Patch Notes (Meeting Summary):
19 October 2018

The One About Pitch NightEric Mitchell

At our third meeting, President Liam and Vice President Valentino lead the main presentation about our upcoming Pitch Night, and all of the necessary details.

About when to submit pitches:

  • Pitches can be submitted starting today by emailing a Google Slides presentation to our email (
  • Submissions will no longer be accepted after October 30th.
  • Submitted pitches can still be edited and resubmitted for revisions until November 6th.
  • Empty Google Slide presentations submitted before the deadline WILL BE REJECTED. Please submit a presentation with all the information it intends to convey.

"But what's in a pitch?" you may ask:

  • Pitches will be in the form of a Google Slides file that describes how the game is meant to feel and play. Feel free to interpret this however you wish, but be as detailed as possible and consider how to attract the interest of your fellow GDA members, including how each of the club departments can be included into the design process.
  • Pitches will also include a separate one (1) sentence summary of the game, as well as an image that best represents it.
  • Remember to give time for Q&A after the slides are finished.

Now, about Pitch Night itself:

  • Pitch Night will be on November 9th at 6:00pm at DARC 308.
  • Pitch Night starts promptly on the hour. We will not wait for stragglers.
  • Pitches will be presented on Pitch Night at no more than 5 minutes in length. We will cut short any presentations that go past this limit.

After all pitches are presented, there will be several rounds of voting:

  • First Round: Every non-officer in attendance will vote on the top two (2) games that they would like to work on this year. Top 50% of voted pitches will go to the next round.
  • Second Round: Every non-officer in attendance will vote on the top one (1) game that they would like to work on this year. Top 50% of voted pitches will go to the final round.
  • Final Round: Every non-officer in attendance will vote on the top one (1) game that they would like to work on this year. Top two (2) voted games will be the projects chosen for this year.
  • Those who pitched for the chosen games are now game leads. Game leads are expected to attend every meeting they set up, including GDA's General Meetings every Friday. Leads cannot drop from the project or shirk all of their responsibilities to another member. If multiple members pitched a single game idea, they are all leads for their game.
  • Additionally, members who pitched a game cannot vote for their own game. This includes if multiple members pitched a single game.

When making a pitch, remember that there may be six (6) months at most to develop this game as a club. We are students, and everything this club produces is from dedicated volunteer work. The games we aim to produce this year should be demo-sized - short enough to be viable for the club to complete, but comprehensive enough for players to understand what the finished games should be. Think about how large the scope of the game in your pitch should be, given these constraints.

On the subject of scope: there are games and game genres which we as a club are not able to develop, or have tried to develop but fell into unforseen pitfalls that stifled progress, due to our collective skill, team sizes, etc.. These games are considered out-of-scope or out-of-focus (OoF).

Here are some game genres and styles that are big OoF:

  • RPG's - require large amounts of content to be created, and a lot of time to develop.
  • Isometric Games - game engines generally prefer top-down or side-scrolling 2D games. Content like this is extremely difficult for programmers and artists, much more than one would initially think.
  • Strategy Games - a lot of AI development and processing is required.
  • Fighting Games - balance is the biggest issue, especially if the game has player vs. player battles.
  • Pixel Art-Style Games - an immense struggle for the artists to not only create captivating backgrounds and models, but also believable animation.
  • MMO's (or any game with networking) - forgetting the game, creating unfailable netcode is a struggle in and of itself.
  • Point-and-Click Adventure Games - adventure games live or die by their writing. And when adventure game writers get writer's block, the game's progress stagnates. (Not as if I've had any experience writing an adventure game for GDA.)

One last thing before I sign off - GDA is hosting a guest speaker from Naughty Dog on Friday November 2nd from 6:00-8:00pm. We are still figuring out where we will host the talk, but if you're interested in attending, fill out this RSVP form so we can gauge interest and find a sizeable room.

See you at next week's General Meeting! And remember, don't go OoF!