![]() ![]() Do something to stand out and don't forget - be clear and concise. Use short, easy to scan bullet points of why you believe your game is great. Descriptionĭon't go deep into the story behind the game, and especially don't write a novel-sized text regarding it. And please, stop using Vimeo links with passwords. ![]() All of this applies to press and users, too. Especially if I have already seen a cool GIF in the body of the mail. Most email clients now preview video links to YouTube, and it's effortless to click on a link to watch a quick video. If your game is slower paced and story-driven, pull a Hollywood-style trailer with a quick montage in the very first five seconds. Make sure the interesting things are visible within five seconds of the video - yes, you will lose people at that long splash screen. If you're sending an e-mail, include a "naked" unlisted Youtube link to the trailer and/or gameplay montage. If it catches my eyes within a crowded environment when you are showing live visuals, odds are it will catch attention of users, YouTubers, streamers, and the press. So is the attention span of potential users. Everyone's time is valuable, and if you feel like writing a novel works better than a short, spot-on message, you need to understand that people's time is very limited. Remember, it's not rude to make emails short and to the point. It also shows how that visual can grab attention in marketing. Everyone checks their email on phones, so having something that loads in and plays right there is invaluable. You have no idea how effective this can be. In an email, make a stunning (and under 3.5MB) GIF of the game. At this point, it doesn't matter if I'm a publisher, a journalist, or a platform holder. Let's assume you managed to pique my interest. If you're pitching via email, just add something personal to it - a GIF of you doing something or, even better, a good GIF of the game. Don't go deep into explaining the mechanics, just get people interested. Make sure to practice this in front of the mirror, say it loud and clear. Or "Nuclear Throne meets Deus Ex with the anarchy of GTA" and we'd have Streets of Rogue - that's the literal store description we've been using for years. "Did you ever want to stab them? That's the game," and you might have Party Hard. ![]() "Have you ever had loud neighbors?" Everyone will nod or say yes. Sometimes being generic and referencing other games works. Think about what makes your game interesting. If you want to take it to the next level, make sure that card has a Steam key or a short link to your game's demo and/or asset pack.īack to the pitch. "Does it work online?" I'd ask, and if you tell me it's a competitive online platformer - we might just have SpeedRunners.Īlways have your business card on you. It gives me an idea of what the game is and it spawns a conversation. Practice this reply."īeing as cheesy as "Mario Kart As a 2D Platformer" works. I'm standing there wearing my stupid orange hat. I ask you about what game you're working on. We have six seconds before we get to the right floor. So let's switch up "publisher" to "partner" for the sake of this article. I actually think the word "publisher" is irrelevant in today's industry, as what you really want is a partner that'll help you create something long-lasting. This article is meant to help you effectively pitch your game to publishers, journalists, YouTubers, streamers, or maybe just your cat. That's a smart idea - you want to focus on the game itself and having an experienced partner can help you get your creation in front of as many eyeballs as possible. So, you've got your game in development and have decided you need a partner to help make it even bigger. ![]()
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