Up Course Introduction Course Project Info. Syllabus Peer Evaluations Your Current Grade Extra Credit Ideas 1: Welcome to Work 2: Biz, Plan, Time 3: Risks, Leadership 4: Startups, Mktg 5: Budgets, ROIs 6: Protecting Ideas 1 7: Protecting Ideas 2 8: Deal Points 9: Getting a Job 10: Reality, Future 11: Why and Tao
 

Graded Course Project Information

 

Congratulations, you're forming a startup game company!

? “Luck is where preparation meets opportunity.”

You have had an opportunity present itself. With some preparation on your part, you just may be in luck and making your own computer game!

Your Business Development Manager ("Biz Dev") has discovered a client looking to invest in fresh ideas for small game projects that will be the 'next thing' in gaming. They're not afraid to invest in startup companies, so your group is in with a chance to pitch their ideas and try to land a contract to make your business succeed.

CP: About the Client CP: Teams & Companies CP: Job Descriptions CP: Pitch Packet Info CP: Presentation Info CP: Extra Credit Ideas

Click on the links above or below to access all of the information you'll need.


What you're getting into.

Every game publisher receives as many as 500 game concepts per year to consider for publishing. Unfortunately, the majority of these submissions are rejected for a variety of reasons. Overall, the game development business is very competitive. There are hundreds of game developers around the globe. Each team has its own ambitions and dreams of making the next Sims or Grand Theft Auto.
The purpose of this section is not to discourage you, but to give a realistic impression of your chances for success in obtaining a publishing deal, and to provide some general advice to increase your odds. The Publisher Survey in this document shows us that only 4% of game concepts that independent developers submit to publishers are actually published. That is a 96% rejection rate!

Why do I have to pitch anyway?

 

The definition of a “pitch” can be very broad. Historically, a pitch has entailed anything from a one-page write-up of the game concept to the more detailed submission that we commonly see today.

 

The purpose of the pitch is to accurately express your game concept, demonstrate the professionalism of your development team, and inject the publisher with your excitement and enthusiasm for your game title. The publisher should leave with a sense of confidence that your team can deliver the title on time and within budget.

 

When preparing your pitch, try and get inside the mind of the publisher. If you were going to invest millions in a game title, why would you invest it with your group, for your project? What can you demonstrate that will instill confidence that you can deliver a good, fun game on time, within budget? How much risk is involved with your group? What can you present that will mitigate the perceived risk of investing in your project?

 

- From the IGDA Game Submission Guide Report (linked below)

Recommended Reading:

Article: The Game Proposal, Part One: The Basics by Luke Ahearn

This is a very useful piece. Mr. Ahearn knows what he's talking about.

Article: Getting a Deal: Focusing on What Really Matters to Publishers by David Jenkins

Lee Jacobson, vice president of business development and acquisitions at Midway Games, speaks squarely at third-party developers looking to sign a deal with publishers.

Report: Game Submission Guide by the IGDA (International Game Developer's Association

Yes, you'll have to 'join' the IGDA to view this, but there is a free membership available for you starving student types and you should join if you're going to be a game developer.

Article: Manager in a Strange Land: Most Projects Suck by Jamie Fristrom

Here is a preview of what you're in for with your Grade Course Project. Enjoy this poignant light-hearted look at the common pitfalls of working with a team on a game project.

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