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Pitching Workshop
for Developers
Bob Wallace, Sean Kauppinen
Publisher Panelists:
Ralf C. Adam
Justin Bailey
Aaron Pulkka
Mike Scharnikow
DISCLAIMER
This Panel was held in August 2010 at the European GDC in
Cologne/GERMANY. The presentation may not include all
original materials shown during this speech (pictures, videos
etc.) and is solely meant as a summary and handout. All
copyrights of presented materials belong to their respective
owners.
Part 1 – 9:00-9:50
Pitching Information
Part 2 – 10:10-11:20
Meet the Publishers
Mock Pitch
What publishers want/need
Part 3 – 11:30-12:00
Breakout session
SCHEDULE
GOALS OF THE SESSIONS
• Introduce developers to the pitch process and some
best practices
• Provide useful new ideas and perspective for for
developers experienced at pitching
• Introduce some key decision makers that are currently
seeking projects
• Allow time with the panelists so individual questions
can be expressed
PART 1. - WHAT IS PITCHING
• Pitch objectives and goals
• Pre-pitch process
• Essential pitch materials
• Stuff to bring
• Preparations – Things that need to be answered
• Pitch location and timing
PITCH OBJECTIVE AND GOALS
• Become recognized as a work-for-hire candidate
• Publishing of a completed project
• Presenting an RFP (they’ve already made it clear – not
really a subject for pitching)
• Pitching an original IP concept
PRE-PITCH PROCESS
• Do your research – ask questions before the pitch
• Define your goals
• What is your target partner’s business focus?
• Do you actually have something worth pitching?
• Can you show something running?
• Have you made a game before in the genre and for the
platform for which you are targeting?
PRE-PITCH PROCESS (CONT.)
• Determine the right publisher and then contact
• Look to build relationships, not just sales targets
• Look for opportunities to meet at events and in social
settings surrounding conferences (D.I.C.E. Summit, GDC
Europe)
• Prepare your materials
• Know the answers to likely questions
• Practice & Polish!
ESSENTIAL PITCH MATERIALS
• Company Info
• Platform experience
• # of developers
• Gameography
• Key staff bios
ESSENTIAL PITCH MATERIALS (CONT.)
• Game treatment ~2 pages (to show design vision), &
visual concept:
• Demo, or Animated Storyboard, or Rip-o-matic/Video, Storyboard, or
concept art
• Include feature list, synopsis of story, character descriptions
• End date - given specific start date
ESSENTIAL PITCH MATERIALS (CONT.)
• For many publishers, playable code/demo is ideal –
storyboards can be an acceptable substitute
• Target renders in-engine for “what does done look like” –
helps particularly with marketing groups
• Demos – Multiplayer demo (2 people can play and it
won’t break) –> best
• Self driven single player
• Pass and play single player
STUFF TO BRING
• Storyboard illustrating gameplay (more info about
gameplay)
• Rip-o-matic – rip reel showing the kind of visuals, sound
and style to show the emotions we want to evoke
• Video - mock-up (looks like, feel like)
• Best – demo!
WHAT IS THE…
• Studio’s/Team’s background?
• Game?
• Genre?
• Platform(s)?
• USP?
• Proposed budget & development time?
• Technology being used
• (internal/external)? – middleware? Must be factored.
• Man month rate?
• Company’s financial status?
BE PREPARED…
• To answer: Why is your game going to make money?
• For feedback on your game - it is a collaborative process –
there
WILL be changes
• For due diligence
• Development
• Financial
• Technology and pipeline assessment
• Security audit
• To deliver the game on schedule, on budget
• Don’t pitch something that is beyond your team’s
capabilities
PITCH LOCATION & TIMING
• At Headquarters:
• Time management
• Attendees – need marketing, production, tech, finance, biz dev
• Other places:
• Tradeshows
• Elevators
• Best Practice:
• Whether it’s an hour or 30 minutes, you really have 10-15
minutes
• Elevator pitch and then expanded from there, but focused
• Noisy, late, interruptions at Game Connection
PART 2. - MEET THE PUBLISHERS PANEL
• Views on pitching from the publisher perspective
• Mock-pitch (What not to do)
WHAT PUBLISHERS LOOK FOR IN A STUDIO
• Reliability
• Available capacity
• Cost effectiveness
• Efficient pipeline (fast)
• Honest and transparent communication
• Expertise with particular genres, styles, and/or tools =
Quality!
• Ability to quickly adapt to new platforms
FOCUS
• Highly specialized teams achieve higher quality
• Expand capability through growth, not dilution
• “Jack of all trades, Master of none” - not ideal candidate
for any project
• Clients will choose best partner for each project
PROPOSALS MUST BE REFINED
• Elevator pitch
• 10-15 second description, genre, platforms, cost and
completion timing
• Concept proposal
• 5-25 page description, including team strengths and risks
• Design framework
• Further details, plus proof of concept prototype
INCREMENTAL SUCCESS
• Compelling elevator pitch increases interest in
full proposal...
• Successful execution of any project, improves
chances for future projects...
