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GETTING THE RIGHT PARTNER
FOR YOUR GAME
VERA FRISCH & RALF ADAM
This lecture was held in November 2019 at the IGDA Game Start-Ups 101
in Oulu/Finland. The presentation may not include all original materials
shown during this talk (pictures, videos etc.) – but has been enhanced with
additional explanatory text which was given during the presentation in form
of voice over by the speakers.
DISCLAIMER
▪ Strategy (Company & Game)
▪ Pitching – Best Practices
▪ Pre-Pitch Process
▪ Location & Timing
▪ Materials & Preparation
▪ Presentation
▪ Publishers & Investors: What are
they really interested in?
AGENDA
STRATEGY (COMPANY & GAME)
What‘s your studio strategy?
▪ Overall goals for your studio?
▪ Size, structure, workflows?
▪ What kind of games?
▪ Own IP‘s? Work-for-hire studio?
▪ Indie vs. AAA?
▪ Exit-Strategy?
STRATEGY (COMPANY & GAME)
What partner do you need?
▪ No project – looking for Work-for-Hire
▪ Publishing of a completed project
▪ Presenting RFP (Request for proposal
= publisher reached out to you before)
▪ Original IP Concept
▪ Investment in company
PITCHING – PRE-PITCH PROCESS
Questions before the pitch
▪ Target partner’s business focus?
▪ Genre and target platform?
▪ Do you have something worth pitching?
▪ Can you show something running?
▪ Have you made a game before?
PITCHING – LOCATION & TIMING
How to approach potential partners
▪ Determine the publishers & investors
▪ Look to build relationships
-> Grow your network!
▪ Look for opportunities to meet
▪ Prepare your materials
▪ Practice & Polish!
Best Practice: Where to pitch
▪ Conferences = Great for contacts,
but don’t try to sell your game there
▪ You only have short amount of time
▪ Not all stakeholder present
▪ Try to make curious…
▪ …and get an appointment at HQ
PITCHING – LOCATION & TIMING
PITCHING – MATERIALS & PREPARATION
Essential Team Information
▪ Studio Background
▪ Size
▪ Track Record
(Genre, Platform, USP’s)
▪ Tech
▪ Man Month Rate
PITCHING – MATERIALS & PREPARATION
Best Practice: Studio Background
▪ Important for publisher
▪ Team experience (over individual XP)
▪ Have you worked together before?
▪ Maybe as a student team?
▪ Maybe start with Work-For-Hire to get
credibility/XP
PITCHING – MATERIALS & PREPARATION
Essential Game Materials
▪ Game Treatment (~2-4 pages)
▪ Design Vision & Visual Concept
▪ Demo, or Animated Storyboard,
or Rip-o-matic/Video,
Storyboard, or concept art
▪ End date - given start date
Best Practice: Design Vision
▪ What is your game (all about)?
▪ Start with the X
▪ Core features/game loop
▪ Short Summary (Elevator Pitch)
▪ What makes it different/special/unique?
PITCHING – MATERIALS & PREPARATION
PITCHING – MATERIALS & PREPARATION
Best Practice: Visuals
▪ If you can’t make it – fake it!
▪ Important for publisher: “visual” goals
▪ Compare with similar titles
▪ Video: Pre-Render gameplay
▪ Rip-o-matic: Made out of cuts from
other games
PITCHING – PRESENTATION
American vs. European
▪ Europeans tend to:
▪ Pitch half-hearted
▪ „I‘ve no chance anyway“
▪ Under-sell
▪ Appear grumpy & sluggish
PITCHING – PRESENTATION
15 Minutes of Fame
▪ You have 15 minutes to convince
▪ Publisher made up his mind after the
first 5 minutes
▪ After 15 minutes no more chance
▪ CEO present? Even less time…
PITCHING – PRESENTATION
Don‘t save the best for last
▪ Start with playable Prototype
▪ No prototype? Start with video!
▪ Team-Presentation can wait
▪ Avoid PowerPoint
PITCHING – PRESENTATION
Elevator Pitch
▪ Your game idea in 45 seconds:
▪ What’s so great about it?
