{"id":119015,"date":"2020-10-07T13:31:00","date_gmt":"2020-10-07T13:31:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/371466"},"modified":"2020-10-07T13:31:00","modified_gmt":"2020-10-07T13:31:00","slug":"blog-tips-and-advice-for-pitching-your-game-to-a-publisher","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/10\/07\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher\/","title":{"rendered":"Blog: Tips and advice for pitching your game to a publisher"},"content":{"rendered":"<p> <!-- Google Tag Manager --> <!-- End Google Tag Manager --> &lt;!&#8211;  &#8211;&gt;  <title>Gamasutra: Stas Ignatov&#8217;s Blog &#8211; Pitching Your Game To A Publisher &#8211; Tips and Advice<\/title>   <!--[if lt IE 9]&gt; <a href=\"http:\/\/html5shim.googlecode.com\/svn\/trunk\/html5.js\">http:\/\/html5shim.googlecode.com\/svn\/trunk\/html5.js<\/a> &lt;![endif]--> <!-- CSS -->                    <!-- link href=\"https:\/\/twimgs.com\/gamasutra\/css\/minified.css\" rel=\"stylesheet\" type=\"text\/css\" \/ -->    <!-- Mobile Specific Metas -->  <!-- Start Visual Website Optimizer Asynchronous Code --> <!-- End Visual Website Optimizer Asynchronous Code --> <!-- Start HeatMap.me Code --> <!-- End HeatMap.me Code --> <!-- Start: GPT Sync --> <!-- End: GPT -->    <!-- Eloqua tracking code --> <!-- End Eloqua tracking code -->  <!-- Google Tag Manager (noscript) -->  <!-- End Google Tag Manager (noscript) --> <!--Cookie banner code starts here --> <!--Cookie banner code ends here --> <!-- Informa Branding code goes here--> <\/p>\n<div id=\"iribbon-container\" class=\"content-body-wrapper\"> <button id=\"iribbon-title\" title=\"show\/hide\" class=\"inactive\">Informa<\/button> <\/p>\n<div id=\"iribbon-detail\" class=\"ribbon-hide\">\n<div id=\"iribbon-left\">\n<p>Gamasutra is part of the Informa Tech Division of Informa PLC<\/p>\n<\/p><\/div>\n<div id=\"iribbon-right\">\n<p>This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. 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<\/p>\n<div class=\"header\"><img decoding=\"async\" alt=\"arrow\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/10\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher-1.png\" width=\"22px\" height=\"20px\" \/><a href=\"http:\/\/www.gamasutra.com\/calendar\/calendar.php\">Calendar<\/a><\/div>\n<div class=\"leftnav bottom2\"> <a href=\"http:\/\/www.gamasutra.com\/calendar\/calendar.php\"><strong>View All<\/strong><\/a> &nbsp;&nbsp;&nbsp; <a href=\"http:\/\/www.gamasutra.com\/calendar\/calendar_submit.php\"><strong>Submit Event<\/strong><\/a> <\/p>\n<hr>\n<ul> <\/ul>\n<\/div>\n<p> &#8211;&gt; <!--end calendar--> <!--begin about--> <\/p>\n<div class=\"bottom2\"> <a href=\"https:\/\/www.gamasutra.com\/advertise\"> <img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/10\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher.jpg\" alt=\"Sponsor\" border=\"0\" class=\"whiteTop\" width=\"177px\" height=\"60px\"> <\/a>\n<\/div>\n<p> <!--end about--> <!--begin network--> <\/p>\n<div class=\"leftnav_network bottom2\"> If you enjoy reading this site, you might also want to check out these UBM Tech sites: <\/p>\n<hr>\n<hr>\n<p> <br class=\"clear\">\n<\/div>\n<p> <!--end network--> <!--begin store--> <!--end store--> <\/div>\n<p><!--end leftcol--> <\/div>\n<\/div><\/div>\n<div class=\"span-16 last\">\n<div class=\"content_box_middle\"> <!-- InstanceBeginEditable name=\"BodyContent\" --> <\/p>\n<div class=\"page_item\">\n<div><a name=\"twitter_share\" href=\"http:\/\/twitter.com?status=RT @gamasutra: Pitching Your Game To A Publisher - Tips and Advice http:\/\/www.gamasutra.com\/blogs\/StasIgnatov\/20201006\/371080\/\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/10\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher-1.gif\" alt=\"Share on Twitter\" border=\"0\" height=\"20\"><\/a>  <span id=\"edit_post_link\"><\/span>&nbsp;&nbsp; <a href=\"https:\/\/www.gamasutra.com\/blogs\/rss\/\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/10\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher-2.gif\" width=\"15\" height=\"15\" border=\"0\" alt=\"RSS\"><\/a> <\/div>\n<hr>\n<div class=\"item_body mobile_image_transform\"> <strong><i><small> The following blog post, unless otherwise noted, was written by a member of Gamasutra\u0092s community.