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
Of the twelve pitch tips shared, which do you have the most trouble with?
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?
How well do you know your audience?
How well do you know your competition? What are the top sellers in your competition?
What barriers can you capitalize on to get out of “red oceans” and into “blue oceans?”
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?