Earlier this quarter at Scad, I decided to write up and post a casual game pitch in some gaming collaboration forums to try and find a programmer who could help me make some games. The post was an overwhelming personal success and I received responses from a dozen programmers. I am currently working with two awesome programmers on two different games, and have really enjoyed collaborating with them.
While being a girl might have helped a little bit, I believe that the clear, well-written quality of my post contributed largely to its success. Good communication skills are an essential part to being a game designer, and it’s very important to be able to explain your ideas well. It’s also important to explain why you would be a good person to work with.
To hopefully pass my success on to others, I’m going to break down the parts of my pitch and explain my thought process behind it’s overall structure. Read on!
Original post is in brown, [ my comments are in blue brackets. ]
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– Beginning of game post –
Designer Seeks Collaboration With Programmer
[ A good, solid, non-generic or cliché title is VERY important. Think of it as your typical first impression. It should state who you are and who/what you are looking for. ]
Hello,
My name is Gwen and I’m a senior Game Development major at the Savannah College of Art & Design. I’m looking to collaborate with a programmer to create games for our portfolios. I have four designs in mind to work with, and I figure we can pick one to start with and see where it takes us.
[ Give your reader a very brief bio, that hopefully establishes some sort of school/professional experience related to gaming. Why do you want to make this game? What makes you think your design is worth being made? It’s important not to come across as some dumb kid who wants to make GTA 5. Repeat what you are looking for with a little more detail. The idea is to start narrowing down candidates as soon as possible. Your post will be read by a lot of people who “think” they can program or draw, and you want to sound like a bit of a challenge to scare off the people who don’t like hard work. ]
— Totem – an abstract, semi-tile based game where the player has to move blocks around the board and create towers. In paper prototype stage. Has elements of Rummikub. (I had more designs listed in original post but removed to save space.)
[ This part is a general idea of how the game is played, for example the genre, other influences and how much work you’ve actually done on the design. If you’re bringing in programmers and artists, you better have a paper prototyped version that you have playtested with at least one other person. And yes, ALL games are able to be prototyped non-digitally, some easier than others of course, but don’t use that as an excuse not to do your design homework.
What if you have a design idea that you don’t want to necessarily “give away"? You still need to tell the reader enough to make them interested in working with you. Instead of describing exactly how the game is played, perhaps specify the genre and the player’s goal. Give away any details that don’t compromise your design, for example the title, the number of players or if it’s card or tile based.
At this point, you’ll probably have several readers who are very interested in working with you because they really like your game idea. Now is the time to reel them in and convince them why you would be awesome to work with. ]
Please visit my website at gwenmurray.net for more recent projects and to view my resume.
Here’s what I can bring to the table:
— creating and balancing game systems
— writing thorough design documents
— writing narrative content
— creating art assets
[ Website is important to showcase the various games/projects/whatever you’ve already done. Provide examples of projects you have FINISHED, not just stuff that you got halfway through and dropped out of boredom. If you don’t have a website, perhaps link to your blog or a game you have created (even if it isn’t great, again, it shows that you have completed a project). I stress this so much because proving that you can stick through an entire production cycle is important. It’s much easier to quit than finish something.
I also listed a few specific skills that targeted programmers and explained how working with me would be easy. Experience with design documents shows I know how to thoroughly describe my design so it makes sense to a programmer, and art experience means the programmer won't be stuck opening Photoshop at 2am and wasting his/her time making assets. Programmers should spend their time programming, not feeling bad about their crappy art skills.
If you are looking for a team of people to help create your game, you will want to provide skills that prove you’ve successfully managed teams of people before. Prove to your potential group members that you will not waste their time by dropping off the face of the earth. Again, if you have specific examples to back any of this up, don’t be afraid to use them. ]
I would ideally like to work with a fellow college student or anyone who is interested in coding as a career. I’m familiar with Flash Actionscript 3.0, but if you’re a C++, AS2, Python, etc type of guy (or gal!) then I’m down with that too. It would be cool to develop these games as Facebook applications. Right now the only way I can compensate you for your work is with delicious cake. However, if our games gather enough momentum and catch the eye of someone with deeper pockets than mine, you will be entitled to an even split of the profits. I’m also keen on entering competitions, so you may eventually have awards to bulk up your resume.
[ In this paragraph I explicitly stated the technical requirements of who I wanted to work with and what skills I would like them to have. I stated what types of languages I’d like to work with and explained that compensation was unavailable. I don’t think payment details should be kept secret or confined to just the people who respond. It comes down to not wasting people’s time.
If a freelance programmer or artist is browsing the forums looking for paying work, sees your post (that doesn’t state whether or not you can pay them) and contacts you – you could potentially be in the embarrassing position of having to explain that you cannot, in fact, provide compensation. You feel bad for not being rich, they feel bad for making you feel poor. Boo.
If you're also looking for artists, you might want to specify what kind of art style you are looking for, such as realistic or pixel art. For composers, perhaps a general mood or link to a song that is similar to what you want for the game. If you don’t have details like this nailed down yet, say you’re open. ]
If you’re interested in working together, send me an email at gwen.em+at+gmail.com with info about you and any projects you have previously coded.
[ Hopefully this phrase: “info about you and any projects you have previously coded” will weed out 90% of the bullshitters left who are still reading your post. Being asked to provide details about their previous experience will make even the most determined lazyass think twice about contacting you. As I stated above, it’s important to let your readers know that you’re serious about finishing this game. Now you are requesting the same assurance from them.
Examples are important with both coders and artists. Keep in mind that if you are looking for more than one artist, your game assets will probably look like they were made by two different people unless you get lucky. ]
Thank you for reading!
-Gwen =)
gwenmurray.net
[ Have a nice ending, and genuinely be thankful for your reader’s time. ]
– End of post –
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Keep in mind that this format works well for forums posts when you are looking for help with smaller, casual games. If the project is bigger, you’ll want to provide additional evidence of work you’ve already done. This could include a link to the game’s design doc, concept art or a list of people already on the team and their positions.
I posted variations of this pitch at the forums on gamedev.net, kirupa.com and Kongregate. While you’ll get many people interested in working on your game, you may get a few responses from people who want YOU to work on THEIR game. If you’re interested, ask for more details. If you’re not (or don’t have time), politely tell them so.
I hope this helps someone with their game collaborations. Questions and comments are welcome!
