Professional Documents
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Pitch Template
Pitch Template
• Keep it readable & focused above all. 10 - 14 slides • You can use the “notes” section for additional
should be enough, with up to 15 minutes of spoken context. In Slides, enable View→Show Speaker
content. Notes Powerpoint, click View →Notes. In Keynote,
• Your goal here is to sell the business case – not the View→Show Presenter Notes.
game. The game is the product, but you’re selling • Pretty works. It really does. Spend time & resources
the collaboration between you & the funder, which on making it look memorable.
results in them selling your game. • Use bright, bold colours, backgrounds, & fonts for
• Many publishers ask you to send the pitch deck to bright, bold games. Soft, pastel colours,
them before you get the chance of presenting it. backgrounds, & fonts for soft, pastel games. Style
Your presentation should work without you. the presentation to the game’s style.
• This structure is designed to optimize your chances • I do not recommend moving the “what do we need”
of landing a pitch towards a publisher looking to segment. Ending with the budget means the
fund game development of a game in progress. publisher has a full view of what you’re offering
• It assumes your biggest weakness is relevant before they start adding the money to their thought
experience, and thus starts by trying to show process. A great pitch will have them going “perfect”
whatever experience you have. at your budget, not judging every slide you show
• If you are more experienced, you can move the with the money they know you’re asking for.
“Who” section to after the “How Can You Benefit”
section.
• These icons act as guidelines to warn • ⏱: How many minutes the segment, when presented,
you if common errors exist on certain should take.
segments. • 📑: How many slides the segment should contain.
• There is no set formula for a good • 🧩: How in-depth your segment should be.
pitch. There are, however, general • Concise: focus on moving the presentation on.
things that make a bad pitch. • Medium: take time to emphasize strengths.
• In-Depth: take time to elaborate or explain.
• For young studios, the biggest risk a funder • We’re not discussing who is on you team
can identify for your project is going to be now – we’re discussing who will be on your
you. You’ll want to reassure the funders that team if it was funded. If you have
you know what you’re doing, and that you’re commitments from people, include them.
capable of shipping. • If you have notable work, place the “Who”
• If you don’t have any relevant experience, slide with Games before the People ones. If
you can still pitch, but you’ll have to show you have no relevant existing work, delete
through your prototype, your budget, and that slide.
your time timeline that you’re realistic and • Relevant here means “of similar or
capable. aspirationally similar scale”.
• In this part of the presentation, you are • Lean into your game’s strengths.
proving several things, focusing on the • Aim to pitch something people could hate. If
game: your goal is to make everyone love the game,
• The dream: That your work will stand you dull its strengths to be more agreeable.
out, and how it is enticing to the Play up your strengths so much that it’d make
audience. people who wouldn’t like your game hate it.
• The proof: That you are capable of That way, you’re leaning into your works’
creating this work. strengths most.
• The work: How your work operates, and • This segment usually is 3-5 slides.
that you have understanding of it. • It is an important segment, so make every
image and word count.
• Your game will usually have something familiar, and something new.
• To present your game, take the same approach. Quickly establish what the game is and who it is
for through the recognizable, familiar aspects of your game – genre, mechanics, systems, stories,
characters, or art-styles (ie. “a futuristic cel-shaded first person shooter” or “a top-down pixel art
life simulator”). Then wow your audience with what is unique about it.
• Try to keep focused on “what” and “why”.
• It’s very easy to want to explain everything – instead, focus on just two things: what is it doing,
and why it matters. Unless the “how” is transformational –and I mean incredibly so- the
publisher won’t care or understand how you do it. They just need to know what it means.
• If you have a trailer, here’s a good place to put it.
• Include the video file in the presentation - do not rely on online video hosting like YouTube.
• Here’s where we’re going into how the game works, and how it delivers the
things you’re promising.
• Again, use early mock-ups of the final game. The more junior your team is, the more
important it is that you really show what you can do to your audience here. Short videos
and/or GIFs work better than images.
• Numbers are not interesting unless they’re really remarkable. 1 billion characters is
remarkable. 12 levels is not. Instead, tell us how they differ.
• This is where you go in-depth on mechanics, loops, or systems in your game that stand
out or identify your work. As every game is different, I’ve included some sample slides you
could use. None, some, or all of these could apply to your work. Choose one or two that fit
your project best, or make your own.
template from ltpf.ramiismail.com
To Make What: The Work
Example slide: various. Mix & match as you see fit.
Step 1
• This is the first step.
