Tips for Project Presentation

ohoy.. first post for new year. i cant take pics for hari raya aidil-adha due to my father camera malfucntion already. the presence of camel at my hometown sparks and successfully attracts many people to my village. They come to see how the camel was slaughtered. ANother funny thing is they all want to taste it and comes with several greedy reasons

  • one makcik = ” Dik, anak makcik sakit dik… dia teringin sangat makan daging unta “
  • me = ” makcik pergi tanya imam tuh.. dia on charge” ( menyesal tak keluar loyar buruk.. sakit gih klinik – sabau nye idea )

ok.. so i found this tips on malaysia game developers community. one of the forumer go to MSC Games Design Competition Pitching Day. this were indeed a serious tips on how to present game ideas to people.

please click the link below to read more of it

————— taken from a MGDC forumer : notapro ————————
a) You must show how your game stands out of the crowd.
This point is written after the first game is presented. It’s an FPS. When one of the judges ask how this game is different from the other FPSes, the candidate barely answered. No doubt that an FPS created by only a person is not going to stand out of those great FPS titles out there, and the failure of proving it makes judges not convinced of your game.

b) You must show the marketable value of your game.
Making a game is hard. But making a game that sells is even harder. The judges are more concerned of how the game can earn you money. You can spend all the time impressing the judges with cool effects and graphics. However, there’s no point for them to give you the money if it does not sell. Maybe we should consider presenting a good business model for this case.

c) You must plan your milestones well and show them.
One of the judges ask a candidate about the time he plan to spend on each iteration in his software engineering process. I think the reason behind this question is to find out whether the candidates have practical milestones that can results successful execution of the project and have proper planning. I guess a brief explaination of this helps a lot.

d) You must concern about the budget.
I remember there’s a game project that requires a high budget of RM70,000! To me, for games industry, you will exceed your budget most of the time as it is very indeterministic. One of the reason is that you cannot calculate the wastage(additional resources that are discarded during the development process) that you will spent. Since the RM50,000 is not enough to cover the RM70,000 base budget, you definitely cannot make it for the wastage. I think it’s better to try out some free tools or light-weight tools to help the production rather than some full-fledged tools which you might not use all the features available. This might reduce some cost for tools.

e) You must know your target audience.
I guess it’s one of the most important point here. Know your audience and get what they want before an execution of any game project. This will ensure that you are doing the right thing for the right people in the right direction. No doubt the judges will be happy for it.

f) You must manage your time well.
This point is focusing on time management of presentation. Find out about the time allocated, plan your presentation base on it, and make use of it well. I think this is true in all situations, not only limited to presentation.

g) You must define your operation cost.
I guess this is about the monetary and non-monetary cost of project operation, even though the focus of this competition is of course the monetary cost. The operation might include your manpower cost as well as other assets such as company rental.

h) You must have an easily pronounced and memorable game name.
At some point, your game name might affect the popularity of your game. It must be easily pronouced by the players so that they can easily share it to others, and it should be easily remembered. Maybe a short but creative name with little articulation effect will be very helpful. If your game is intended for international players, I think it will be wise to use English rather than your local language. If using local language is more intuitive, I guess a short one will do.

i) First impression is always important.
It is good to start your presentation with a buzz, meaning that it catches the attention of the audience. It is more useful if you are the few last presenters because the audience will likely be bored after long hours of looking at the static slides. It will catches their attention to pay attention to your presentation as they aspect you to be an interesting presenter. This might indirectly attracts the judges as well.

j) Be creative …… and critical
When we talk about presentation, there is no doubt that creativity makes you stands out. However, there’s a limit. I think it is best that we always consider whether all the creative steps we take works. You might use a story to tell about your business model for example, but there is no point if the judges do not get your messages.

k) Platform choice must be clear.
There is one group that comes out a game design for nintendo ds. And the first question asked by the judges is why it has to be nintendo ds? Why not pocket pc or handheld? This clearly shows the importance of platform choice and you must be able to give the correct answer when you are asked for it.

l) Informative demo spices things up.
Having a demo to show earns you points. But if you have that, make sure it’s informative and easy to understand. You can have pictures and sound in the demo, but there’s no point if the audience cannot understand your game flow because it will make no difference than looking at static slides.

m) Identify market potential and your game genre
You must know which market are you in? The market of console gamers, mobile gamers or PC gamers? The market of hardcore gamers or casual gamers? The market of male gamers or female gamers? Answers them well. You must also make sure that you identify your game genre, because as Brett have said: “Gamers usually go to the shop and buy games of the genre type they like. If your games does not belong to any genre, or you are not able to
identify one, you will lose your customer”.

My Own Conclusion: –
A successful presentation is very subjective and the criterias are hard to define. Some methods of presentation works in certain occasion but fails in the others. But the most basic things of all regarding a presentation is that you must know exactly what your intended audiences wants to know before you prepare your presentation, and by fully making use the time you have to present what your audience want will definitely make it a memorable presentation. Creativity can be helpful, but it must not be overused. Be confident when you speak, but not over-confident. Just keep everything balanced up, and your presentation will be successful.

—— end of the tips ( reference click here ) ——–

i really glad that he share this all tips online.. so to all fellow DMs that take games design.. concentrate on this point.. actually it’s not only on Game Design Category.. it’s also applicable to general presentations. i think even a business presentation are like this.

ok.. have to write my thesis.. a research of cooking game.. hehe

Jan 2007

5 Responses to : Tips for Project Presentation

  1. ikhwan nazri says:

    heh welkam

  2. sarakay says:

    aku gi bank tadik. duit tak masuk.

  3. notapro says:

    I have a weird hobby of googling my own nickname, and Google leads me to your blog.

    I was quite surprised that my presentation tips are quoted in your blog. It really make me appreciate the power of internet.

    Anyway, hope that tips help. :)

  4. ikhwan nazri says:

    notapro.. i hv tat weird hobby last 3 years and make me think on how shud when ppl type my name.. it shud be me..

    now it’s all me hahahahhahaaha

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>