game pitch - department of computer science, university of...
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9/23/20
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GAME PITCH
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PITCHING A GAME
• In this course, you’ll be practicing the elevator pitch for your game.
• Need to win the audience in the 30 seconds it takes to ride the elevator with the
CTO or Lead Game Designer
• There are no absolute rules that need to be followed, but there are things
that will help you succeed.
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MILESTONE #1 PRESENTATION• 5-10 minute presentation that describes your game to our industry panel,
such that they understand• what your game is about• what makes it interesting/unique• what your theme and audience are
• Include elements that communicate your vision• References to other games that inspired your pitch• Images (mood boards), early sketches, character design• Videos• Comparisons to other media
• Show what you build during Game Jam #2 and why you decided to build that first
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MILESTONE #1 CREATIVE BRIEF
• Due the day of the presentation at 4:59 PM
• Description of your game, in more detail than your pitch presentation:
• Gameplay: Genre, number of players, game mechanics, overall experience, fun elements, etc.
• Inspirations: aesthetic (mood board), similar games, images, videos, backstory, etc.
• Storyboard, character & level designs, level progression, etc. are fine but not necessary.• Save these for the design document milestone
• Remember the TA is marking this without seeing your pitch J
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PRESENTATION OUTLINE
• Introductions• Your team
• Due to presentations being via Discord, it’s faster to have 1 person introduce everyone
• The name of your game
• The game• What the game is about
• What’s cool, fun or unique about it
• Special details worth mentioning
• Describe gameplay, style, main mechanics, secret ingredients
• Demo
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THINGS WE WANT TO SEE
Getting feedback
• Assign somebody to take notes
• Be gracious in accepting suggestions
• Avoid debate as much as possible
• Use industry guest to resolve design issues
• You don’t have to have everything figured out
• Don’t read from your phone or from the slides
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THINGS WE WANT TO SEE
Be prepared:
• Figure out how to connect to A/V ahead of time
• Prepare slides with imagery to accompany presentation
• You should be able to pitch without slides
• Practice with your group
• Know who is going to speak, when and what each will talk about
• Know EXACTLY what everyone is going to say
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THINGS WE WANT TO SEE
• A picture is worth 1,000 words
• Present images from similar games that you will draw inspiration from.
• Early sketches.
• Character designs.
• Mood boards.
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NOTE
This presentation might be recorded.
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PREPARING FOR THE PRESENTATION
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STEP #1Know your game
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BE PREPARED
Picture your game exactly how it’s going to work
Figure out things like
Type of gameLook & feelControlsGameplayChallenges and rewards
You need to be able to answer any question from the audience
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FOCUS ON THE 3 CS
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Character Camera Controls
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CHARACTER,CAMERA &CONTROLS
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Responsible for your initial experience
Sets the tone for the game
Helps create flow
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STEP #2Good presentation
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PRESENTING
• State the purpose of the presentation• Start with one-sentence description
• Slides should build to game’s overall goal
• Ensure clarity and flow
• Keep points brief• No long, rambling points
• Presentation provides cues to the presenter, not a full description.
• They’re meant to help you, not replace you.
• Figure out the technical setup ahead of time
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BAD PRESENTATION
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STEP #3Engage the Audience
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AUDIENCE
PRESENT, DON’T READ
MAKE IT INTERESTING GET PEOPLE INVOLVED
IT’S NOT ABOUT YOU, IT’S ABOUT THEM
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STEP #4Delivery
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DELIVERY
Be confident
Be comfortable
Speak clearly
Don’t rush
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TIPS
• Stop thinking about the presentation• Focus on the story you’re telling
• Keep it short• Know when to stop talking
• The less you talk, the more feedback you’ll get
• Practice!
• Don’t stress
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EXAMPLEFall Guys – Ultimate Knockout
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IMAGINE THIS
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PLUS THIS
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OVERVIEW
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• 60 player battle royale.
• Chaotic gameplay.
• Each stage has several players to
eliminate or advance to the next
round.
• The last jellybean standing wins!
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EXPERIENCE
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• Mechanics:
• Jumping
• Grabbing
• Diving
• Competitive and cooperative levels.
• Accessible (to play) and
challenging (to win).
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CHAOS
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ART STYLE
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• Colorful
• Adorable
• Everything looks like candy!
• Jellybeans!
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[ INSERT MOOD BOARD HERE ]
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CONCEPT ART
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(OPTIONAL)
CONCEPT LEVEL
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(OPTIONAL)
[ INSERT MUSIC SLIDE HERE ]
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[ DEMO GAME JAM 2 BUILD ]
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