pitch that answers the two key questions.

05:02
๐Ÿšซ Avoiding Common Pitfalls in Game Pitching

The speaker outlines common issues they've observed in game pitches, including reliance on realism as a design excuse, unnecessary frame stories, and the use of parody as a crutch. They also caution against failing to acknowledge technological risks and the misuse of proof of concepts, which should demonstrate the game's unique features rather than just the easy aspects.

10:03
๐ŸŽจ The Pitfalls of Art and Design in Game Pitches

This section discusses the misuse of art in game pitches, warning against the inclusion of mediocre art and the confusion between placeholder and final assets. The speaker advises that high-quality, representative art is more effective than an abundance of lower-quality pieces and stresses the importance of demonstrating a clear understanding of the game's final visual style.

15:06
๐Ÿ“ˆ The Importance of Feasibility and Team in Game Pitches

The speaker highlights the importance of understanding the scope of the game being pitched, including the estimated hours of gameplay, levels, dialogue, and the associated costs. They also emphasize the need for a clear team structure and acknowledge that while the full team doesn't need to be in place, there should be a plan for team assembly and leadership roles.

20:07
๐Ÿค The Relationship Dynamics in Game Pitching

The speaker addresses the interpersonal aspects of pitching, noting that a publisher-developer relationship is long-term and must be built on mutual respect and professionalism. They caution against coming across as difficult to work with and stress the importance of being enthusiastic, honest, and upfront about the challenges and risks of the game development.

25:08
๐Ÿš€ Pitching to Publishers vs. Investors

In this part, the speaker differentiates between pitching to publishers and investors. For publishers, the focus should be on the game's design and the team's ability to execute. When pitching to investors, especially at a studio level, the emphasis should be on the team's capabilities, past successes, and the high-level vision for the studio's future.

30:10
๐Ÿ“ฑ Navigating the Challenges of First-Time Pitches

The speaker provides advice for first-time pitchers, suggesting that a strong prototype demonstrating the team's capabilities is crucial. They also recommend targeting smaller projects that can be more fully realized before pitching, thus reducing the perceived risk for publishers or investors.

35:11
๐Ÿ” Strategies for Securing Pitch Meetings

The speaker outlines strategies for securing pitch meetings, such as establishing initial contact and providing compelling information about the game concept and the team. They emphasize the importance of doing preliminary research to ensure the pitch is aligned with the interests of the publisher or investor.

๐Ÿ“น The Role of Trailers and Metrics in Game Pitches

The speaker discusses the effectiveness of trailers in game pitches, noting that while they can be beneficial for impressing investors or higher-level management, they may not be as effective for those deeply involved in the development process. They also stress the importance of including relevant metrics and past successes when available.

๐Ÿ”‘ Finding and Defining the Game's Hook

In the final part, the speaker addresses the challenge of identifying and defining the game's hook, suggesting that designers should take the core game concept and explore variations to find a unique angle. They encourage iteration and exploration of different directions to discover what makes the game stand out.

Mindmap
Keywords
๐Ÿ’กGame Pitch
A game pitch is a presentation made to potential investors, publishers, or stakeholders to introduce a new video game concept. It typically includes the game's backstory, mechanics, and unique selling points. In the video, the speaker emphasizes the importance of focusing on whether the game is worth making and if the team can execute the idea, rather than getting caught up in unnecessary details.
๐Ÿ’กBackstory
Backstory refers to the narrative elements that provide context and background information for a game's world, characters, and events. The speaker in the video warns against spending too much time detailing the backstory during a pitch, as it can detract from the core aspects of the game that need to be communicated to sell the idea.
๐Ÿ’กInventory System
An inventory system is a game mechanic that allows players to collect, manage, and use items within the game. The speaker mentions that while a unique inventory system can be a central feature, standard inventory systems should not be over-explained in a pitch, as they are not unique selling points.
๐Ÿ’กGame Pillars
Game pillars are the fundamental elements or features that define a game and support its development. The video emphasizes that while pillars are important for guiding development, they should not be confused with the game's hook, which is the unique and compelling aspect that differentiates the game from others.
๐Ÿ’กHook
A hook in game pitching is the unique feature or aspect that grabs the audience's attention and makes the game stand out. The speaker stresses the importance of identifying and clearly communicating the game's hook early in the pitch to demonstrate what makes the game different from existing titles.
๐Ÿ’กPrototype
A prototype is an early sample or model of a game used to demonstrate and test its mechanics and ideas. The video discusses the importance of prototyping the unique and challenging aspects of a game to prove its feasibility and to avoid wasting resources on concepts that do not work.
๐Ÿ’กArt
In the context of game development, art refers to the visual elements of a game, including character designs, environments, and user interface. The speaker advises against using low-quality or placeholder art in a pitch, as it can misrepresent the final product and detract from the game's vision.
๐Ÿ’กParody
A parody is a work that imitates or mocks another work for comedic or satirical effect. The video mentions that claiming a game is a parody can raise suspicions about the game's quality and suggests that games should stand on their own merits rather than relying on parody to define them.
๐Ÿ’กTechnical Risk
Technical risk refers to the potential challenges and difficulties that may arise during the development of a game due to its technological requirements. The speaker points out the importance of acknowledging and addressing technical risks in a pitch to demonstrate that the team is aware of and prepared to overcome these challenges.
๐Ÿ’กProof of Concept
A proof of concept is a demonstration of a game's core mechanics or ideas to show that they are viable and engaging. The video discusses the importance of focusing a proof of concept on the unique and challenging aspects of the game to effectively prove its potential to investors or publishers.
๐Ÿ’กScope
Scope in game development refers to the scale and extent of the game, including the number of levels, characters, and features it will have. The speaker emphasizes the importance of having a clear understanding of the game's scope in a pitch to demonstrate feasibility and to avoid underestimating the resources required for development.
Highlights

The speaker has 20 years of experience in the gaming industry, providing valuable insights into game pitches.

Two key questions to answer in a pitch: Is the game worth making, and can the team make it?

Avoid focusing on backstory or inventory systems in the initial pitch unless they are central to the game.

Do not ask the audience for their preferences during the pitch; present your clear creative vision.

Game pillars are important but not sufficient as hooks; the unique selling point must be clearly communicated.

Ensure the player's actions and the unique gameplay experience are explained early in the pitch.

Avoid using realism as an excuse for design choices; focus on gameplay and player experience.

Do not justify game mechanics with a frame story unless it adds value to the game.

Announcing a game as a parody can raise suspicions about its quality or originality.

Acknowledge and explain any significant technical risks in the pitch to demonstrate preparedness.

A proof of concept should effectively demonstrate the game's unique features, not just basic mechanics.

Avoid showcasing low-quality art; focus on a few high-quality images that capture the game's essence.

Ensure that placeholders are clearly distinguishable from final game assets in the pitch.

Do not over-emphasize visual polish if the game mechanics are still incomplete; focus on demonstrating a solid prototype.

Avoid showcasing poor quality dialogue if the game is being pitched as having a strong story.

Ensure that the pitch aligns with the publisher's or investor's interests and the platform they are targeting.

Do not pitch a game based on a license you do not own; secure the rights before approaching publishers.

Be realistic about the game's potential sales and audience; avoid overestimating to avoid disappointment.

Show enthusiasm and excitement for your game; this can be contagious and convincing.

Be upfront about the challenges and risks associated with your game's development.

Know your game's scope and requirements in detail; this shows preparedness and professionalism.

Transcripts
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