Hello Chat!
Creating the Pitch for class was fun. I finished the assignment later than most, thanks to Joshua's grace in giving me an extension, so I only had a day to work on the pitch for class. Midway through my research I already knew what type of game I wanted to make, it's setting, it's core mechanics, what features need to be focused on, stuff like that. Although I actually had to develop them when making the pitch. It was a fine balance between designing my game for the pitch and changing my pitch for the game, it was a really fun experience. I was able to develop some 'transparent' core pillars out of that, so now I'm focused on making more concrete designs & deciding on which game pillars to use.
When designing my pitch I was expecting to present for 5-10 minutes. I had a lot of descriptions for the mechanics I had in mind for my game to make them detailed in showing off how gameplay connects to my topic. When I saw that we only had 3 minutes, I was a little panicked because I had to reduce 10 minutes into 3. I chose to focus only on how the mechanics function in very 'high-concept' detail, so that Joshua could be able to design what I said himself if he ever needed to. It was a fun little challenge and forced me to focus on what the core of my mechanics really are, which will help in tunneling the design.
That's it.
Bye Chat!
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hey berg,
You had a great pitch despite the reduced time you had to work on it, I can definitely tell that this idea was pieced together ahead of time, as a lot of the concepts are really well thought out and the the entire thing really fits the setting you chose. I think the setting of it all has to be my favourite part as it's not only a really interesting setting for a game but it's so important to the themes of the game and the serious topic you chose to focus on. You did a great job in reducing the pitch from 10 minutes to 3 at such short notice, especially with the amount of content you had prepared it must've been difficult to decide what makes it in and what's not as important but even outside of pitches that's a skill that will definitely come in handy throughout development as we encounter potential scope issues and having to cut out things. Looking forward to working on the game and I'm glad your pitch was chosen!
Hi Berger!
Solid job adapting to the presentation constraints. I had to cut a portion of my presentation myself to save time. Smart decision devoting time to the core pillars of the project, despite the fact you had to pivot to a general, high-concept pitch to get your idea across. Best of luck working on SteelFire Garden!
Having the time reduced to present was very unfortunate but as you said, a great learning experience. The high-concept pitch being engaging and interesting is a great way to gauge that you have a good game concept on your hands.
Hey Josh,
I'm glad to hear you had a smooth transition from research to game design. I think you chose a topic that is actually really interesting and worth exploring in a game. It's a shame that we only had 3 minutes to pitch our games because I could tell you had a lot to share with us during your presentation. I was especially focused on the topic of a flamethrowers being the player's only weapon, and how it tied in with the core gameplay loop of the entire game experience. I'm very excited to work on this game though, so let's do our best to make it as close to what you envisioned.
I agree when we had our presentation time reduced we were only able to talk about the big strokes of the game pitch and not able to into specific details. this could be good in a way as most people would be more interested in hearing the broad concept of it as specific details could be a bit much sometimes. I guess that's why elevator pitches are important.