Back to Course

The Art of Game Design: A Book of Lenses

0% Complete
0/0 Steps
Lesson 10 of 10
In Progress

The Designer Gives the Client a Pitch / The Designer and Client Want the Game to Make a Profit / Games Transform their Players / Designers Have Certain Responsibilities / Each Designer Has a Purpose / Goodbye

Matthew Colon October 14, 2020
  1. Of the twelve pitch tips shared, which do you have the most trouble with?
  2. Have you done a Kickstarter before? How did your experience compare with Schell’s recommendations? What can you do based on these recommendations to improve your next (or first) Kickstarter or other crowd-funding experience?
  3. How well do you know your audience?
  4. How well do you know your competition? What are the top sellers in your competition?
  5. What barriers can you capitalize on to get out of “red oceans” and into “blue oceans?”
  6. How can you personally hold yourself accountable to avoid the negative transformations your game could cause and to not avoid potential positive transformations your came could invoke?

Lens #108: The Lens of the Pitch

  • Why are you pitching this game to this client?
  • What will you consider “a successful pitch?”
  • What’s in it for the people you are pitching to?
  • What do the people you are pitching to need to know about your games?

Lens #109: The Lens of Profit

  • Where does the money go in my game’s business model? Why?
  • How much will it cost to produce, market, distribute, and maintain this game? Why?
  • How much money will this game make? Why do I think that?
  • What are the barriers to entry in the market for this game?

Lens #110: The Lens of Transformation

  • How can my game change players for the better?
  • How can my game change players for the worse?

Lens #111: The Lens of Responsibility

  • Does my game help people? How?

Lens #112: The Lens of the Raven

  • Is making this game worth my time?

Lens #∞: The Lens of Your Secret Purpose

  • Why am I doing this?