Creative Pitch Deck for Exciting Game Project

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Crafting a compelling creative pitch deck for an innovative game project seeking funding from the Emerging Gamemakers Fund. This document showcases the project goals, design overview, and technical details to convey the unique vision and potential impact of the game.


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  1. Emerging Gamemakers Fund Creative Pitch Deck - Instructions Fill in all slides relevant to your project. If a slide is irrelevant to your project, you may delete it. You may add additional slides as serves the needs of the project, but the total length must not exceed ten (10) slides. This is a Creative Pitch Deck, not a publisher/investor Pitch Deck. The purpose of this document is to clearly communicate the creative vision for your game (rather than sell the business case of the game as a product). You may style the Creative Pitch Deck however you like (although please keep in mind that all documents submitted to Screen Australia are reviewed based primarily on the coherence, clarity, and strength of information provided, rather than aesthetics). If you wish to provide additional information about your project that does not fit in the Project Plan or Creative Pitch Deck documents, you may provide it via SmartyGrants in the Supporting Materials section. We are aware that, as this is early-stage funding, many elements of the creative vision may change during development. This is normal and expected. Please provide the information as best you can at this point in the project. Each slide features instructions on what to include on the slide. These instructions are repeated in the Notes section of each slide. We expect that you remove the instructions from the slide and replace it with the requested content. Before you submit this document, please delete this Instructions slide

  2. Key Information Project title: Creator or Studio: Creative Pitch deck prepared by: Creative Pitch Deck creation date: When did you start working on this project? Estimated project (prototype or micro-scale game) completion date: Anticipated genre(s): Anticipated game modes:

  3. Project Goals Use this slide to list the goals for your project: Experience Goals What kind of (emotional) experience do you want your players to have? Design Goals May include (but is not limited to) any of the following: Game mechanics, verbs, player activities Game subject matter what is the game about? Theme the core topic addressed by the game Impact is there a real-world impact you want your game to have? What is it? Why is this impact important to you?

  4. Design Overview Use this slide to detail your current thoughts on what sort of things the player will do/encounter in the game. The format of this will vary depending on the type of game you want to make. For example: Narrative games may benefit from an overview of themes, characters and locations Mechanical games may benefit from a flow chart illustrating the core game loop Live service games may benefit from an overview of short, medium and long term retention loops and an overview of monetisation plans These formats are just examples please use whatever format best communicates the creative vision for your game. This slide should provide a clear sense of what your game is / will be, based on your current understanding of the project.

  5. Technical Overview Game engine: Pipeline overview (briefly describe the tools and software used to make the game): Number of players: Version control solution, if any: Primary development platform: QA Plan overview:

  6. Aesthetic Overview Use this slide to communicate the aesthetic you envision for the game in words, images, video; whatever format best communicates your vision. If you already have concept art, please include that. Otherwise, a mood board can be used. Audio is certainly considered part of the game s aesthetic and examples/references of the audial experience of the game are encouraged. Please identify the source of any materials you use, if not your own work. This includes any Generative AI art you may want to use as examples. Please also make it clear how you intend to produce the final versions of the art / audio / etc. for the game.

  7. Accessibility Overview Accessibility measures are best considered early in the creation of a game. List the measures you will be investigating or adopting. The Game Accessibility Guidelines provides a good list of measures to consider, as a starting point: https://gameaccessibilityguidelines.com/

  8. Inspiration / References What has influenced this project and in what ways have these influences helped shape the project? May include other games, books, movies, music, artists, television, places, people, historical events, cultural phenomena or anything else.

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