<br \/>The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. <\/small><\/i><\/strong> <\/p>\n<hr>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"395\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/10\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher-1.jpg\" width=\"625\"><\/p>\n<p>Are you developing a game and have recently thought of partnering with a publishing company? Or maybe you\u2019re planning ahead, before starting to work on your first project?<\/p>\n<p>In either case, you\u2019ve come to the right place. This guide\u2019s goal is to provide you with all the information required to present your game to a publisher \u2014 and do a great job of it!<\/p>\n<h3><strong>Part I \u2014The (In)famous Pitch&nbsp;Deck<\/strong><\/h3>\n<p>Let\u2019s start with the basics. The first steps between a game developer and a publisher usually involve a <em>Game Pitch<\/em> (also called a <em>Pitch Deck<\/em>) \u2014 a short presentation of the game\u2019s features, its strongest selling points, and your vision of its development.<\/p>\n<p>Building a solid pitch deck can be a challenge even for veteran developers. This is why, in the next few paragraphs, we\u2019re going to share our best tips on the matter. Use these suggestions to create a great pitch deck of your own:<\/p>\n<h4><strong>Step 1: Give Your Game A Proper Introduction<\/strong><\/h4>\n<p>This is, perhaps, one of the most important parts: it sets the baseline of expectations for any additional information that comes after. A good introduction should <strong>cover these points<\/strong>:<\/p>\n<ul>\n<li><strong>Elevator pitch&nbsp;<\/strong>\u2014&nbsp;To start off strong, try to combine all of the game\u2019s coolest parts in one short, but sweet sentence. Maybe, your game is \u201c<a data-href=\"https:\/\/www.youtube.com\/watch?v=bejbt8FHGFs\" href=\"https:\/\/www.youtube.com\/watch?v=bejbt8FHGFs\" rel=\"noopener noreferrer\" target=\"_blank\">Enter The Gungeon meets farming<\/a>\u201d, or \u201c<a data-href=\"https:\/\/www.youtube.com\/watch?v=cq-E6s91KyM\" href=\"https:\/\/www.youtube.com\/watch?v=cq-E6s91KyM\" rel=\"noopener noreferrer\" target=\"_blank\">Doom as a rhythm game<\/a>\u201d. Whatever it is, make it fun and appealing! This gives an immediate understanding of what kind of product a publisher is dealing with, and whether it suits their lineup.<\/li>\n<li><strong>Key information about the game and its <\/strong><strong>features&nbsp;<\/strong>\u2014&nbsp;Everyone needs to be on the same page, knowing exactly what the game is about.<\/li>\n<li><strong>Project\u2019s most important features and <\/strong><strong>innovations&nbsp;<\/strong>\u2014 Which features make your game stand out? Which features are you the most excited about? If you can, showcase these features in your pitch with pictures or video!<\/li>\n<\/ul>\n<p>Remember: there\u2019s no second chance to make a first impression&nbsp;\u2014&nbsp;so make sure that your intro perfectly encapsulates everything that\u2019s unique and exciting about the game!<\/p>\n<p><strong>Avoid using \u201cbig words\u201d with little to no details, i.e.: \u201cHolistic gameplay experience\u201d, \u201cUnique, immersive, &amp; fully explorable\u201d etc. Be specific&nbsp;\u2014&nbsp;and explain how exactly you are going to achieve what you\u2019re talking about.<\/strong><\/p>\n<h4><strong>Step 2: Add Some General Information<\/strong><\/h4>\n<p>Now that the basics are out of the way, it\u2019s time to delve a bit deeper into what your project will be about. Your pitch deck should include a few slides that give the publisher a general idea of the game, its scope, and its unique features.