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Pitch a game prototype

Started by October 06, 2024 02:51 AM
3 comments, last by TMan012 1 month, 2 weeks ago

Hello community

I have designed a playable hypercasual demo of a mobile game. I have not submitted to the publisher platform to test its Key Performance Indicator yet(KPI depends on visuals, game mechanics, and things that appeal to players instantly. If it is low CPI, it is ready to be published; otherwise, refine it till it passes the test). At least, that's how the publisher I would pitch the game to works.

My approach is a little bit different; in my opinion, what I will offer needs human feedback more than machine data. Players will not notice the uniqueness, but people in the industry may do.

Reading Sloperama.com Lesson11 Matrix, I found out that as a Not in industry, Not professional, the success rate is 1~2%.
The conversation between Wayne(who has product idea + marketing skills) and Tom clarified things for me.
My situation is close to that. I know it is a business, and publishers will invest time, effort and money, so they expect revenue before anything else.
A glimpse of what I will offer crafted by my self-learning, players' feedback on app stores, and mobile publishers' challenges nowadays:
- a free 2 play hypercasual mobile game with hybrid monetization.
- Online Game economy (non-interrupted game experience, game crafted to have audio ads and native ads) and a solution for offline monetisation, instead of unlocking a premium no-ads version)
- Some of the Game features: Left-to-right controls and right-to-left controls, Color blind mode (here trying to serve entertainment to everyone, small details but it makes a difference in my opinion)
- Retention and LTV( weekly or biweekly tournament/ leaderboard). Some publishers say retention is the most important factor for mobile games in a fast-paced fast-paced, changing industry.
- Boost publisher's brands with the content in the game.
- if downloads reach 1 million, 10 million. etc... it is easy to partner with other IPs(I already have some ideas in mind that could push both games forward as B2B)
- Game modes for future( PvP and Co op)

In short, it is a playground for experiments to solve some challenges for the game makers and the players.
My feet are on the ground, and I have no skills or resources to make it all happen. That's why my list has publishers with in-house dev studios for synergy so the game will be well crafted and scalable for marketing, future implementations and LiveOps. I want to be a member of the team that will work on it, doesn't matter the role.

So my questions:
1- Do you think the success rate increases depending on what I can bring? (A playable demo in Unity was only tested by my nephew he likes it but prefers Minecraft :D, and my documents: GDD, research, resources and statistics)

2- If anyone had a similar experience as a hobbyist, a professional or any title. How was it? And what do you think I can improve?


Odds are very low, and your timing is terrible because money is extremely tight right now.

For the first question, yes the lower the risk for the company and lower the costs required, the higher your odds. The odds are still terrible but not quite zero.

Be prepared to make the pitch many, many times without success.

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This is off-topic in the Games Career Development forum, because pitching a concept/prototype to a publisher is most commonly a business venture rather than a way to obtain a job at a game company. That is not to say that one could never get a job that way. Moved to the Games Business and Law forum, where all the other pitching topics are posted.

btw, I have nothing to add to frob's reply. The odds are indeed terrible but not quite zero.

-- Tom Sloper -- sloperama.com

Frob said:

For the first question, yes the lower the risk for the company and lower the costs required, the higher your odds. The odds are still terrible but not quite zero.

****************************************

Mr Sloper:

That is not to say that one could never get a job that way.

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@frob

Yes, I try to be realistic about that. I had a concept for a multiplayer online board game like Ludo King, but I did not work on it, it is still on the shelf. I understand it needs more resources; that's why I worked on a light hypercasual game(tiny development team / small promotion budget; the publisher already has +500M downloads, so organic User acquisition is easier). Simple 1-player first version to lower the cost, but keeping in mind scalability and iteration if feedback is good and the publisher wants to invest more in it.

@ Tom Sloper

It is a personal challenge for me, to work on it as an opportunity to step into the industry. That's why I am brainstorming how the game should be profitable for the publisher first. Then, it will be a win-win collaboration.

Thank you guys for your feedbacks

Taha

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