BYTE Devlog 1/29/24: PITCH DECK

It’s a new year and BYTE‘s back with new goals! In particular, this is the semester where I will be pitching BYTE to as many publishers as I feel fit. I’m getting money for this game! Or not. But I’ll at least try.

This week I was pretty solely dedicated to creating a pitch deck and compiling other pitch materials for BYTE. I started with a couple of small bug fixes but then got to work on the pitch. I made the first draft of my pitch deck, which I’ll be shopping around to people over the next week or two, and will see what changes I need to make before hopefully starting to send out the pitches.

I based the deck on other pitch decks I’ve seen for games and spent a lot of time finding genuinely helpful, descriptive ways of communicating what BYTE is all about. I figured my typical descriptions are more about how much fun I can have saying them than they are actually helping people understand what the game is, so I spent quite a bit of time on this part.

The REAL work, though, was spent making the pitch deck look visually appealing. I have never, in my entire life, made a slideshow that actually looked good, so this was a real challenge for me. I went through about two iterations before finally finding a style that I feel really happy with.

Additionally, I compiled a list of about thirty publishers that looked like pretty solid candidates to publish BYTE. This took less time, but I think I have a solid working list of publishers that I’ll pitch to at least for the first round.

Next, I just need to iterate on the pitch materials. In addition to shopping the deck around and seeing what people think, I also want to create new builds with my updated bug fixes so potential publishers don’t run into a game-breaking bug (yikes!).


Leave a comment