<\/p>\n<p>We\u2019ll explore some of these further down the guide but, for now, here\u2019s a list of vital data you need to add to your pitch. As they are the most important information about your game, every pitch deck should include:<\/p>\n<ul>\n<li><strong>Game\u2019s Title<\/strong><\/li>\n<li><strong>Genre<\/strong><\/li>\n<li><strong>Core List Of Features<\/strong><\/li>\n<li><strong>Visual Style<\/strong><\/li>\n<li><strong>Required Budget <\/strong>(if applicable)<\/li>\n<li><strong>Team Info<\/strong><\/li>\n<\/ul>\n<h4><strong>Step 3: Showcasing Your&nbsp;Game<\/strong><\/h4>\n<p>During the pitch you will have to, in one way or another, show the publisher your game. Of course, there\u2019s a lot of intricacies involved with that&nbsp;\u2014&nbsp;with most of them depending on how much of the game you can actually show.<\/p>\n<p>With that being said, let\u2019s get through the key ideas in how to best showcase your game:<\/p>\n<ul>\n<li><strong>Start with your strongest point&nbsp;<\/strong>\u2014&nbsp;Begin by showing something that will grip the audience. There\u2019s something that makes your game shine, even in its unfinished state: its visual style, a gameplay feature, or even the narrative component&nbsp;\u2014&nbsp;whatever it is, show it first!<\/li>\n<li><strong>Best <\/strong><strong>Practices&nbsp;<\/strong>\u2014&nbsp;Of course, the best way to show off your project would be letting the publishers play the currently available version of the game&nbsp;\u2014&nbsp;with a list of available features and development time spent as a cherry on top. And if you don\u2019t think the game\u2019s ready to be played yet&nbsp;\u2014&nbsp;just record a gameplay session at home!<\/li>\n<li><strong>Fake it till you make it&nbsp;<\/strong>\u2014&nbsp;As mentioned in the previous point, having a prototype is key. And if you don\u2019t have one available&nbsp;\u2014&nbsp;why not try to make one? Even a \u201cproof of concept\u201d video, showcasing the creator\u2019s intent, will help everyone understand your idea better.<\/li>\n<li><strong>Visualize your gameplay, if <\/strong><strong>possible&nbsp;<\/strong>\u2014&nbsp;Enhancing your gameplay feature explanations with visual aid will help others understand what your game is all about&nbsp;\u2014 and what exactly makes it fun to play.<\/li>\n<li><strong>Give others a feel for the game\u2019s final visual style<\/strong>. \u2014 Whether through concept art, in-game models or any other assets, it\u2019s really important to relay your plans for the game\u2019s final look.<\/li>\n<\/ul>\n<h4><strong><em>Step 4: Introducing Your&nbsp;Team<\/em><\/strong><\/h4>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"392\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/10\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher-2.jpg\" width=\"620\"><\/p>\n<p>Games are often seen as a sterile product of modern technology, born from a void that most consumers have no clues about. But, as a developer, you know too well that\u2019s not the case.<\/p>\n<p>There\u2019s a lot of work behind even the smallest of games.Now that you\u2019ve shown your title, it\u2019s time to introduce the people who\u2019ll help bring it to life!<\/p>\n<ul>\n<li><strong>Present the team in its <\/strong><strong>entirety&nbsp;<\/strong>\u2014 and if you\u2019re thinking about bringing more people on board would help, don\u2019t forget to mention it in the pitch!<\/li>\n<li><strong>Showcase the team\u2019s merits\u2026&nbsp;<\/strong>\u2014 Whether you\u2019re a lifelong fan of the genre, or an experienced developer full of insights and ideas \u2014 show the publisher all the reasons why you are the perfect team for this particular game!<\/li>\n<li><strong>\u2026And their technical <\/strong><strong>capabilities&nbsp;<\/strong>\u2014 Games nowadays are getting more and more technically complex, so outlining your team\u2019s technical skills is just as important!