How My First Experience Pitching to Publishers Went

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Publishers. Large corporations that put games  into the hands of players around the world.   Publishers have the knowledge and experience to  increase sales. They can help finance development.   They also have contacts to make localization,  certification and release smoother. There are some   negatives too. Publishers will take a percentage  of the revenue, there is potential for a bad or   one-sided contract, and corrupt publishers do  nothing for their cut. Whether you like them or   hate them, if you are making games as a business,  publishers may find more players for your game.   Hello, I’m Tim Beaudet and today I am sharing my  experience pitching Turbo Boom! to publishers,   why I chose to, and how I went about doing so. Back in June 2019 the idea of   Turbo Boom! was chosen from more than 20 other  ideas through an intense process. It was the most   feasible and attractive idea of the bunch and  was something I planned to have finished in 4   months. (Monky: Little did he know!). By middle  August I had all the features for the game ready,   and was alpha testing on my stream. The  game was highly received and players were   competing on the leaderboards. This reassured  me that Turbo Boom! was an explosive hit.   After reading a few books,  articles, and post-mortems   the idea of pitching Turbo Boom! to  publishers was planted in my brain.   I didn’t take it seriously at first, but  after a few weeks it began to flower.   There are many scary stories of publishers ripping  off small developers with unfavorable contracts.   I did not require a publisher but I wanted  to see if working one would help my game and   business grow. Publishers know how to market and  promote a game. They have contacts in the press   and a following of players. Developers  can benefit from this relationship too.   During September 2019 I focused on  making a vertical slice of Turbo Boom!   This would be pitched to publishers and  if I didn’t find a deal I was happy with,   I would simply walk away. This is a very important  mindset to have when dealing with publishers.   Don’t go in with “I must find one”, pay close  attention to details about how it benefits   and costs you. It is a relationship, there will  be some give and take. Mid-September the game   was looking great, and I picked a small amount  of the best levels to create a demo build.   I had my community test the build, made changes  and repeated the process until I was happy with   the results. I then began a pitch-deck spreadsheet  to show off the best screenshots and give   information to the potential publishers.  This pitch deck explained the game idea,   the target audience and competitive analysis. It  also contained what I wanted from the publisher,   and a little bit about my business in games.  There is a link in the description to this   pitch deck and other contents. The pitch deck took more effort   than expected as it was time consuming to fine  tune each word but researching publishers took   even longer. This process began with lists of  publishers found on reddit and other sources   and ended by digging through similar games to  find publishers not on the list. It makes no sense   to blast your email to ALL publishers, instead  find the ones that have games similar to yours.   I was primarily looking for publishers of  racing games, but because Turbo Boom! has   a lot of explosives so I also pitched to places  with and fast-paced action in their library.   With my target list I began to write emails. A LOT  of emails. I personalized each one to the specific   publisher, and triple checked before sending that  I didn’t say “Hello Ubisoft” when pitching to EA.   I did have a boilerplate paragraph about me  and the game as this was optimized for clarity   and attention grabbing. I sent out more than 30  emails, then I waited. (Monky: And waited some   more.) 30 is not a large number for this sort of  thing, but it was enough for me at the time.   I should note that I did not do a deep dive on  each publisher I emailed. I recommend skipping   this as it would be incredibly time consuming.  But if a publisher was interested and discussion   began getting serious that would be the time to  find references and dive deeper into the brand.   Have you heard of the games in their library?  Contact the developers of those games to hear   their experience working with the publisher.  Cover yourself because nobody else will and the   publisher will be trying to make the deal sweeter  for them, you should be doing the same for you.   I had 7 responses come back, many not interested  but the care in their response email told me they   took the pitch seriously. A couple responses came  back requesting more information and ultimately   fizzled out. One publisher and I conversed  back and forth via email several times and   wound up not making any deals because I was not  using a popular engine like Unity or Unreal.   I wrote a post on reddit about this, but having  a custom engine adds more risk to a publisher   and this prevented a deal from forming.  Would it have been a deal I wanted?   Unknown. But it was a valuable lesson to keep  in mind, there is more to building a custom   engine than just time-cost and effort as you  can see in this video why to use an engine.   The experience of pitching Turbo Boom!  to publishers was incredibly valuable.   Even if I didn’t get to talk about  deals or land a publisher to work with,   I learned a lot and practiced creating  marketing/promotional material.   Turbo Boom! will be coming to Steam in the  future. There is no release date at this time,   but you can wishlist now to go  rally racing with explosives.   While you should approach with caution and do your  research, finding a publisher for your game can   benefit you as well. Having 50-80% of a large pie  is much better than having a tiny pie to yourself.   The publisher can leverage press contact, their  branding resources, following of players and   more to get your game into the hands of players.  They have the promotional experience and while   it isn’t impossible to do yourself, it sure  sounds like a beneficial relationship to me.   If you liked this story give it a thumbs  up, share with developers creating games   as a business and subscribe for more  game development tips and techniques.   Until later Turtles, Have a good one!
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Channel: Tim Beaudet
Views: 20,940
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Length: 6min 23sec (383 seconds)
Published: Mon Jan 11 2021
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