# Game Pitch: [Title] *Version: [Draft Number]* *Date: [Date]* --- ## The Hook > [One powerful sentence. If someone reads nothing else, this should make them > curious.] --- ## What Is It? [2-3 sentences expanding the hook into a clear picture. Genre, setting, core mechanic, and what makes it special.] --- ## Why Now? [Why is this the right game at the right time? Market trends, audience gaps, technology enablers, cultural relevance.] --- ## Target Audience **Primary**: [Who is the core audience? Be specific — not "gamers" but "roguelike fans who enjoy build-crafting and short sessions"] **Secondary**: [Adjacent audience who would also enjoy this] **Market Size**: [Estimated TAM based on comparable titles] --- ## Comparable Titles | Title | Similarity | Our Differentiation | Commercial Performance | | ---- | ---- | ---- | ---- | | [Game 1] | [What's similar] | [What's different/better] | [Revenue/units if known] | | [Game 2] | [What's similar] | [What's different/better] | [Performance] | | [Game 3] | [What's similar] | [What's different/better] | [Performance] | --- ## Core Experience ### The Player Fantasy [What does the player get to BE or DO? The emotional promise.] ### Core Loop (30 seconds) [Describe the primary activity] ### Session Flow (30 minutes) [What does a typical session look like start to finish?] ### Progression Hook [Why do players come back tomorrow?] --- ## Key Features 1. **[Feature Name]**: [1-2 sentence description of what it is and why it matters to the player] 2. **[Feature Name]**: [Description] 3. **[Feature Name]**: [Description] 4. **[Feature Name]**: [Description] 5. **[Feature Name]**: [Description] --- ## Visual Identity [Brief description of the art style, mood, and visual tone. Include reference images or mood board link if available.] **Art Style**: [e.g., "Hand-painted 2D with dynamic lighting, inspired by Hollow Knight's atmosphere but with warmer colors"] --- ## Audio Identity [Brief description of the sonic palette and musical direction.] **Music**: [e.g., "Adaptive orchestral with folk instruments, shifting based on biome and combat intensity"] **SFX**: [e.g., "Crunchy, satisfying impact sounds. Tactile feedback on every player action."] --- ## Business Model | Aspect | Plan | | ---- | ---- | | **Model** | [Premium $X / F2P / etc.] | | **Platforms** | [Steam, Console, Mobile] | | **Price Point** | [$X.XX] | | **DLC/Expansion Plans** | [Post-launch content strategy] | | **Monetization Ethics** | [What we will and won't do] | --- ## Development Plan | Milestone | Duration | Deliverable | | ---- | ---- | ---- | | Concept & Pre-production | [X weeks] | Game concept, pillars, vertical slice plan | | Vertical Slice | [X weeks] | Playable slice demonstrating core loop | | Alpha | [X weeks] | All features in, content placeholder | | Beta | [X weeks] | Content complete, polish pass | | Launch | [Date] | Release build | **Team Size**: [X people, roles] **Engine**: [Godot / Unity / Unreal] **Estimated Budget**: [Range if applicable] --- ## Risks and Mitigation | Risk | Likelihood | Impact | Mitigation | | ---- | ---- | ---- | ---- | | [Risk 1] | [H/M/L] | [H/M/L] | [How we handle it] | | [Risk 2] | [H/M/L] | [H/M/L] | [Mitigation] | | [Risk 3] | [H/M/L] | [H/M/L] | [Mitigation] | --- ## The Ask [What do you need? Funding, publishing deal, team members, feedback? Be specific about what you're looking for and what you're offering in return.]