<\/li>\n<\/ul>\n<h4><strong>Step 5: Crunching The&nbsp;Numbers<\/strong><\/h4>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"392\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/10\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher-3.jpg\" width=\"620\"><\/p>\n<p>As publishers will likely take an active role in the development of your game, they\u2019ll need to know more about its current state and the resources you\u2019ll need to complete the project.<\/p>\n<p>Providing an estimate of the game\u2019s budget and development time will greatly help both parties understand the situation. Not only that, the effort of researching the necessary info goes a long way towards showing your dedication to the project.<\/p>\n<p>This information needs to be present in your document:<\/p>\n<ul>\n<li><strong>Game <\/strong><strong>Budget&nbsp;<\/strong>\u2014 This part is essential, as it greatly helps investors (and you!) assess the scale of the project, as well as the financial risks involved.<\/li>\n<li><strong>Development Timeline&nbsp;<\/strong>\u2014 This document should cover the particulars of your plan to develop the game, from start to finish \u2014 the more detailed, the better! In the document, don\u2019t forget to identify the exact point your team is currently at \u2014 that will make the timeline much clearer.<\/li>\n<li><strong>Development <\/strong><strong>Backlog&nbsp;<\/strong>\u2014 If you\u2019ve already started development, tell the publisher all about it! What did you do, how did you do it, and how long did it take \u2014 once again, don\u2019t shy away from details!<\/li>\n<\/ul>\n<h4><strong>Step 6: Marketing Ideas<\/strong><\/h4>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"392\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/10\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher-4.jpg\" width=\"620\"><\/p>\n<p>While working on the game, you\u2019ve probably had some ideas about the people who\u2019d enjoy playing it. Or maybe you\u2019ve given some thought to how to properly showcase your game\u2019s strong sides, to engage the people who\u2019d enjoy it. If you did \u2014 then add these to your pitch:<\/p>\n<ul>\n<li><strong>Target <\/strong><strong>Audience&nbsp;<\/strong>\u2014 Who are the people that will be interested in your product? What unites them? Which games are they playing right now? What other media do they enjoy?<\/li>\n<li><strong>The Main <\/strong><strong>Message&nbsp;<\/strong>\u2014 Which of the game\u2019s features will be of most interest to its intended audience? What would be the best way to bring attention to these features?<\/li>\n<li><strong>Your Ideas On <\/strong><strong>Marketing&nbsp;<\/strong>\u2014 If you have any particular ideas on how the game should be promoted, this would be a perfect spot to communicate that.<\/li>\n<\/ul>\n<p>Understanding the game\u2019s intended audience, as well as the desired perception of your game by this audience, is key to a successful game launch.<\/p>\n<h4><strong>Step 7: Assessing The&nbsp;Risks<\/strong><\/h4>\n<p>There\u2019s no denying that developing a game is a risky endeavor. From production to distribution and reception, there\u2019s a number of things that could go wrong. These are risks that the publisher will want to know before they decide to collaborate on your game.<\/p>\n<p>In addition, accurately describing the possible risk factors of the game\u2019s development puts your foresight and planning skills on display \u2014 which is crucial in gaining publisher\u2019s trust.<\/p>\n<p>As you\u2019re building your pitch deck, you should always:<\/p>\n<ul>\n<li><strong>Make an accurate <\/strong><strong>list&nbsp;<\/strong>\u2014 Specify the risks, both external and internal, that could impede game development.<\/li>\n<li><strong>Fight or adapt&nbsp;<\/strong>\u2014 After you\u2019ve gathered the risks, you\u2019ll need to communicate how exactly you\u2019ll proceed with making the game knowing them. Will you tackle those risks head-on? Or adapt your plans accordingly?