Submissions
Prior to submitting your game concept for consideration of representation services, please download and review the Submission Guide from the IGDA.

We recommend that prior to contacting any game publishers or distributors that you prepare the documents listed in the guide.


The FACTS about game submissions:


» Nearly 97% of all games that get pitched are rejected

» Publishers receive on average 500 game submissions per year

» The majority of the publishers (93%) will spend less than 60 minutes    reviewing your proposal

» Only 12% of the games which are initially presented make it past the first round of evaluation

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The Cruel Irony:


» Game developers spend months working on their game demo and design    documents

» Big expenses incurred to create, contact publishers and send / pitch their    title

» Publisher’s take 30 minutes to review it

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How Do You Get Your Game Noticed?


» Make a great game

» Present it professionally, with a well prepared presentation that addresses the information outlined in the Submission Guide document

Publishers Only Want to See These 3 Submission Elements as part of the Primary Submission:

» Playable, interactive demo (aka, proof of concept, prototype)

         Provides essence of gameplay
         Should be as strong as possible and demonstrate your abilities (art,           gameplay, hooks)
         Easy to play and understand

» Pitch document
         Simple 2 page document that addresses

              Game summary
              Genre
              Platform
              Target audience
              Financing required (and source of financing)
              Development schedule
              Development studio
              Key personnel
              Company Bio

         Back grounder on the development team
         Information on past games developed
         Credits for other games developed
         Licenses (i.e. authorized PS2 developer)

» Those 3 key elements will allow the publisher to quickly assess the game
         Does it fit their requirements? Product dev schedule for next 2 or 3           years? Genre?
         Is the development team experienced enough to mitigate the risk?
         Is the game fun to play?
         Is there anything in the game that makes it different and would be           of interest to the retail buyers (does the world need another FPS?)

Our Suggestions:

» Make the best, most fun playable demo you and your team can afford
         Make sure that it is on par or better in Art and Gameplay with games           currently on the market
         Don’t rush it out and have excuses to the publisher about what will           make it better in the future
         You have 1 chance to make a great impression, so make it perfect.

» Work hard at articulating your game concept and what makes your game unique

» Rehearse your pitch!

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