Game Project Management
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.
Click on the links above or below to access all of the information you'll need.
About the
Client: Here is the information you need about the group you'll be
pitching your ideas to. You'll need to meet the client's needs, and that will
take some thought and research.
Teams &
Companies: This is what you need to know about forming your Team's own
'business identity.'
Job
Descriptions: What are you responsible for on your Team? It's all
spelled out right here.
Pitch
Packet Information: The big item that you'll be handing in at the end of
the quarter is your Pitch Packet. Here is a complete checklist of what should be
inside.
Presentation Information: Here is a sequencing guideline for making a
proper Pitch Presentation.
Extra Credit Ideas: This Graded Course Project is an excellent opportunity to excel. Here are some ideas to make yourself, your company, and your game proposal all look better when the time comes.
What you're getting into.
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)
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.