© The Author(s), under exclusive license to APress Media, LLC, part of Springer Nature 2022
M. KillickThe Way We Playhttps://doi.org/10.1007/978-1-4842-8789-7_11

11. The End. Or Your Beginning?

Michael Killick1  
(1)
Cambridge, UK
 
This is it; you have completed all chapters within this book and have reached the epilogue of your journey. While we have considered some of the most important aspects within game design, we have also considered what you should avoid to best maximize your time, potentially money, and the skills you will learn or develop upon. But what have we covered so far?
  • The history of video games and where they came from

  • Took a deep dive into the industry job roles and the skills required

  • 2D and 3D Unity tutorials

  • Core elements of any game (mechanics, combat, and multiplayer)

  • Creating your worlds and levels

  • Designing of enemies and obstacles

  • What makes a good HUD and how to make it effective for all players

And most importantly
  • What is a game?

If you have followed this book carefully, you should hopefully have designed a great game idea and now ready to begin making it. But what happens once you have made it or in the process of making it? You will need to find a publisher who will publish your game. Of course, you can become a publisher and do it yourself, but this will be trickier if you have not got the funds or the exposure to your intended audiences. This means that you are going to need a pitch. Of course, we have created the Game Design Document and the other supporting documents, but you will need to create a pitch that you can use for a publisher.

A pitch is a streamlined presentation that shows the core parts of your game and is digestible for those listening. You will need to avoid showing the full contents of the story and any backstory of side characters, for example, and focus on the most important bits. But a pitch should be short and straight to the point. Too long and the audience will get bored, too short and the audience might be left confused and unsure on what the game is.

Microsoft PowerPoint or similar is perfect for creating the pitch. If you have used presentation software before, then you need to remember the basics of creating slides and delivering your pitch:
  • Use a clear and simple font. You would be surprised on how many use fancy fonts that are not legible.

  • Do not use too many slides for your pitch. If you have five minutes to sell your game, avoid using 20–30 slides. Keep it simple and straight to the point!

  • A common mistake people make is to read information off the slide. This is one of the biggest mistakes to make in a presentation. If someone can read the information on your slide, then you should not be reading it to the audience! They can read it themselves! If you are going to have any writing on your slides, make sure they are bullet points that your audience can read so they know what you will be talking about, and then you explain each of them in detail. They are also a fantastic way for you to keep track of what you are talking about.

  • Be clear in the way you talk. Any mumbling and your audience will struggle to hear you. This also goes for posture and presentation. Try to avoid slouching and always face your audience when you are talking. No one wants to be looking at your back when you are addressing them!

  • Body language is key. Being open with your body will show you are friendly and willing to learn more from your audience as well as take any advice or constructive criticism.

While I am trying not to make this an idiot’s guide to presentations, you would be surprised at how many people who forget the basics, and their presentation becomes muddled and hard to understand. I have sat through countless game pitches where the designers have been facing the screen and reading their slides instead of facing their panel to discuss their game idea. If you have lots to cover, then why not think about printing some notes that you can read from during the presentation? If this is a method you choose, make sure that you do not always look down to read the notes, keep looking up and make eye contact with the audience. You need to keep them engaged as much as possible!

Here is one bit of key advice I would like to share before we enter the pitch section . I have been part of many panels of game pitches, and in the middle of explaining the mechanics and designs of the levels, they say: “the player goes around the map.” Do not say this! Saying “goes around” makes you look unprofessional and not clear on what your idea is. If you are going to say something like this, add some interesting adjectives instead such as, “Explore” or “Investigate”. This will make your pitch clearer and flow better through your words. For example: “Nathan Drake traverses lost cities and uncharted territories to uncover lost treasure.” “Batman leaves no stone unturned during his fight against the criminal underworld of Gotham City.” Be creative when it comes to talking about the gameplay experience the player will have. If you can grip your pitch audience, then you can grip it to your target audience!

