76 THE GAME PRODUCTION HANDBOOK, 2/E
HOW TO PITCH A GAME
Lee Jacobson, VP of Business Development and Acquisitions
Midway Entertainment
Ten to fifteen years ago, games used to be all about the novelty of the gameplay
mechanics. Now that games have evolved into more mainstream entertainment,
it’s really about telling stories and how the stories are executed. Also, as games
are getting more expensive, publishers have more departments such as publishing,
marketing, sales, and product development, that are weighing in on game decisions.
Because so many people are involved, an independent developer who is pitching
an original game must be able to communicate the idea in a very limited amount
of time. There are three assets that are invaluable for judging a game’s publishing
potential.
First is a very brief treatment of the game. This is a one to two page executive
summary of the game that explains the essence of the game, how it can be posi-
tioned in the marketplace, and how it can be communicated to the customer or
retailer. If you have to go through a long dissertation explaining the merits of your
game, it is likely the mass market consumer will not immediately understand the
game’s appeal.
Don’t spend time creating a detailed design document. At the pitch stage, this
is not important. For one thing, publishers don’t have time to read them. Also, after
a publisher starts working with a developer, the publisher’s feedback will affect the
game’s design. Unfortunately, most developers spend time of writing a document
that details all the gameplay mechanics and all the wonderful features of their game,
but are unable to describe their game in one or two sentences that show why people
will want to buy it.
Second, and it really is becoming the norm, is a playable prototype or vertical
slice of game. It doesn’t need to be long, but it must show how the final game will
look and play—no apologies for visual quality, animation quality, production values,
camera cuts, lighting, and so on. Publishers would much rather see a two-minute
slice of gameplay where the environment looks amazing, rather than a huge world
where you can wander for two hours but that looks horrible.
A highly-polished demo is more likely to get the developer to the next step in
the pitch process. It lets the publisher know that the developer not only understands
what the game is about but also knows what the consumer needs to see. This is im-
portant; many developers lose sight of this and don’t realize it’s not about what they
think is cool, but what the consumers think is cool.
The third thing is a game trailer. It only needs to be 30 seconds to one minute
long, but from the moment it starts, everything—including the mood music, the