This presentation focuses on the key elements that need to be included if you are sending your pitch deck to a publisher or similar. It touches on the construction, content and more!
8. Don’t Waste Time
In the startup world, the average pitch
deck is looked at for 3 minutes and 44
seconds*.
*https://www.forbes.com/sites/alejandrocremades/2018/03/02/how-to-create-a-pitch-deck/
11. Don’t Waste Time
Question: how long do publishers spend looking at a
deck?
“...15 second first pass... “
“....2 minute second pass if my
interest is piqued…”
“...10 minute third pass if there is a
material possibility of a good fit.”
“Depends if a quick "scroll-through" will hook me -
everything up from 30 seconds (visuals are important)”
“I can usually tell if it's something we'd
be interested in within 30 seconds. If
first impressions are good, then I'll dig
into a deck for 5-10 min”
12. Not Too Many Slides
How Many Slides is Preferred?
13. Not Too Many Slides
How Many Slides is Preferred?
14. Not Too Many Slides
● 10-20 seems ideal
○ No wasted slides
○ Every slide adds value
○ Game Builds, or an appendix can add
content for those who want it without
compromising the experience for
others
○ Fix grammar and spelling/punctuation
errors!
EXAMPLE SLIDE OVERVIEW
1. Title Slide
2. Key Art
3. Elevator Pitch and Objective
4. Core Features/Game Pillars
5. Art and Design
6. Opportunity (what you are
looking for)
7. Production/Budget Overview
8. Market Data/Business Model
9. Studio info/background
10. Build Links/Additional
Materials
21. Multi-use Decks
● Platforms
○ Looking for experiences that can add value
to the platform
● Publisher
○ Games in line with their portfolio & vision
● Team
○ Unify behind a vision and help everyone
understand what they are making
● Investors
○ Want to believe you can succeed
● Media and Press
○ What is the story behind your game/what
makes it interesting
● Consumers/Audience
○ Want to know if your game is worth buying
● Everyone:
○ Is this game worth my attention/money?
○ Can the team make this game?* *Brian Upton, 30 Things I Hate About Your Game Pitch, GDC 2017
31. Write for Comprehension
● One major concept per
page
● Highlighting and
bolding words can
emphasize key words
● Be economical with
your words
● Keep the bullet points
as minimal as possible
34. How To: Screenshots
“putting extra cycles into designing
how the exposed 1% of your thing
functions is maybe good” - Adam &
Bekah Saltsman (2018)
https://blog.adamatomic.com/post/172749451585/gdc-wra
p-up-part-2-screenshot-theory-spring
53. A good deck should tell someone...
● ...what the game is about
● ...why your game needs to be made
● ...what the game needs from a partner
● ...your team’s ability to make the game
● ...your passion!
54. ● Share pitches with people!
○ We spend so much time on them
○ They look beautiful!
○ You are using it to sell to publishers,
why not your audience?
● PDFs suck
○ No interactivity
○ No videos
○ No analytics
○ No way to connect the deck to launch
a build of a game from within, etc.
Last Thoughts!
55. Affaque Ahmed
Alexander Birke
Andreea Chifu
Benjamin Feld
Brandon Sheffield
Brian Upton
Callum Underwood
Chris DeLeon
Chris King
Christopher Kassulke
Corey Warning
Dan Da Rocha
Daniel Gubala
David Logan
Dean Razavi
Dieter Schoeller
Eddie Lee
Thank You!
Felix Riermaier
Forrest Dowling
Frank Meijer
Jo Lammert
Johan Toresson
John Davis
Juan de la Torre
Jupiter Hadley
Justin Berenbaum
Kalin Houston
Markus Wilding
Matthew White
Max Kübler
Michael Hoss
Mobeen Fikree
Nick Zuclich
Oscar Hogervorst
Ramon Nafria
Rebekah Saltsman
Richie de Wit
Robert Hubert
Ryan Kubik
Scottie Steph
Shams Jorjani
Stephanie Chan
Tavrox
Trisha Lee
Ty Taylor
Vlad Calu
Vladislav Tsopljak
Yves Le Yaouanq