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Dev Log 2 - Pitching A Game

Pitching my game idea this time around was not easy. I spent a large chunk of my time coming up with the game itself and not enough time on the pitch. As a result, I feel as though the pitch was not as good as it could've been. The documentation I included with the pitch was fairly well written, however, I did not produce any scripts or speaking notes when creating the slides. The pitch was short, and I was racing against time, so I misconstrued the core game mechanic and did not mention how it tied back to my research paper. In other words, I sort of went on a tangent without pivoting, which is probably the worst thing you could do during a game pitch. Moreover, the game idea I had was also over-scoping the project by a relatively large margin. 

As a team, we got a second opportunity to pitch the game to each other in a private call, with a lot less pressure. With more time to prepare, I did better this time. However, due to the scope of the project and other ideas being similar, we ended up moving on with another game idea and tweaking it to fit our personal desire for this project. 

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Hello Keanichii. I like how you shared this with us because I have similar experiences about making presentations. One, I am bad at time management so I end up running low on time and have to rush through the projects I have to finish so I don't hand it in late. Two, when I do leave things till the last minute, sometimes I miss out on writing down important information. That, or I don't go into too much detail. During my pitch presentation, I made a mistake in which I left out the player experience and left the professor confused about how the player will interact with things inside of the game. It's frustrating but we all make mistakes.

When it comes to teamwork, it can take a lot of time to combine everyone's idea all into one. Sometimes, one person's ideas will be left out in the end, and that person will feel upset, but they also have to understand that everyone else's ideas might make more sense for the final game/product. I felt like this sometimes during previous Design Weeks where I came up with my own ideas and I had to readjust them because we would come up with completely new ideas and it wouldn't make any sense to use them in our final game.  Don't feel like you are making yourself useless. You can always take away the ideas you have made in your own project, and change those up so they can somehow be used into the game your team has decided on.

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Hey Keanichii! That's some great reflection- spending too much time on the concept and not enough time preparing on how to present that concept is tough to balance. I made a similar mistake of not spending enough time preparing for the presentation, which led to the listeners not being able to share the same vision as the creator :(

It's nice that your group decided to give everyone a second opportunity to pitch your game ideas to each other, and even if your concept didn't get chosen you can always take some ideas from it and merge them into the chosen game!