When thinking about creating a pitch , here are a few ideas on what you could have as titles for your slides. What detail you put into them will vary on your idea:
  • Title and genre

  • Synopsis of the story (make sure that this is a synopsis and not a novelization!)

  • Mechanics and playstyle

  • Intended audience and age rating

  • Any moodboards or inspiration for your game (the better the image you can create in your audience’s head about your game, the better!)

  • Competitors within your chosen genre

  • Any concept art

  • Why your game will be successful and be above all others

Something else that would be perfect to show is a vertical slice of your game. A vertical slice is a demo version of your game. This should be the most polished version of your game with all the bells and whistles. This should be a level that characterizes what the game will look like in its entirety. If there is something playable, it will always swing in your favor! Sometimes, creating a demo is not possible, so do not strain yourself if you are trying to make one while preparing your pitch, but they will always be useful. If you have created a vertical slice, why not show some feedback you have gathered from a small audience? Bringing feedback to your pitch will help solidify opinions on your game and show that it has potential.

More than anything else, make sure that you are prepared. Practicing your pitch to friends or someone you know works within game design is the best way to ensure that you are ready for the big pitch. It is also worth getting feedback from your presentation so you can perfect your work and presentation method. Be excited about the game you are pitching. As we spoke about at the start of the book, the biggest fan of your game should be you! This also means that you need to be confident with the work you are presenting and knowing it inside out. If you do receive awkward questions either about the story or production plans, then you should feel confident with being able to answer them.

If you are working in a team and not fully confident with talking in front of people, ask someone else in the team to present for you, but make sure that you are still standing at the front so you can answer any questions you get. You also need to bring a backup of any work and the pitch with you. I have been on the panel for many pitches where game demos or the presentation failed to open. Always be prepared and bring an extra copy of everything!

If your pitch wasn’t successful and the company or publishers would not like to take your idea further, then do not be disheartened by that. The key with pitches and game design is to keep trying. I have spoken and seen so many upcoming game designers who are too nervous to share their work in the worry that their ideas might be stolen or a mounting pressure that professionals from the industry will tear their ideas apart. This really is not the case! And the crucial thing that designers seem to forget when it comes to pitching to experts is that they are human. They will have been in your position at some point in their career, and they are at the point where they would like to share their ideas and wisdom to support new professionals. Designers will not make it anywhere unless they share their ideas. You never know who might be in the crowd or audience who loves your idea and gives you that boost you need. Selling yourself and your ideas is key to this vast gaming world. The way to make a name for yourself is by getting your name out there and sharing the work you create. Lots of professionals use platforms to develop and create their portfolio which is perfect for interviews and for personal progression. Here are a few platforms you might want to consider when making your portfolio :

  • ArtStation

  • DeviantArt

  • Instagram

  • LinkedIn

  • Itch.io

  • Creating your own website

All are remarkably simple and easy to set up. The more platforms people can find your name on, the wider reach you will have!

Another great way to start chatting to new people and work upon your game design skills is to sign up to some game jams. These are game-making events where designers come together of all skill levels to create a game within a given time. With these, you can start to network with other like-minded designers and share knowledge and skills, as well as make games! It is also worth sitting in with any design talks from professionals in the industry. Attending game expos and taking part in some meet and greets is a great way to network while also getting some feedback on ideas but also advice about career progression within the industry.

Now with all your newfound knowledge, you have what it takes to begin designing your first game or taking an idea further. You are either about to start what I think is the best job in the world or continue your journey in this wide and exciting universe. There are some amazing and talented people within the industry who are willing to support you no matter the position you are in currently. The game industry is growing every day, so making friends in the right places will help you more than you know.

But before you begin to take your first steps, whether it be designing, looking for a job, or even starting out a new skill, the most important thing to remember is, no matter how big or ambitious an idea may be, show perseverance and keep going! There is no greater feeling than to know that you have overcome something and that you have achieved a goal. Always put your mind to something and never be afraid to show your creative flair and what it is you are capable of. Greatness will come from small beginnings!

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