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Starting #GDC19 with some pitching advice from @BexSaltsman! We’ll tweet some slides for those of you at home (or in other sessions)
First, here’s Saltsman’s top points about preparing a pitch. Wants to help devs manage expectations when working with a publisher.
Here are the 5 tiers of sales that Saltsman says games can make. (And Tier 5 is often out of reach) #GDC19
Twofer on these slides, Saltsman says as a publisher she needs to see a Vertical Slice before she sees a prototype. (A slice shows what the game can be, a prototype shows that mechically, you’re onto something as a developer.) #GDC19
Saltsman compares this early Overland prototype with the game they’re marketing now. They’re very different! She says this version was great for testing, not what she would bring to a publisher. #GDC19
Saltsman uses the Tunic vertical slice as an example. Explains that using a small game loop (which is not a prototype) to hook a publisher helps you sell the rest of the game that’s in your pitch. #GDC19
Here’s what the Overland vertical slice looked like! Still not art final! But Saltsman says this version was system-complete, so they could market at PAX. Calls this “first playable.” #GDC19
Some terms Saltsman wants you to know before going to pubs

Simship - Shipping simultaneously on multiple platforms on the same day

Porting partner - Someone hired to port your game to a platform

Platform holder: Someone who works with Steam, Sony, Nintendo, etc #GDC19
Saltsman says you want to have your pitch ready for each of these groups! Advises listening to people who explain your own game back to you. “Be the raccoon, take all the food and run.” #GDC19
Raccoon for context. #GDC19
Saltsman’s next tip, ask players testing your game to describe what they’re doing while they’re playing. It’s a bit tricky, but often a good way to learn how to describe your game. #GDC19
Be careful with acronyms when pitching! Saltsman says to practice explaining your game to people outside games to make sure you’re not descending into gobbledygook #GDC19
Saltsman’s big takeaway on this slide: remember the world your audience is in, what books are out, what movies people know, to help explain what your game is in what context. #GDC19
Saltsman credits Adam Saltsman for this (laugh-inducing) slide. “Don’t talk about lore! And don’t make things up!” #GDC19
Next, your pitch document! Saltsman says this needs to be ready to be handed off to people who will discuss your game when you are not there. #GDC19
What kind of art should be in your pitch deck? Art that you think a lot about, says Saltsman. #GDC19
One example, especially with pixel art games, is key art that evokes your game’s mood. (It’ll probably wind up on a 10 foot banner at PAX one day.) (Fun fact the bottom art got lost when Finji went to launch) #GDC19
The current key art for Overland. It has colors! Car! Survivors! Very important doggos! #GDC19
What should be in your game’s screenshot? Saltsman has a blog you should read, but here’s the core questions she says you should ask. (References Into the Breach as having perfect screenshots) #GDC19
More screenshot questions! #GDC19
Don’t uh, don’t...send this email when pitching. #GDC19
Saltsman says to prep a budget but don’t put it in your pitch! That budget should have the below stuff in it. #GDC19
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