<\/li>\n<\/ul>\n<p>In this case, it\u2019s better to be over-prepared than under-prepared, so be sure to include all of the risks that come to mind.<\/p>\n<h4><strong>Step 8: Asking For The Right Kind of&nbsp;Help<\/strong><\/h4>\n<p>Expressing your exact desires from a publisher relationship is just as important as describing the game itself. Before approaching the publisher, you need to know exactly what you require from the publisher to finish your game \u2014 and to make it successful.<\/p>\n<p>This part of your pitch deck may include, but isn\u2019t limited to:<\/p>\n<ul>\n<li><strong>Financial Investment<\/strong><\/li>\n<li><strong>Marketing and Advertising<\/strong><\/li>\n<li><strong>Quality Assurance Testing<\/strong><\/li>\n<li><strong>Console Porting<\/strong><\/li>\n<li><strong>Game Localization<\/strong><\/li>\n<\/ul>\n<p>Think of what parts of development and marketing you need most help with \u2014 and include that in your pitch. That way, both you and the publisher will know exactly what you\u2019re looking for from the partnership.<\/p>\n<h4><strong>Other Tips &amp;&nbsp;Advice<\/strong><\/h4>\n<ul>\n<li><strong>Keep things vague, to a degree&nbsp;<\/strong>\u2014 While showing the game to the publisher, you may want to keep the detailed descriptions to a minimum. Try your best to communicate your expectations from the game in broad terms. For example, <strong><em>Player Stories <\/em><\/strong><em>(short stories about the situation will find him\/herself in)<\/em><strong><em> <\/em><\/strong>are a great way of relating the game\u2019s mechanics.<\/li>\n<li><strong>Don\u2019t spend too much or too little time&nbsp;<\/strong>\u2014 setting up a Pitch Deck is an arduous, but still a very important process. Take your time, and make sure your document is polished and complete. Don\u2019t dwell on it too much, though \u2014 otherwise you\u2019ll start stressing over every little detail.<\/li>\n<li><strong>Value the publisher\u2019s <\/strong><strong>time&nbsp;<\/strong>\u2014 keep in mind that your pitch should be around 15 pages long. If you\u2019ve got any additional information that you want to share in detail (for example, the game\u2019s story or a more nuanced explanation of a game mechanic) \u2014 you can do so in a separate document, and send it along with the pitch.<\/li>\n<li><strong>Know the publisher\u2019s forte \u2014&nbsp;<\/strong>different publishing labels specialize in different things, and you should keep this in mind when contacting them. You wouldn\u2019t want to pitch a match-3 mobile game to Devolver Digital, or an indie-metroidvania to Zynga \u2014 it\u2019s just not what they do.<\/li>\n<li><strong>Maintain a realistic outlook \u2014&nbsp;<\/strong>While creating your pitch, it\u2019s important to keep your head cool, and think about your game realistically. Being too much of an optimist can be a negative thing \u2014 so when you, for example, say your game will sell a million copies in its first month, think of whether there\u2019s something in your pitch that backs that claim.<\/li>\n<li><strong>Avoid unnecessary or potentially damaging <\/strong><strong>information&nbsp;<\/strong>\u2014 Whether it\u2019s unfinished assets, detailed descriptions of basic features, or other parts you don\u2019t feel confident about \u2014 it\u2019s best to leave them out of the presentation. Keeping the pitch short and sweet is the key to success!<\/li>\n<\/ul>\n<h4><strong>To Sum&nbsp;Up\u2026<\/strong><\/h4>\n<p>While creating your pitch deck, keep these key points in mind:<\/p>\n<ul>\n<li>Outline all the required information about the game, showing as much in-game footage as possible.<\/li>\n<li>Describe your team\u2019s technical capabilities, and let everyone know why you\u2019re the perfect people to make this game.