The Foundation For Creating Video Games

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Building a Game Pitch

Based on the PocketGamer MasterClass Building a Pitch: From Concept to Document (2021), a decade’s worth of industry experience and numerous industry-level pitches for a variety of organisations, including Mediatonic, Epic Games and GDC, this book will equip you with methodologies, best practices and insights around video game pitch design. It will guide you through a step-by-step process from initial conceptualisation and idea validation to communicating your pitches on paper clearly and effectively –as well as illustrating why such a process can be highly valuable. In a day and age where video game development is more competitive than ever, the value and importance of "lightning in a bottle" pitches has never been higher: foundational visions capable of delivering video games that stand apart from the crowd as industry-renowned titles, generating immense critical or commercial success which (after the awe has abated) usually triggers the same internal question –"why didn’t I think of that!?" As such, this book will cover: How video game pitches can determine the success potential of a video game How to conceptualise unique and compelling ideas for a video game How to validate your ideas to better determine whether they are capable of becoming "lightning in a bottle" experiences –or even worth prototyping How to structure, format and write a video game pitch in a manner that not only helps you better expand upon and understand your own pitch but also makes it easier for others to understand and buy into This book will be of great interest to both seasoned and early-career game designers, students studying game design courses and start-up founders seeking investment.
Video Games

This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.
Co-creating Videogames

This book explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.