Subloop #1
Step 4 Step 2
• This is the fourth step. • This is the secondMain
step.loop Subloop #2
• This step achieves certain
goals.
Step 3
Subloop #3
• This is the third step.
• This step achieves certain
goals, too.
Long term
Short term
Medium term
these things in the these things in the these things in the
short term. medium term. long term.
• This is what they’re • This is what they’re • This is what
focused on. focused on. they’re focused
• This is why they’re • This is why they’re on.
focused on that. focused on that. • This is why they’re
• This is what they • This is what they focused on that.
expect to gain from expect to gain from • This is what they
it. it. expect to gain
from it.
Technology Name
The first module of the technology The second aspect of the technology The third element of the technology
•Clear example of the immediate benefits •Clear example of how it works and the •Clear example of what it does and the
immediate benefits. immediate benefits
Results
The result of the technology The other result of the technology
• Clear and immediate benefits •Clear and immediate benefits
• If everything is OK, you’ve just completed explaining what the game is and
proven that you’re capable of making it.
• Your game is a foundational part of the pitch, but ultimately the target here is to convince
our audience of the business case. This is where it really gets serious.
• We’re going to do an honest comparative analysis based on the Levelling The Playing
Field article with comparable games that proves that we believe that there is a viable
market for this game. The funding party does their own analysis – your analysis is to
prove that you’re aware of the market, competition, and financial realities.
• Nobody cares that Minecraft & Among Us made a lot of money. They’re not comparables.
Short
Sessions
Strategic Fast-Paced
Long
Sessions
template from ltpf.ramiismail.com
⏱2-3 📑 1-2 🧩medium
What Do We Need?
Now for the closing point, we’re going to make our ask.
Production Production
For the timeline, ratios are mostly evaluated between “Vertical Slice”, “Feature Complete”, “Content
Complete”, and “Launch”. Think of the genre you’re working in: in an RTS, you’d expect Features to take most
of the work – and Content to be shorter. In an open-world RPG, you’d expect Features to be done fairly
quickly, but Content to take most of the time.
Good things to keep in mind: project pitches are most likely to succeed if you start pitching between
Prototype and Vertical Slice. For most games, “Content Complete” to “Launch” should be three months.
Timelines between 9 months and 2.5 years are generally viable. As with everything else, it’s better to come in
too high than too low.
• Your budget is going to be judged as a metric of your ability to produce the game. A
realistic and viable budget can be the difference between funder interest and loss of
interest.
• Please read the Budget Viability article on Levelling The Playing Field. You might’ve already read
this for the Comparative Analysis a few slides ago. If not, now’s a good time.
• Too high is better than too low. Funding parties can attempt negotiate down a relatively high
budget. Any form of low budget just shows you are not qualified to make the game.
• Ensure you have healthy margins – 30% margin tends to be safe. Do not mention the margin as a
separate entry in your budget – calculate it into your expenses.
• Let the funding party be the one pushing the number down if they need it to. Your job is to offer
a safe budget for your development. That way, everyone is doing their part of the dance.
• Game Name
• Asking budget
• Genres / Tags
• Projected Release Date
• Desired Platforms
• Engine Used
• Links to builds / additional content
• Contact information
you@yourgamesstudio.com
• If you’re going for publishing, use “Alan Dang’s • When you e-mail publishers, keep it to the
List” to make a list of publishers to reach out to. I point. Your topic is “Game Title – Looking for
generally recommend finding your five favourite Publisher”. In the e-mail body, include a short
publishers, excluding them, and then e-mailing description (similar to what you’d include on a store
everybody else that publishes on your platforms page, not entire paragraphs). If you have playables
of choice. Don’t filter them, let them filter you. or trailers, include the links in the e-mail. I
recommend uploading the presentation somewhere
where you can swap out the file if you make updates
& linking to it from your e-mail.
• Try your pitch on some industry people you know • Pitching is iterative. Don’t try and wait until you
to see if they can follow it. Ask them what parts have everything perfect. It’s important that you get
stood out - take note of what they don’t to gauging whether there’s interest in your game as
remember too. early as possible.
• If you need someone to practice your pitch on or • This deck was created as part of Levelling The
to review your pitch or business case, I offer pitch Playing Field, Rami Ismail’s newsletter for
practice & review services over at my consultancy. independent game devs. You can find the newsletter
online - it’d be much appreciated if you subscribe
there, too. It’s free & it really helps!
Subscribe @ ltpf.ramiismail.com
template from ltpf.ramiismail.com