<\/li>\n<li>Showcase your planning skills \u2014 include a development timeline from beginning to end, and a proposed release date for your game.<\/li>\n<li>Don\u2019t forget to include your desires from a publisher \u2014 budget, marketing, QA, localization etc.<\/li>\n<li>And once again \u2014 keep things brief, yet intriguing! Publishers tend to respond to 15 pages pitches much more positively \u2014 compared to pitches that are 30 pages long or more.<\/li>\n<\/ul>\n<h3><strong>Part II \u2014 Presenting Your&nbsp;Pitch<\/strong><\/h3>\n<p>Now that you\u2019ve prepared your Pitch Deck, it\u2019s time to think on how to present it in the best way possible. After all, a Pitch Deck is only as good as the pitch itself!<\/p>\n<p>Here are some do\u2019s and don\u2019ts to consider when pitching your game:<\/p>\n<ul>\n<li><strong>Don\u2019t dwell on the details \u2014&nbsp;<\/strong>Your main goal with pitching is to give a concise, yet complete presentation of the project. Try not to bloat it with information that doesn\u2019t directly benefit your cause.<\/li>\n<li><strong>Present yourself, and your team, in the best light possible&nbsp;<\/strong>\u2014 After all, if things go well, you\u2019ll be working with the people you\u2019re pitching to. And you\u2019ll be working with them for at least a few months (or maybe years!) \u2014 so making a good first impression certainly helps!<\/li>\n<li><strong>Show Confidence&nbsp;<\/strong>\u2014 This is your game first and foremost. Try to refrain from asking the publisher \u201cwhat do they think\u201d one too many times, or show yourself <em>too <\/em>open to any changes to the game.<\/li>\n<li><strong>Avoid direct <\/strong><strong>comparison&nbsp;<\/strong>\u2014 While this might work well to describe some of the features your game might include, don\u2019t sell your game short by directly comparing it to another title in general. No one wants \u201canother Dark Souls\u201d, or \u201ca new Counter Strike\u201d \u2014 these games already exist!<\/li>\n<li><strong>Get the tech<\/strong> <strong>ready&nbsp;<\/strong>\u2014 If showcasing live, putting your professionalism on display will increase your chances of success. Don\u2019t pitch your game on a smartphone or a tablet device. Bring the devices you need to make your assets truly shine \u2014 a laptop, game controllers, headphones, whatever works best!<\/li>\n<li><strong>Be prepared \u2014&nbsp;<\/strong>After the pitch, the publisher will probably have some questions for you, to better understand your case. You might find some of those questions to be uncomfortable \u2014 but try to keep your head high. To better prepare yourself, think of what these questions might be beforehand \u2014 and come up with a satisfying answer.<\/li>\n<\/ul>\n<h4><strong>Useful Links<\/strong><\/h4>\n<p>No guide would be complete without a few pointers to external resources. Luckily, we got you covered! Below is a list of free online resources related to this topic \u2014 these will help you prepare for pitching, as well as creating the Pitch Deck itself.<\/p>\n<ul>\n<li><strong>Pitch Decks&nbsp;<\/strong>\u2014&nbsp;<a data-href=\"https:\/\/gamedocs.org\/documents\/\" href=\"https:\/\/gamedocs.org\/documents\/\" rel=\"noopener noreferrer\" target=\"_blank\">GameDocs.org<\/a> hosts an archive of Game Design Documents and Pitch Decks from such well-known titles as <strong>Metal Gear Solid 2, Diablo, BioShock <\/strong>and <strong>Planescape: Torment.<\/strong><\/li>\n<li><strong>Budget <\/strong><strong>Template&nbsp;<\/strong>\u2014 This <a data-href=\"https:\/\/docs.google.com\/spreadsheets\/d\/1L9aadgdwSd4Gb4vshBJjYFKtK-zHG1I_eQygcA0UOjk\/edit#gid=418815494\" href=\"https:\/\/docs.google.com\/spreadsheets\/d\/1L9aadgdwSd4Gb4vshBJjYFKtK-zHG1I_eQygcA0UOjk\/edit#gid=418815494\" rel=\"noopener noreferrer\" target=\"_blank\">budget template<\/a>, courtesy of <a data-href=\"http:\/\/gamedevbizbook.com\" href=\"http:\/\/gamedevbizbook.com\" rel=\"noopener noreferrer\" target=\"_blank\">The GameDev Business Handbook<\/a>, will provide an insight into developing a budget of your own \u2014 use<a data-href=\"http:\/\/www.gamedevbizbook.com\/digital-supplements\/budget-template-samples\/\" href=\"http:\/\/www.gamedevbizbook.com\/digital-supplements\/budget-template-samples\/\" rel=\"noopener noreferrer\" target=\"_blank\"> these templates<\/a> as additional reference material.