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[Having trouble getting your projects signed? Experienced game industry pitchman Cameron Davis, formerly of Krome Studios, delivers a guide to how you can up your game and get your project signed with sensible -- but somewhat elusive -- information.]
The creation and presentation of the pitch is one of the most important parts of developing the structure and success of any video game, yet is routinely overlooked by designers and producers. Considering that most games don't pass the initial pitch stage, you would think there would be more discussion of the subject. I'm hoping to address some of that here.
Now, let me be clear from the outset: there is no exact science to creating the perfect pitch. However, there are a couple of guidelines you can follow in order to increase your success rate, and many of them come from outside the world of games.
Primarily, a successful pitch comes from being a good salesman first and foremost. This is why I think many pitches fail. It's not for a lack of talent, passion and creativity, but we, as an industry of developers, are absolutely hopeless at selling ourselves.
Before the Pitch
So you've had a positive conversation with a publisher, they've expressed some interest in what you and your team can do, and a meeting time has been set up to discuss a potential new project. Congratulations, you've just jumped over one of the hardest hurdles in the industry! Now comes the hard part -- actually doing the pitch.
Know your audience. Every publisher has a unique approach to rounding out their roster. For example, Warner Brothers Interactive Entertainment isn't known for realistic sports games, just as a place like Atlus isn't the flag-waver of the first person shooter genre. So before you start writing the pitch, find out what they are interested in and play to their strengths. Not only will it establish that you're a good fit for them, but it helps narrow down the scope and style of the project before you start work.
Know your product. This is salesmanship 101 stuff but missed all too often. Everyone from your team presenting the pitch should know every aspect of what the game is going to be about, even if that isn't part of their area of expertise. This is important because it tells the publisher -- even on a subconscious level -- that the team knows the game and believes in it together. If you don't, bite the bullet and solve that issue ahead of time. It may lead you to change things that would have caused major project issues months down the track.
Further to that, if you're pitching for a license, you should know everything about that license -- even stuff that isn't related to the game. If it's a cartoon, watch a bunch of episodes. Study other products that bear that license -- toys, books, clothes -- and note what common themes you find in the presentation of characters, logos, and dominant IP features. (For example, Barbie never frowns). You want to assure the publisher and licensor that you care about and understand the brand they'll be entrusting you with for the game.
One more note on this point -- make sure you develop the elevator pitch version of what you're selling. This is an old advertising term where you have the time it takes to get on and off an elevator ride to convince the person you're in the elevator with to invest in your idea. Hence, it needs to be short, memorable and fire the imagination. The most common form of this is the x meets y in z world formula.

For example, the elevator pitch I used for Viva Pinata: Party Animals was "Mario Kart meets Mario Party in an episode of The Amazing Race". The use and combination of established properties, genres and tropes might sound trite, but it gets your idea across a lot quicker. Even if you don't use the elevator pitch in front of a publisher, developing it is essential just so you can establish what the key pillars of your game are internally. You can also use the elevator pitch to start the ball rolling on your larger pitch.
Prepare something special. Remember, the pitch is basically you asking someone to give you a large amount of money to make something that doesn't exist yet -- but should. You have to make every element of your pitch go towards that goal.
The best way to get this across to your audience, in order of preference: interactive gameplay prototype, non-interactive video presentation of gameplay, concept art and environment views cut like a trailer (no more than two minutes, since YouTube has taught us that attention spans plummet after that point), and spoken presentation with supporting materials.
The most basic version is the written document with some concept art, which usually contains an executive summary of the game, a briefing of the main "Unique Selling Points". For example, the USPs for Just Cause 2 would be: a huge open world, the grappling hook, an over-the-top Hollywood movie experience.
Finish up the document with a one to two page gameplay walkthrough. The latter section would be written from the point of view of the player, describing key gameplay mechanics and event sequences they would experience during a particularly interesting moment in the game. No matter the medium, it's always good to promote the best aspects of the game, elaborate on the unique selling points and offer the promise of the game being even better than what you've shown – i.e., the first rule of show business: leave them wanting more.
(A small point that many people forget with interactive or video presentations -- always have music and sound effects in them. It makes the world of difference to how professional it looks.)
