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Feature: 'The Game Proposal Part Two: The Contents'

The long-awaited concluding part of Luke Ahearn's guide to creating a game proposal deals with its contents, from competitive analysis all the way to the design document,...

Simon Carless, Blogger

July 17, 2006

1 Min Read
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The long-awaited concluding part of Luke Ahearn's guide to creating a game proposal deals with its contents, from competitive analysis all the way to the design document, explaining the basic steps to providing a successful publisher pitch. In the introduction to his piece, veteran developer Ahean explains: "Publishers are inundated with game submissions. As a game developer trying to get the attention of a publisher, that's a concept you probably already understand. Your submission, like all of them, will be filtered as it moves up the chain from receptionist to key decision maker. To better the odds that your game proposal will advance up the decision chain, it must contain the data that the publisher is looking for. Moreover, this information should be easily found within the document structure and formatting. In this article I explain what a game proposal for a publisher should contain, under the assumption that you are already familiar with the game industry but new to the process of pitching a publisher as a third party developer. I'm assuming that you've recently broken off from a larger company, or you have the wherewithal to develop a running demo, and you're forming your own team with the intention to create a game for a publisher." You can read the full Gamasutra feature on the topic for more on this important subject (no registration required, please feel free to link to this feature from external websites).

About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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