Wednesday, October 17, 2012

Freeplay 2012 - Pitching



NOTES FROM FREEPLAY 2012 19 - 23 SEPTEMBER 2012

Disclaimer:
The Freeplay Independent Games Festival 2012 could not have happened without the hard work of all its organisers, sponsors and volunteers, they deserve many thanks. All work and words are copyrighted their respective owners and effort has been made to accurately record every speaker and the content presented. These notes are not from any official channel associated with Freeplay and are for the purposes of providing information.

All notes are available in full via: Dropbox (PDF Download). The PDF will be updated in the next few weeks so check back if you need updates.




PITCHING
David Surman & Ian Gouldstone from Pachinko Pictures

- Pitching is an organised presentation
- Pitching is the way you get work
- Pitching is the way you build trust
- Pitching is an opportunity to demonstrate capability
                - It communicates  how your company is managed
- Pitching is best done by only a couple of people
                - A small team distils the entire team's ideas
                - A spokesperson is necessary
- Pitching is full of failure
                - Don't expect to get accepted the first time
- Pitching is an iterative process
                - includes client feedback
- Pitching is a mix of the social, technical and organisation
                - E.g.  Willingness to communicate with overseas clients at their convenience
- Pitching is about imagining needs
                - Try putting oneself in the client's and their customers' shoes
                - Research your client before creating pitch
- Pitching is different every time
                - Talk about how game works or will work for the client
                - The novelty of the  hardware can sell more than the design
                                - E.g. Developing for a new platform E.g.  Wii U
- Pitching is a series of short documents
- Pitching is front loaded with research
                - Understand client's history, their market and their needs
                - Don't have contempt for the client
                - Get into minds of client and end users
- Pitching is unpaid (usually)
                - Account for pitching in rates (budget)
- Pitching is about showing options than choosing a direction
                - Think of it as facilitating a collaboration
- Pitching is a shareable idea
                - No insane file systems
                - Use compressed PDFs (under 20MB for emailing)
                - Test files on various devices
                                - Clients appreciate it if you send them a high res one for their computer and one that                     can be viewed on a tablet or mobile
- Pitching is answering more than just creative questions
- Pitching is an opportunity or professionalise
- Pitching is committing to something that pushes you
- Pitching is getting beyond text, to emotion and inspiration
                - Use videos of similar products
                - Utilise mood boards

Rough Pitch Outline
- Introduce your company
- Who your clients and collaborators are
- Educate the client about games
                - Think of it as an educational piece
                - Explain why they should consider games
                - Make a case study for games
- Pose initial statement as to why make a game for x
                - E.g.  your client's product, project or marketing promotion
- Explain how the game's style and match it to the clients' values (or the values of their product)
- Pitch Title
- Proposal
                - Explain why the game will work or reflects client's values or promotion
- Interface Wireframe
                - Explain how the game works
- Project Proposals
                - Offer options for client to choose from
                - E.g. Show versions of the game that range in complexity and cost
 

No comments:

Post a Comment