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A great idea is just that, an idea. A great game is the product of the right idea coming from the right development team. As you formulate your pitch always ask this question, it could unearth new things worth highlighting in the pitch.
"The most basic version is the written document with some concept art, which usually contains an executive summary of the game, a briefing of the main "Unique Selling Points". For example, the USPs for Just Cause 2 would be: a huge open world, the grappling hook, an over-the-top Hollywood movie experience."
Those selling points do not sound really unique (as in there are a lot of existing games that had those right now). The last time my game team wrote those, a lot of people feedback that they are not "unique" enough.
Any advice from the industry experts would be greatly appreciate.
Basically, it's not whether it's the next Mario 64... it's why this game stands out. Everyone remembers the chainsaw guns of Gears of War even though it's a small part of the game. But it's a very big part of why Gears feels like Gears.
Remember that of high priority to the publisher is whether or not the game stands to make a profit. You may have a fantastic concept but if it looks like it's going to cost more to develop than can be recouped by the available market then it is unlikely to be signed.
With that in mind, consider within each section of the pitch how your game will drive the market; the approach I take is to imagine the player's journey from discovering your game, choosing to purchase, then ultimately evangelising to others and encouraging them to purchase it.
If the publisher can see how at each stage of the customer experience your game will up sales then it will appear a much more attractive prospect. So, let our journey begin!
1) ATTRACT: What's going to draw the player to pick up the boxed product/click on the link in the first place - think box cover art, visual presentation - can you convey the game concept in a single eye-catching image?
2) CHOOSE: What will make a customer decide to pick your game over the next game on the shelf? These are your USPs - the back-of-the-box blurb. Including some competitive analysis to show how your product excels against your potential rivals can help here, and demonstrates that you have an understanding of the market into which you will be releasing the game. Also show evidence of how your game's features appeal to the target market. You don't need to list every single feature here, however amazing they might be - just pick the top handful (five is plenty) that encapsulate the game's awesomeness.
3) INTERACT: Once your customer gets back home and whacks on the game, what is their initial experience going to be? You can explain features like novel control mechanisms, amazing graphics, stunning AI, fantastic story etc. in this section. If you're not presenting a demo then now would be a good time to include some in-game screen mock-ups conveying the experience. If you're introducing totally new core mechanics, such as a puzzle game might have, explain clearly how they work. Don't go overboard though - if the game appears too complex or protracted to convey, or feature (and therefore budget) heavy it could be a turn-off.
4) RETAIN: So, Joe Gamer loves the initial experience of the game, but what will keep him playing long after the honeymoon period has worn off and stop him being tempted by other new and sexy titles? Explain what strategy you will utilize to keep your audience engaged by demonstrating the breadth of your content - collectable items, lots of varied levels, levelling up systems, in-app purchases, massive world to explore etc. Remember that the longer you can keep a player invested in the product the more likely they are to become an evangelist for the brand.
5) SOCIALIZE: How does the player share the game experience with others? Describe multi-player modes, on-line leader-boards - any features that may encourage friends to also buy into the experience.
6) COMMUNICATE: In what ways can your customers spread the good word to build a community and culture around your product? Are you using social networks such as Twitter and Facebook? Will people in your player's friends group receive status updates? Can you send gifts to people?
and finally... 7) PEDIGREE: Remember to sell your team as well as the game - explain why you're the best people to be making the game, that you've got the skills and talent to make the title stand out from the competition.
I hope that's a handy add-on to the main article for anybody out there working on a pitch, and good luck with getting your game signed!
Holding your hands behind your back is actual body language for defensiveness.
In my experiences.. A cold pitch (as in you don't know the guys) with a bunch of words on paper, even with cool concept art will 99% of the time go nowhere.
If you expect to walk into some suit's office at a big time pub and show him a 2 page document and think they're gonna give you 5 mil to make the next CoD killer, you're dreaming.
If you're hoping for a pub you have no contacts at, you should probably build a demo.
If you have a contact or friend, then possibly a pitch doc could get the gears turning.
But pitching and getting a game dev contract is just like any other business... it's who you know.
I know this is practice of 95 percent todays businesses, but if we realy want see games as art. we need something better. True is if you have skills, dont need make such deal for every price.
Maybe im dreamer, maybe i only go harder way, because im warrior with honor. Yes i know story of Bill Gates..