<\/li>\n<li><strong>Development <\/strong><strong>Schedule&nbsp;<\/strong>\u2014 ProductPlan\u2019s <a data-href=\"https:\/\/www.productplan.com\/what-is-a-product-roadmap\/\" href=\"https:\/\/www.productplan.com\/what-is-a-product-roadmap\/\" rel=\"noopener noreferrer\" target=\"_blank\">roadmap creation tool<\/a> will be of high value for those with no prior experience in game development schedule planning, and <a data-href=\"https:\/\/www.productplan.com\/creating-a-roadmap\/\" href=\"https:\/\/www.productplan.com\/creating-a-roadmap\/\" rel=\"noopener noreferrer\" target=\"_blank\">the official guide<\/a> will provide additional help.<\/li>\n<\/ul>\n<h4><strong>A Few Closing&nbsp;Remarks<\/strong><\/h4>\n<p>Even though you are now prepared to pitch your game project \u2014 the whole process might still seem overwhelming, at least a bit.<\/p>\n<p>So keep in mind \u2014 the hardest part is already behind you. You already have a concept for a great game&nbsp;\u2014 a game that you and your team believe in. All that\u2019s left is to make someone else believe in it too.<\/p>\n<p><strong>Best of luck!<\/strong><\/p>\n<p>Author:&nbsp;Andrey Sazhin, producer at META Publishing<\/p>\n<p>You can reach us out here:<br \/>Twitter &#8211;&nbsp;https:\/\/twitter.com\/metapublishing<br \/><strong>Discord &#8211;&nbsp;<\/strong>https:\/\/t.co\/qq1R6Xrlc5?amp=1<\/p>\n<\/p><\/div>\n<hr>\n<div class=\"hide-phone\">\n<h3>Related Jobs<\/h3>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/java-software-developer-core-team-hamburg-34596\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/10\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher-2.png\" alt=\"innogames\" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/product-manager-all-genders-hamburg-34572\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/10\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher-3.png\" alt=\"New Moon Production \" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/lead-game-designer-helsinki-or-oulu-34595\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/10\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher-5.jpg\" alt=\"Fingersoft\" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/lead-fx-artist-bend-oregon-34569\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/10\/blog-tips-and-advice-for-pitching-your-game-to-a-publisher-4.png\" alt=\"Sony PlayStation\" width=\"120\"><\/a><\/div>\n<div class=\"title\"> <strong> Sony PlayStation \u2014 Bend, Oregon, United States <br \/>[10.06.20] <\/strong> <br \/><a href=\"https:\/\/jobs.gamasutra.com\/job\/lead-fx-artist-bend-oregon-34569\">Lead FX Artist<\/a> <\/div>\n<\/p><\/div>\n<\/p><\/div>\n<hr><\/div>\n<p> <!-- InstanceEndEditable --> <\/div>\n<p><!--end contentbox-->\n<\/div>\n<p><!--end span-16--> <\/div>\n<p> <br class=\"clear\"> <\/div>\n<p><!--end span-21--> <!--begin right sidebar--> <!--end right sidebar--> &lt;!&#8211; <\/div>\n<p> Extra Div &#8211;&gt; <!-- Beginning Sync AdSlot 21 for Ad unit Gamasutra\/\/consolepc ### size: [[8,2]] --> <!-- End AdSlot 21 --> <!-- Beginning Sync AdSlot 22 for Ad unit Gamasutra\/\/consolepc ### size: [[8,4]] --> <!-- End AdSlot 22 --> <!-- Beginning Sync AdSlot 23 for Ad unit Gamasutra\/\/consolepc ### size: [[4,4]] --> <!-- End AdSlot 23 --> <br class=\"clear\"><\/p><\/div>\n<p><!--end content-body-wrapper--> <\/div>\n<p><!--end container--><br \/>\n<!--begin footer--> <!--end footer--> <!-- SiteCatalyst code version: H.21.\nCopyright 1996-2010 Adobe, Inc. 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