Journal Response: Week 7


30 Things I Hate About Your Game Pitch: In this presentation I learned about many things of what not to do while presenting your game. It's a very long list that can be summarized like this: Be sanitary. Be enthusiastic in your product while being a positive person. Have your game plan ready, as in how much time this will take to make and how much money this will cost. The two questions being looked for by the publisher is can we make this game and how much money will it take to make this game. No one will be excited for your game except for you and have actual gameplay ready as a prototype that you enjoy. 

Level Up, Chapter 4: This chapter discusses the topic of a 1 Sheet and a 10 Pager. Just like what we've been building up, the 1 Sheet is a page of content that briefly discusses everything you plan to do in a video game. The 10 pager goes more in depth into that sheet and works more of like a guideline. This is necessary when pitching a game to have it ready. 

Lenses, Chapter 27: When creating a game there are three things you need to look out for. You need to be able to please your team, your players, and your clients. When a client comes up and suggests an idea that revolves around you fixing a part of the game, it's better to ask them why instead of playing defensive. Doing so will help you find a problem in the game where both you and the client can be happy about. Pleasing you client is important, and them receiving favors from you will in turn allow you to receive favors from them. 

Lenses, Chapter 28: This chapter discusses tips to pitch your games. 1: Get in the door. Get to know someone in the industry and see if you can enter this way through recommendations. 2: Show that you're serious. You need to make a prototype and show that you're serious about the game your creating. You need to try it out so the publishers can do the same for you. 3: Be Organized. You must be organized so you look professional. Being able to show you know what you need and knowing where it is will give publishers the perspective that you're going to be on top of your game. 4: Be Passionate. If you aren't passionate about your game, no one will be for you. Prove you're excited about your game and don't try to fake this. 5: Assume their point of view. You need to know if your game makes sense or not if you're listening to it for the first time. Try it out on friends and explain it to them. If it's complicated, you need to find a different way to explain things more clearly. 6: Design your pitch. Actually build it! Make sure you know everything that will go into it. 7: Know all the details. Anticipate questions from the publishers and know the answers. Be sure to know sales numbers, time it will take to finish, how expensive this will cost, and when this will be released. 8: Exude Confidence. Being confident in what you say will make the trust people put into you all the more justified. When asked a tough question, never falter. 9: Be Flexible. If your idea gets rejected, try to think of a new idea and don't give up. 10: Rehearse your ideas. Rehearse and rehearse and continue doing this until the main ideas of your pitch chain together. 11: Get them to own it. If your client has an idea that they love, make sure to include that in your pitch. It'll make being accepted easier if you have someone who will appreciate your idea already while pitching. 12: Follow up. After you finish pitching, be patient. It may take a very long time for a response but don't check up on them frequently. Always remember that you need to make sure the publisher is a person who also benefits in return. 

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