Thomas Altenburger 🍕 Profile picture
Aug 1, 2020 11 tweets 3 min read Read on X
Want to pitch a game project to a publisher?

Here comes a thread with some tips based on our experience!
1) Know the publisher.

Publishers have an editorial. They specialize themselves in specific types of games.

If your project doesn't fit their editorial, it is very likely that it's not worth trying.

Also, if a publisher doesn't seem to have an editorial: it's fishy.
2) Prototype.

If it's your 1st project, all publishers will expect a playable prototype. It's going to be the top request.

They are used to testing broken games with unfinished assets, so don't worry (even though a nice vertical slice is to be preferred).
2bis) Funding prototype.

If it's not your 1st project, some publishers can be open to fund a prototype.

The safest proposal is that they fund it (even if you go with another publisher) but reserve the right to make the first offer to you.

It's a rare opportunity though.
3) Pitch deck.

Your pitch must be SHORT (5 pages max) and NOT text heavy.

Publishers don't have time, if they can't find all relevant infos rapidly, they will skip it.

The next points will be about those relevant infos that every pitch deck should have.
4) Quick onboarding.

What's the game?

A 5 minutes presentation video is great (with subtitles if possible).

Link to the prototype.

Who are you? Image
5) Factsheet.

Super straightforward presentation.

Target release date (ultra important)
Target price
Target platforms
Target audience

Key selling points (make them to standout of the crowd)

Story + gameplay onboarding Image
6) Gameplay and scope.

What are the game loops of your game?

What is the full expected content/scope and how many hours of gameplay do you expect? Image
7) Production budget.

Super important!

What is the full production budget (excluding marketing)?

How much do you need from the publisher?

(Marketing budget is likely something that will be discussed once your pitch deck got their interest.) Image
8) Production schedule.

Super important!

Even if rough, what is your expected (and very realist; no need to lie, they'll spot it) production timeline?

Will you handle ports in-house or not? Image
And that's pretty much it!

To sum up, keep things VERY straightforward, and well presented. Remember that publishers don't have time and must be hooked on first sight.

Have a prototype, and be prepared to expose both your budget and production schedule.

I hope this will help!

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More from @MrHelmut

May 4, 2022
I asked a few scammers how they find and target game developers to request free game keys.

I came up with a couple very simple tricks to 100% catch all of them and auto-flag them as scam.

(thread)
Their main vector of attack is this page: help.steampowered.com/en/wizard/Help…

It's the Steam support page for each game, which lists websites and contact e-mails.

You simply have to replace the appid for each game. For example, 1260520 will lead you to @clockworkpat 's e-mail.
appids are public, so it's very simple to make a bot that will grab the e-mail here, and go to the linked website and grab an e-mail there.

Now to the trick to prevent being spammed or detecting it...
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Jul 7, 2021
I made some research.
Steam broke its record last year: 9 279 releases in 2020.

That's twice from 2016.

That's a release every 53 minutes.

50% of games sold less than 640 units.

75% of games sold less than 2800 units.

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More in-depth data if we filter only indie games:

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Also important to note:

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A good game isn't guaranteed to sell, as much as a bad game isn't guaranteed to fail.
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Jul 5, 2021
A few years ago, I started working on a Game Boy emulator for fun and paused it...

...I went back to it to implement the last big chunk: sound.

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github.com/mrhelmut/LeBoy
Let's continue to work on this emulator and add the 3rd sound channel which is a limited wave channel.

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Aug 8, 2020
Do you need a publisher? Or, its corollary, can you self-publish a game on your own?

The answer to this basically comes down to understanding what a publisher actually is, and what are your knowledge and capabilities to handle that.

Let's explore this through a thread!
Let's first debunk a still persisting misconception: a good game, no matter how good it is or how much effort you put in it, will not talk by itself.

It maybe was true 10 years ago (and even then), or for 0.001% of games, but let's be honest, there's only one Notch per decade.
A project is never bigger than the people behind it.
If you can't market a game or don't know (or don't want to know) what it takes, don't expect the game to do it for you.

Now we can talk about actual publishing!

IMO none of what follows can be overlooked in a 2020 context.
Read 17 tweets

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