Pitching the game to a publisher
Most of the successful games on the market require teams of 20 - 100
professionals, working over the course of 1-3 years. This leads to
development costs in the millions of dollars, so (unless you are
independantly wealthy) before you can seriously begin
development, you'll probably need to find financial backing.
Generally this involves careful development of a business and technical
case to take to a publisher, who will (hopefully) fund the project.
Publishers often receive hundreds of new game submissions/proposals per
year, with only 10-15% making it past the initial proposal.
Of those that do survive the initial screening, less than a quarter will be
funded to completion - with most of the rest being screened out at a very
early stage of development.
Of the 2 or 3% that are actually completed and published, only a small
fraction will be truly successful - many never recouping their development
costs.
In the initial sales pitch, the game designer is trying to convince the
publisher that their game is one of that tiny fraction that will actually
turn a significant profit for both the publisher and the developer.
Who makes the decisions
Most publishers will have at least a few people review each serious
submission, with each reviewer looking at it from different perpectives:
- Sales and marketing - How well will it sell? How much will it
cost to market?
- Product development - How practical is it to build? Is the
development plan technically sound?
- Legal - Are the licensing, intellectual property, and
contracting plans valid and reasonable?
- Business - Is the management plan sound? How risky is the
investment? Does the project make good business sense?
Where the money goes
If you're plunking down $50 at the store for a new console game,
ever wondered where that money goes?
Here's a hypothetical breakdown for a successful game,
assuming sales of around 200,000 copies at $50 retail each:
- retailer costs/profits: 30%
- developer costs/profits: 25%
- marketing costs: 10%
- platform royalties: 15%
- manufacturing/packaging costs: 7%
- publisher profits: 13%
What makes a good sales pitch?
Remember, you're trying to convince some very busy and very skeptical
people that your game is one of that tiny fraction that is really worth
there time -- and that's likely to take some serious preparation.
Pitch the game in person if at all possibly, and remember to
check with the publishing company ahead of time to see if they
have any special/standard game submission requirements or proceses.
Submission/sales pitch materials:
- Concept document / sell sheet
A single page, summarizing what your game is and who will buy it.
This should clearly tie in with the publisher's goals/market areas,
and should be targetted as a clear summary for folks who don't see
the rest of the submission.
- Company prospectus
This summarizes your company, with the intent of showing the publisher
you have the skills, assets, and experience to complete the job.
- Overview: include your company name, logo, contact information,
location(s), and a short paragraph describing your company's
history, successes, and philosophies.
Emphasize your
strengths and successes!
- Detailed team description: provide a lengthier description of
your team's skills, talents, and successes.
Include bios for
the key people in the company (executive management, senior
developers, key artists).
Also be sure to include
all the titles your company has worked on, and those you are
currently working on with other publishers. (To comply with
NDAs you have with other companies, you may need to
list some of the project names or publisher names as
"confidential", rather than providing the real names.)
Most publishers will want to
see proven success on the target platform and
in the target genre.
- Technical description: describe the core technology, middleware,
and tools that are fundamental to the project, and the strengths
these have compared to what other developers are doing.
- Product strategy: describe your planned strategy for this
product/project, as well as its potential to lead into other
products/projects.
- Promotional video
These are typically animation sequences/cutscenes that highlight
the game style, gameplay, and characters/storyline for the game.
They may be used as an alternative to, or in addition to, a game demo,
and provide a look and feel for the publisher.
AVIs may also be
used by sales/marketing in the early stages.
- Demo
Ideally a demo will be a short playable version of part of the game,
illustrating the gameplay, mechanics, and look and feel of the game.
Make sure it works on the target platform, is easy to learn to
play/use quickly, and is stable enough
for publisher reps to play without crashing!
To allow people to experiment with the demo, it is highly advisable to
include walk-throughs and cheats in the demo. (Few things lead to
rejection quicker than a demo where the person playing it gets
stuck halfway through the opening scene!)
- Game design overview
This describes the games features in more detail than the overview
(though in nowhere near the detail discussed for the game design
document).
This will likely include discussion of
- the key characters, storyline and flow of the game
- the gameplay mechanics, interface, and controls
- the artistic styles (images, animation, music)
- the online/multiplayer aspects
- preliminary development timelines and milestones
- Technical design overview
This should describe the technical essentials of the target
platform(s), the game engine,
any new or proprietary technologies, tools, and techniques.
- Competitive analysis
This should summarize the current/forthcoming games that will
be in direct competition with yours, including any available
sales figures, reviews, and a short commentary on how your
game stacks up against it.
- Legal considerations
Carefully identify who owns each of the different game
assets (images, names, trademarks, characters, code, music,
tools, etc) including material you will be licensing from other
sources.
Initial dealings with publishers are likely
to include Confidentiality Agreements
or Non-Disclosure Agreements.
REMEMBER TO FOLLOW UP!
The submission process is often a slow one - it is well worth your time
and effort to keep a log of who you talk to, when, and what the results were.
Try to be persistant but not annoying in following up on the review process.