5) Monetization strategy
Today, we can no longer content ourselves with proposing a game concept without proposing a monetization strategy. The representative of a major freemium publisher once told me that he was desperate to find that half of the game projects he received didn't even mention monetization... although he kept saying that it only publishes freemium games.
As a reminder, a good monetization strategy does not consist in defining what we will sell in the game; it consists of explaining how the gaming experience will convince players to spend money on a free game.
The monetization strategy also describes retention mechanisms - short and long term - and possible in-game viralization mechanisms.
6) Artistic letter of intent
This section must show your artistic choices. If possible, it should include illustrations of backgrounds, characters, and even menu screens.
If you don't have the time or resources to develop so many assets, come up with mood boards.
7) Technical choices
List the technical solutions you plan to use: Game engine, software suites, but also project management, and versioning software.
If you plan to use your own game engine, present its advantages, list the games using it and add screenshots.
8) Presentation of your team
This part is one of the most important. It is useless to present the best game project if you do not reassure your interlocutor on your ability to carry it out.
Display the past achievements of your studio but above all, individually present the key members of your team. They are the ones who will make your offer credible. Promote their accomplishments, including at other studios.
9) Additional content (optional)
Today, many publishers are integrating additional content into the life cycle of their games. It serves to retain players, maintain media interest and, eventually, generate additional revenue.
Submit a list of additional content to the publisher. Your interlocutor may not include it in his initial budget, but it allows him to demonstrate that your game project has potential in this area.
10) "Game-as-a-service" dimension (optional)
If your game is a "live game", a game designed to support events, plan a section entirely dedicated to this theme. Some publishers, for certain game genres, place a lot of importance on this.
11) Budget
Present a relatively detailed budget. At this stage, it is useless to break it down by month; just give the overall amounts by line of expenses as well as your estimate of the number of man-days, by department (art, coding, etc.).
Finally, do not try to minimize the overall budget in the hope of seducing the publisher. Too low a budget will do you a disservice because it will make you look like amateurs who are unaware of the implications of full development.
In conclusion ...
Fellow editors, help me improve this summary. Send me your comments or suggestions for improvement ([email protected]) or share them as a comment to this publication.
My previous publications:
Freemium games - Let's not forget the basics of good game design FEATURED POST
Progression mechanisms: Blessing or curse of modern action-adventure games? FEATURED POST
Ubisoft announces that it will develop free-to-play triple-A games: Has the French publisher gone mad or visionary? FEATURED POST
Pascal Luban
Creative director & game designer, freelance
www.gamedesignstudio.com
Photo credit: elnavegante
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