Creating a Professional Pitch for Video Games
Pitch: scope of the game
A course by Tatiana Delgado Yunquera , Videogame designer
Joined April 2019
About the video: Pitch: scope of the game
Overview
“One of the big mistakes is trying to make a project that we will not be able to assume for costs, time, team size or experience. How big is the game going to be? How can we size it to be sure that we will be able to do it in time and budget? We will talk about its structure, the levels it will have, budget and planning. Being clear about the total scope will help us present a much more serious and solid project, and convey more confidence. We will also mention the equipment that we will need. ”
In this video lesson Tatiana Delgado Yunquera addresses the topic: Pitch: scope of the game, which is part of the Domestika online course: Creating a Professional Pitch for Video Games. Analyze and develop your video game idea by creating the perfect document for potential partners or investors.
Partial transcription of the video
“Game scope Scope of the game Well, we have reached the last phase of the pitch, The reach the game. The reach is how big the game will be, both in time and in budget, and it’s very important because a big mistake is made is to make a project that we cannot cover, Good because the team is not very big or we don't have the experience. In this lesson, we will try go slowly seeing these phases and choices that we must make to make a project on time and budget. Reach, or what is the same, how long the development will last, how will you distribute the work how great the game will be How much mon...”
This transcript is automatically generated, so it may contain mistakes.
Course summary for: Creating a Professional Pitch for Video Games
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Category
3D & Animation -
Areas
Animation, Game Design, Game Development, Video Games

Tatiana Delgado Yunquera
A course by Tatiana Delgado Yunquera
Tatiana Delgado began working as a Game and Level Designer at Rebel Act Studios in 2000, while finishing her studies in Telecommunications Engineering at the Polytechnic University of Madrid (Spain).
Since then she has always worked in the videogame industry, in companies such as Enigma Software Productions, Zinkia, Tequila Works, Gameloft and King, developing games for PC, XBox, Wii, DS and mobile devices.
In 2017 she co-founded the Vertical Robot studio dedicated to virtual reality, where she was responsible for the design and narrative of the Daedalus and Red Matter games. In 2019, she founded the Out of the Blue studio dedicated to the development of narrative puzzle games.
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