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PITCHING WITH KILLER DEMOS
JAROSLAV STACEVIČ
WHO’S THIS GUY?
• Started as a Game Designer
• Over 11 years in games industry
• Ex-executive producer at Rovio Entertainment
Producer at Nordcurrent and a member of the
game review team at Nordcurrent Labs
Your
Game
WHAT ARE THE MAIN CONSTRAINTS YOU
HAVE TO WORK WITH?
HUMAN ATTENTION SPAN
IS SHORTER THAN YOU MIGHT THINK
12
SECONDS 8
SECONDS
2000 2022
- Microsoft
THE “GOLDILOCKS ZONE”
GETTING IT JUUUST RIGHT
Get to the point!
First impressions are important! Showcase
your best features as quickly as you can.
Concentrate the essence!
Make sure the publisher spends time on what
matters, not on figuring out controls or solving
technical problems.
Internal survey has shown an average best length for the demo to be
15-30 minutes
VERTICAL SLICE APPROACH
A LITTLE BIT OF EVERYTHING
Provides a holistic perspective of the game
Relies on the “final quality” of layers
Realistically very hard to achieve
Works well if you already have an
actual cake (product).
“CHERRYPICK” APPROACH
JUST THE IMPORTANT BITS
Focuses on what makes your product unique
Much more achievable
Less time-demanding
May not represent the final product
Works well for pitching product in
early stages!
“WE ARE
MAKING A
GAME IN THE
SOULS-LIKE
GENRE”
The game will be really
difficult
The game features strong
environmental storytelling
The game is a 3D action
with checkpoints
The game has deep and
impactful combat system
“Oh god, not another one…”
Image source: uxmag.com
• We tend to assume our own
preferences and views are shared by
those around us.
• We often expect others to experience
things we experience in a similar way.
• We sometimes overestimate how
obvious the reasoning behind our
decisions is.
PROJECTION BIAS
WE ARE ALL SUSCEPTIBLE TO IT
PITCH DECK IS A POWERFUL TOOL
FOR BRIDGING THE PERCEPTION GAP
There’s almost always a gap between
developer’s understanding of their game and
the publisher’s initial perception of it!
Pitch deck allows you to bridge that gap by:
• Priming the publisher’s perspective
• Providing reasoning behind your choices
• Acting as a reference and a guide
Image source: theguardian.com
• Ambition is important and valuable.
• Ambition needs to be grounded in reality.
What you put in your pitch deck is seen
as a promise, and it sets expectations for
the demo.
I’ll make the game of
my dreams!
TIME
TIME BUDGET TIME BUDGET
PITCH DECK IS A PROMISE
AND IT WILL BE SEEN AS SUCH
DEMO IS THE PROOF
OF YOUR ABILITY TO DELIVER
The game vision being
pitched
The demo being
shown
DEFINE:
HOW FAR ARE YOU FROM WHERE YOU
AIM TO BE?
1. Be honest with yourself and the publisher
2. Analyze the reality of the market
3. Deliver on things that matter
Courtesy of Black Tower Basement
FIRST SECONDS
UNIQUE STYLE + STORY
Courtesy of Black Tower Basement
FIRST MINUTES
COMBAT MECHANICS AND SPELLS
Courtesy of Black Tower Basement
Courtesy of Black Tower Basement
SOLUTIONS EXPLORED
FOR THE PROBLEMS OUTLINED
Courtesy of Black Tower Basement
1. Harmonize your demo with your pitch deck
2. Keep the size of the demo manageable
3. Focus on the key aspects of your vision
4. Make sure your demo supports your promises
5. Understand your known unknowns
5 KEY TAKEAWAYS
AND FINAL RECOMMENDATIONS
THANK YOU!
@NordcurrentLabs
bit.ly/NCLabsDiscord
jstacevic@nordcurrent.com

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Pitching with Killer Demos / Jaroslav Stacevič (Nordcurrent)

  • 1. PITCHING WITH KILLER DEMOS JAROSLAV STACEVIČ
  • 2. WHO’S THIS GUY? • Started as a Game Designer • Over 11 years in games industry • Ex-executive producer at Rovio Entertainment Producer at Nordcurrent and a member of the game review team at Nordcurrent Labs
  • 3.
  • 5. WHAT ARE THE MAIN CONSTRAINTS YOU HAVE TO WORK WITH?
  • 6.
  • 7. HUMAN ATTENTION SPAN IS SHORTER THAN YOU MIGHT THINK 12 SECONDS 8 SECONDS 2000 2022
  • 9. THE “GOLDILOCKS ZONE” GETTING IT JUUUST RIGHT Get to the point! First impressions are important! Showcase your best features as quickly as you can. Concentrate the essence! Make sure the publisher spends time on what matters, not on figuring out controls or solving technical problems. Internal survey has shown an average best length for the demo to be 15-30 minutes
  • 10. VERTICAL SLICE APPROACH A LITTLE BIT OF EVERYTHING Provides a holistic perspective of the game Relies on the “final quality” of layers Realistically very hard to achieve Works well if you already have an actual cake (product).
  • 11. “CHERRYPICK” APPROACH JUST THE IMPORTANT BITS Focuses on what makes your product unique Much more achievable Less time-demanding May not represent the final product Works well for pitching product in early stages!
  • 12.
  • 13. “WE ARE MAKING A GAME IN THE SOULS-LIKE GENRE”
  • 14. The game will be really difficult The game features strong environmental storytelling The game is a 3D action with checkpoints The game has deep and impactful combat system “Oh god, not another one…”
  • 15. Image source: uxmag.com • We tend to assume our own preferences and views are shared by those around us. • We often expect others to experience things we experience in a similar way. • We sometimes overestimate how obvious the reasoning behind our decisions is. PROJECTION BIAS WE ARE ALL SUSCEPTIBLE TO IT
  • 16. PITCH DECK IS A POWERFUL TOOL FOR BRIDGING THE PERCEPTION GAP There’s almost always a gap between developer’s understanding of their game and the publisher’s initial perception of it! Pitch deck allows you to bridge that gap by: • Priming the publisher’s perspective • Providing reasoning behind your choices • Acting as a reference and a guide Image source: theguardian.com
  • 17.
  • 18. • Ambition is important and valuable. • Ambition needs to be grounded in reality. What you put in your pitch deck is seen as a promise, and it sets expectations for the demo. I’ll make the game of my dreams! TIME TIME BUDGET TIME BUDGET PITCH DECK IS A PROMISE AND IT WILL BE SEEN AS SUCH
  • 19. DEMO IS THE PROOF OF YOUR ABILITY TO DELIVER The game vision being pitched The demo being shown
  • 20. DEFINE: HOW FAR ARE YOU FROM WHERE YOU AIM TO BE?
  • 21. 1. Be honest with yourself and the publisher 2. Analyze the reality of the market 3. Deliver on things that matter
  • 22.
  • 23. Courtesy of Black Tower Basement
  • 24. FIRST SECONDS UNIQUE STYLE + STORY Courtesy of Black Tower Basement
  • 25. FIRST MINUTES COMBAT MECHANICS AND SPELLS Courtesy of Black Tower Basement
  • 26. Courtesy of Black Tower Basement
  • 27. SOLUTIONS EXPLORED FOR THE PROBLEMS OUTLINED Courtesy of Black Tower Basement
  • 28. 1. Harmonize your demo with your pitch deck 2. Keep the size of the demo manageable 3. Focus on the key aspects of your vision 4. Make sure your demo supports your promises 5. Understand your known unknowns 5 KEY TAKEAWAYS AND FINAL RECOMMENDATIONS