LAST BUT NOT LEAST
• Minimize repetitive communication
• Keep portfolio on website up to date as projects
are completed
• Regularly provide updates on improvements to
capability and capacity to your contacts
• Selectively use advertising and meetings at conference
events to share major updates

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Pitching Workshop for Game Developers | Ralf C. Adam

  • 1. Pitching Workshop for Developers Bob Wallace, Sean Kauppinen Publisher Panelists: Ralf C. Adam Justin Bailey Aaron Pulkka Mike Scharnikow
  • 2. DISCLAIMER This Panel was held in August 2010 at the European GDC in Cologne/GERMANY. The presentation may not include all original materials shown during this speech (pictures, videos etc.) and is solely meant as a summary and handout. All copyrights of presented materials belong to their respective owners.
  • 3. Part 1 – 9:00-9:50 Pitching Information Part 2 – 10:10-11:20 Meet the Publishers Mock Pitch What publishers want/need Part 3 – 11:30-12:00 Breakout session SCHEDULE
  • 4. GOALS OF THE SESSIONS • Introduce developers to the pitch process and some best practices • Provide useful new ideas and perspective for for developers experienced at pitching • Introduce some key decision makers that are currently seeking projects • Allow time with the panelists so individual questions can be expressed
  • 5. PART 1. - WHAT IS PITCHING • Pitch objectives and goals • Pre-pitch process • Essential pitch materials • Stuff to bring • Preparations – Things that need to be answered • Pitch location and timing
  • 6. PITCH OBJECTIVE AND GOALS • Become recognized as a work-for-hire candidate • Publishing of a completed project • Presenting an RFP (they’ve already made it clear – not really a subject for pitching) • Pitching an original IP concept
  • 7. PRE-PITCH PROCESS • Do your research – ask questions before the pitch • Define your goals • What is your target partner’s business focus? • Do you actually have something worth pitching? • Can you show something running? • Have you made a game before in the genre and for the platform for which you are targeting?
  • 8. PRE-PITCH PROCESS (CONT.) • Determine the right publisher and then contact • Look to build relationships, not just sales targets • Look for opportunities to meet at events and in social settings surrounding conferences (D.I.C.E. Summit, GDC Europe) • Prepare your materials • Know the answers to likely questions • Practice & Polish!
  • 9. ESSENTIAL PITCH MATERIALS • Company Info • Platform experience • # of developers • Gameography • Key staff bios
  • 10. ESSENTIAL PITCH MATERIALS (CONT.) • Game treatment ~2 pages (to show design vision), & visual concept: • Demo, or Animated Storyboard, or Rip-o-matic/Video, Storyboard, or concept art • Include feature list, synopsis of story, character descriptions • End date - given specific start date
  • 11. ESSENTIAL PITCH MATERIALS (CONT.) • For many publishers, playable code/demo is ideal – storyboards can be an acceptable substitute • Target renders in-engine for “what does done look like” – helps particularly with marketing groups • Demos – Multiplayer demo (2 people can play and it won’t break) –> best • Self driven single player • Pass and play single player
  • 12. STUFF TO BRING • Storyboard illustrating gameplay (more info about gameplay) • Rip-o-matic – rip reel showing the kind of visuals, sound and style to show the emotions we want to evoke • Video - mock-up (looks like, feel like) • Best – demo!
  • 13. WHAT IS THE… • Studio’s/Team’s background? • Game? • Genre? • Platform(s)? • USP? • Proposed budget & development time? • Technology being used • (internal/external)? – middleware? Must be factored. • Man month rate? • Company’s financial status?
  • 14. BE PREPARED… • To answer: Why is your game going to make money? • For feedback on your game - it is a collaborative process – there WILL be changes • For due diligence • Development • Financial • Technology and pipeline assessment • Security audit • To deliver the game on schedule, on budget • Don’t pitch something that is beyond your team’s capabilities
  • 15. PITCH LOCATION & TIMING • At Headquarters: • Time management • Attendees – need marketing, production, tech, finance, biz dev • Other places: • Tradeshows • Elevators • Best Practice: • Whether it’s an hour or 30 minutes, you really have 10-15 minutes • Elevator pitch and then expanded from there, but focused • Noisy, late, interruptions at Game Connection
  • 16. PART 2. - MEET THE PUBLISHERS PANEL • Views on pitching from the publisher perspective • Mock-pitch (What not to do)
  • 17. WHAT PUBLISHERS LOOK FOR IN A STUDIO • Reliability • Available capacity • Cost effectiveness • Efficient pipeline (fast) • Honest and transparent communication • Expertise with particular genres, styles, and/or tools = Quality! • Ability to quickly adapt to new platforms
  • 18. FOCUS • Highly specialized teams achieve higher quality • Expand capability through growth, not dilution • “Jack of all trades, Master of none” - not ideal candidate for any project • Clients will choose best partner for each project
  • 19. PROPOSALS MUST BE REFINED • Elevator pitch • 10-15 second description, genre, platforms, cost and completion timing • Concept proposal • 5-25 page description, including team strengths and risks • Design framework • Further details, plus proof of concept prototype
  • 20. INCREMENTAL SUCCESS • Compelling elevator pitch increases interest in full proposal... • Successful execution of any project, improves chances for future projects...
  • 21. LAST BUT NOT LEAST • Minimize repetitive communication • Keep portfolio on website up to date as projects are completed • Regularly provide updates on improvements to capability and capacity to your contacts • Selectively use advertising and meetings at conference events to share major updates