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Pitching your thinky game starts as early as the prototype phase when you're honing in on a unique idea for mechanics and systems, continues into production as you're securing funding and support from publishers and first parties, and honestly never ends as every time you put your game in front of players you're pitching it to them.
Pitching thinky games in particular can be difficult, as often they have buried hooks or complex ideas that don't always come across in a GIF or one-liner. And because many thinky games are designed mechanics first, thinking about how they will appeal to specific players can sometimes come last.
I want to offer frameworks to developers to think about how they're pitching their projects at various phases throughout development, and tools to help them better identify and communicate succinctly what is unique about their game.

Starting a Thinky Studio With a Stranger
Kate Killick
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