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