Microtalk - Failure and Feedback
summary
Walks through a concrete pitching framework: a pitch equals an idea well told with an ask, three required parts (beginning middle end) and three common failure modes — the not a pitch, the I don't know what I want pitch — with real examples (elevator “X meets Y” lines, Capcom fan mail with 150 mashups), hard numbers for budgeting (mentions $10–20M swings), and practical fixes (multiple versions for different audiences, dozens of dry runs, hundreds of rewrites). Good if you want pragmatic, example‑driven pitching habits.
AI-written summary · about
chapters (7)
- 0:00Interactive setup
- 2:13Why bad pitches matter
- 3:36Three bad pitch types
- 4:20Flaws of 'not a pitch'
- 6:26The 'I don't know' pitch
- 8:39The 'one size fits none' pitch
- 10:03Fixing bad pitches
related talks
23mPitching is scary, networking is hard
18m25 tips for successful pitching and networking
01h 17mYour Pitch Is Fine. Your Delivery Is Not.
01h 00mArt of Pitching: How to Pitch Your Game, Your Idea, Yourself
19mLessons from Both Sides of the Pitching Table
52mPitching For Life: How to Survive as a Game Founder in an Artsy Jungle of Business
51mHow to make a good games pitch
01h 00mI Love You But Your Pitch Sucks
