Skip to main content
Back to module
Game Design Fundamentals · Communicating Design

Pitching a game

Reading44mLesson 3 of 3 in this module

Pitch a game concept clearly in two minutes, with a hook, a core loop and a reason to believe.

Why it matters

Designers pitch all the time: to teammates in a meeting, to a lead when proposing a feature, to a publisher or funding body, to a game jam team at 9 pm on Friday. A clear pitch gets an idea a fair hearing; a rambling one gets it forgotten, however good the idea. Pitching is also a test of your design: if you cannot explain the game in two minutes, it may not be clear yet.

The core idea: what the listener needs

Every listener is silently asking four questions:

  1. What is it? (the hook and genre)
  2. Who is it for? (audience and platform)
  3. Why will it work? (core loop, unique angle, evidence)
  4. What do you need from me? (the ask)

A good short pitch answers all four, in roughly that order.

A two-minute structure

TimePartExample (folding puzzle game)
0:00-0:15Hook"Fold Lands is a calm puzzle game where you fold paper maps to bring villages together."
0:15-0:35Audience and feeling"It's for players who love relaxing puzzle games and the feel of craft; every fold should feel physical."
0:35-1:05Core loop"You study a map, fold it along creases to line up roads, connect every village and unlock the next region."
1:05-1:30Reason to believe"Our paper prototype tested with eight players; all finished the first set and asked for more. Here's a 10-second clip."
1:30-1:50Scope"Two people, nine months, PC and Switch, 40 puzzles."
1:50-2:00Ask"We're looking for an artist to join the team."

Hooks and comparisons

A common hook format is "X meets Y" or "X, but Y": "a farming game, but your farm is on a whale's back". Comparisons are useful because they borrow the listener's knowledge, but they also set expectations, so pick comparisons that are honest and widely known. Then add what makes yours different; a pitch that is only "like X" invites the question "why not just play X?".

Show, do not just tell

Evidence persuades more than adjectives:

  • a short gameplay clip or animated GIF
  • a photo of the paper prototype in use
  • one playtest result ("seven of eight players replayed the first level")
  • a single striking piece of concept art

Avoid claims you cannot support, such as "it will be the next big hit".

Pitching to different audiences

  • Teammates: focus on the experience and what each discipline will get to build.
  • Leads or producers: focus on scope, risks and how it supports the project's pillars.
  • Publishers or funds: add market, budget, timeline, team track record and a playable build. Many publishers list what they want in a pitch deck on their websites; follow their format.

Handling questions

Questions are good: they mean someone is engaged. Listen fully, answer briefly, and if you do not know, say so and say how you would find out ("We haven't tested that yet; it's our next playtest goal"). Do not argue with feedback in the room. Write it down.

Common mistakes

  • Starting with lore. "In the year 3045, the kingdom of..." loses listeners before they know what they do in the game.
  • Feature lists. Ten features in a row are hard to remember. One hook and one loop are not.
  • No ask. Listeners do not know what you want from them.
  • Running over time. Respect the limit; it shows you can scope.
  • Reading slides word for word. Rehearse until you can speak naturally.

Quick recap

  • Answer four questions: what is it, who is it for, why will it work, what do you need.
  • Use a two-minute structure: hook, audience, loop, evidence, scope, ask.
  • Show evidence (clips, prototype photos, playtest results) instead of hype.
  • Adapt to the audience, welcome questions and stay within time.

Try it

Open the Do tab, prepare a two-minute pitch and deliver it to someone.

Also in this lesson: