Everything else happens after the show in the follow-up. The appointment is the hook, and your game is the worm you dangle in front of your potential partner's nose. This gives the recipient enough peace and time to look at everything with the necessary attention and concentration. Include the video into the follow-up as well, together with a download link or Steam keys for the demo/build/vertical slice that you have prepared for the show. Quite often moving pictures simply explain a game easier - or are helpful in any case. Instead, I highly recommend you to prepare a short vertical slice video that complements your pitch deck. You can, of course, prepare a playable version of your game for the show as you will run aorund with a laptop anyway, but - except you have a booth in the consumer area - you won't be able to present it too often from my experience. Later you can submit both documents combined as to the interested parties. The short pitch deck is your TL DR version, the long pitch deck the extension. And if that's the case, you should have a second pitch deck up your sleeve, that is more comprehensive and dives deeper into several aspect of your game. You will notice in the conversation whether the interest of your opposite is given or not. Very often the budget needed is the very first deciding factor if a partnership is possible or not, so your financial needs should definitely be included. Therefore, you should start with a short pitch deck that contains all the important information (genre, gameplay, USPs, target audience, style, story, etc.) very condensed on between 3-5 pages (3-5 mins). It is quite natural that you then want to explain your game in as much detail as possible, but there is usually not enough time or concentration on the part of your counterpart. You definitely need to keep this in mind when creating your pitch deck. After that, it's another 5 minutes of small talk, and getting prepared. Being 5 minutes late to an appointment is normal, 10 minutes is not uncommon either. At the show, you must keep in mind that you or your appointment will have to cover distances from hall to hall. Yourself anyway, but I'm aiming more for the pitching site of things here.Īppointments with potential partners mostly last 30 mins. No matter who you want to meet with, you should prepare accordingly. And if you - as a dev - attend #gamescom with the intention to show your game to as many potential partners as possible, you are definitely in the right place! Be on the lookout for scouts, contact them and book appointments with publishers, investors and so forth. Slow travel - the future of doing business Read all about Showcases in the blog post below, which covers sustainable (slow) travel (massive thanks to Maria Wagner & Jiri Kupiainen for providing insights) and has a nice surprise discount for those travelling to TGS in September kudos to lovely humans at MeetToMatch. Also, if you are publisher, label or studio planning a showcase, please ping me. With the gamescom around the corner, it is time to make this feature public.Ĭurrently the database has 105+ showcases just from this year! Tons of content, you can go back in time and relive the best moments and rewatch them. I was stunned by the frequency of announcements, small label broadcasts, shadow drops with mini conferences and world premieres. This year, I started to track behind the scenes all kinds of showcases outside of the typical gamescom / notE3 circuit and the obvious State of Plays and Nintendo Directs. This has been in the works for many weeks. BIG UPDATE Game Conference Guide now tracks SHOWCASES.
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