Standing out: How to pitch your game
summary
Covers concrete pitching requirements: include a budget breakdown and timeline, state the exact funding ask, and show a vertical slice playable (or secure prototype grants) because investors judge risk. Present a memorable comp—think beyond games—and apply the t-shirt test (could this IP be distilled to a simple visual?). Provide a leave‑behind deck with team credentials and prior credits, avoid over‑tailoring the project to please one publisher, expect rejections, and ask for actionable feedback rather than NDAs, which publishers usually decline.
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chapters (31)
- 0:00Introduction
- 2:10Outline
- 3:15About me
- 4:50Disclaimer
- 5:40What are pitches
- 6:40Talking about your team
- 9:18Talking about money
- 11:20Do you need a playable
- 14:05Comparisons
- 16:47Public presence
- 20:04Your pitch
- 24:11The secret ingredient
- 26:01The Tshirt test
- 28:08Interacting with scouts and publishers
- 30:05Dealing with rejection
- 33:58Summary
- 37:01Contact
- 37:53Questions
- 39:10Finances
- 40:46Mock up trailers
- 42:24Solo Dev pitching
- 44:03When to pitch to Publishers
- 45:20When to phase back
- 46:40Demo art
- 48:18The process
- 49:31Preferred order of pitches
- 51:32Re resending a pitch
- 52:58Asking a publisher to sign an NDA
- 54:22Asking for feedback
- 55:22Other roles
- 56:58Pitching to investors