▪ Why is it unique?
▪ What’s the core loop of the game?
▪ Why would I stop playing XYZ for
this game?
PITCHING – PRESENTATION
Never „pitch“ too many risks at once
▪ Publishers are risk-averse
▪ Don‘t try at the same time…
▪ to conquer a new genre
▪ try a new tech (engine, 3D vs 2D etc.)
▪ try a new platform (new console etc.)
▪ with a new team…
PITCHING – PRESENTATION
You always pitch your studio
▪ Even if not actively pitching a game
▪ You‘re always pitching yourself
▪ At shows, conferences etc. –
wherever you are present
▪ Great chance: Publisher might get
interested in you as a studio
PUBLISHERS & INVESTORS
What publisher are really looking for
▪ Reliability
▪ Available resources
▪ Cost efficiency
▪ Working pipeline
▪ Honest & transparent communication
▪ XP with genre, style & tools = Quality!
PUBLISHERS & INVESTORS
Best Practice: General
▪ Be unique! No clone games!
▪ Minimize repetitive communication
▪ Keep portfolio on website up to date
▪ Regularly provide updates to contacts
▪ Use and meetings at events to share
major updates
PC & Console
PC, Console, Mobile, AR/VR
PC, Console, Mobile
Mobile only
PUBLISHERS & INVESTORS
Publishers interested in*:
https://www.gamesindustry.biz/articles/2019-11-06-which-platforms-are-publishers-and-investors-really-interested-in?fbclid=IwAR2JdcVkVG3FdxyOMpPZayyMFd9CHdjWgPkAxp5fI9SG9G1gLD5q7lnpGbk
*Source: Xsolla Funding Club
42%
41%
13%
4%
QUESTIONS?
VERA FRISCH
vera@gamecorps.de
https://www.linkedin.com/in/verafrisch/
RALF C. ADAM
https://www.linkedin.com/in/raadam/
www@gameproducersguide.com
ralf@tigerteam-productions.de

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2019 - Getting the right partner for your game

  • 1. GETTING THE RIGHT PARTNER FOR YOUR GAME VERA FRISCH & RALF ADAM
  • 2. This lecture was held in November 2019 at the IGDA Game Start-Ups 101 in Oulu/Finland. The presentation may not include all original materials shown during this talk (pictures, videos etc.) – but has been enhanced with additional explanatory text which was given during the presentation in form of voice over by the speakers. DISCLAIMER
  • 3. ▪ Strategy (Company & Game) ▪ Pitching – Best Practices ▪ Pre-Pitch Process ▪ Location & Timing ▪ Materials & Preparation ▪ Presentation ▪ Publishers & Investors: What are they really interested in? AGENDA
  • 4. STRATEGY (COMPANY & GAME) What‘s your studio strategy? ▪ Overall goals for your studio? ▪ Size, structure, workflows? ▪ What kind of games? ▪ Own IP‘s? Work-for-hire studio? ▪ Indie vs. AAA? ▪ Exit-Strategy?
  • 5. STRATEGY (COMPANY & GAME) What partner do you need? ▪ No project – looking for Work-for-Hire ▪ Publishing of a completed project ▪ Presenting RFP (Request for proposal = publisher reached out to you before) ▪ Original IP Concept ▪ Investment in company
  • 6. PITCHING – PRE-PITCH PROCESS Questions before the pitch ▪ Target partner’s business focus? ▪ Genre and target platform? ▪ Do you have something worth pitching? ▪ Can you show something running? ▪ Have you made a game before?
  • 7. PITCHING – LOCATION & TIMING How to approach potential partners ▪ Determine the publishers & investors ▪ Look to build relationships -> Grow your network! ▪ Look for opportunities to meet ▪ Prepare your materials ▪ Practice & Polish!
  • 8. Best Practice: Where to pitch ▪ Conferences = Great for contacts, but don’t try to sell your game there ▪ You only have short amount of time ▪ Not all stakeholder present ▪ Try to make curious… ▪ …and get an appointment at HQ PITCHING – LOCATION & TIMING
  • 9. PITCHING – MATERIALS & PREPARATION Essential Team Information ▪ Studio Background ▪ Size ▪ Track Record (Genre, Platform, USP’s) ▪ Tech ▪ Man Month Rate
  • 10. PITCHING – MATERIALS & PREPARATION Best Practice: Studio Background ▪ Important for publisher ▪ Team experience (over individual XP) ▪ Have you worked together before? ▪ Maybe as a student team? ▪ Maybe start with Work-For-Hire to get credibility/XP
  • 11. PITCHING – MATERIALS & PREPARATION Essential Game Materials ▪ Game Treatment (~2-4 pages) ▪ Design Vision & Visual Concept ▪ Demo, or Animated Storyboard, or Rip-o-matic/Video, Storyboard, or concept art ▪ End date - given start date
  • 12. Best Practice: Design Vision ▪ What is your game (all about)? ▪ Start with the X ▪ Core features/game loop ▪ Short Summary (Elevator Pitch) ▪ What makes it different/special/unique? PITCHING – MATERIALS & PREPARATION
  • 13. PITCHING – MATERIALS & PREPARATION Best Practice: Visuals ▪ If you can’t make it – fake it! ▪ Important for publisher: “visual” goals ▪ Compare with similar titles ▪ Video: Pre-Render gameplay ▪ Rip-o-matic: Made out of cuts from other games
  • 14. PITCHING – PRESENTATION American vs. European ▪ Europeans tend to: ▪ Pitch half-hearted ▪ „I‘ve no chance anyway“ ▪ Under-sell ▪ Appear grumpy & sluggish
  • 15. PITCHING – PRESENTATION 15 Minutes of Fame ▪ You have 15 minutes to convince ▪ Publisher made up his mind after the first 5 minutes ▪ After 15 minutes no more chance ▪ CEO present? Even less time…
  • 16. PITCHING – PRESENTATION Don‘t save the best for last ▪ Start with playable Prototype ▪ No prototype? Start with video! ▪ Team-Presentation can wait ▪ Avoid PowerPoint
  • 17. PITCHING – PRESENTATION Elevator Pitch ▪ Your game idea in 45 seconds: ▪ What’s so great about it? ▪ Why is it unique? ▪ What’s the core loop of the game? ▪ Why would I stop playing XYZ for this game?
  • 18. PITCHING – PRESENTATION Never „pitch“ too many risks at once ▪ Publishers are risk-averse ▪ Don‘t try at the same time… ▪ to conquer a new genre ▪ try a new tech (engine, 3D vs 2D etc.) ▪ try a new platform (new console etc.) ▪ with a new team…
  • 19. PITCHING – PRESENTATION You always pitch your studio ▪ Even if not actively pitching a game ▪ You‘re always pitching yourself ▪ At shows, conferences etc. – wherever you are present ▪ Great chance: Publisher might get interested in you as a studio
  • 20. PUBLISHERS & INVESTORS What publisher are really looking for ▪ Reliability ▪ Available resources ▪ Cost efficiency ▪ Working pipeline ▪ Honest & transparent communication ▪ XP with genre, style & tools = Quality!
  • 21. PUBLISHERS & INVESTORS Best Practice: General ▪ Be unique! No clone games! ▪ Minimize repetitive communication ▪ Keep portfolio on website up to date ▪ Regularly provide updates to contacts ▪ Use and meetings at events to share major updates
  • 22. PC & Console PC, Console, Mobile, AR/VR PC, Console, Mobile Mobile only PUBLISHERS & INVESTORS Publishers interested in*: https://www.gamesindustry.biz/articles/2019-11-06-which-platforms-are-publishers-and-investors-really-interested-in?fbclid=IwAR2JdcVkVG3FdxyOMpPZayyMFd9CHdjWgPkAxp5fI9SG9G1gLD5q7lnpGbk *Source: Xsolla Funding Club 42% 41% 13% 4%
  • 23. QUESTIONS? VERA FRISCH vera@gamecorps.de https://www.linkedin.com/in/verafrisch/ RALF C. ADAM https://www.linkedin.com/in/raadam/ www@gameproducersguide.com ralf@tigerteam-productions.de