https://abs.twimg.com/emoji/v2/... draggable="false" alt="đŸ’„" title="Symbol fĂŒr eine Kollision" aria-label="Emoji: Symbol fĂŒr eine Kollision"> Designing Your Demo for Impact

Strong demo design is critical when pitching to publishers and partners, but what can that entail?

Let’s break down an incredibly memorable demo ( @TripleTopping’s Welcome to Elk!) and identify elements you can apply to your own work!
1. Prioritize Verbs https://abs.twimg.com/emoji/v2/... draggable="false" alt="đŸƒâ€â™€ïž" title="LĂ€uferin" aria-label="Emoji: LĂ€uferin">

Verbs = action words!

What will the player DO in your demo? Identify specific mechanics and elements you want to showcase to ensure the demo feels purposeful and action-packed.
1.1 Welcome to Elk balances humor and tragedy using a variety of short stories and -- in terms of gameplay -- has no fail states.

A major demo priority was to highlight the range of emotions players would experience in the full game.

The main verb here? To FEEL.
1.2 Thus, the 15-20 min demo allows players to connect + empathize with the characters via:

Engaging conversation that spans humorous + darker tones

Quick, funny mini-games that mimic mundane, yet highly relatable activities, like pouring drinks and singing karaoke.
2. Condense the Experience https://abs.twimg.com/emoji/v2/... draggable="false" alt="🎯" title="Volltreffer" aria-label="Emoji: Volltreffer">

Give your potential partner/investor a strong, defined moment of time in your game, where they’ll be able to see all the elements you have to offer.

Try not to kick off at the beginning where the most interesting moments may not occur!
2.1 Welcome to Elk is a linear narrative, but the demo is a standalone build.

Instead of picking a moment in the story& #39;s timeline (i.e. the beginning of the game), @TripleTopping selected specific characters/mini-games that best fit their goals + wrote a demo script from that.
2.2 With just 15-20 minutes, the visual direction and gameplay all directly point to what players can expect from the full game, allowing them to feel the range of emotions anticipated for the final release, but in a more condensed fashion.
3. Hook the Imagination https://abs.twimg.com/emoji/v2/... draggable="false" alt="👀" title="Augen" aria-label="Emoji: Augen">

A great demo leaves you wanting more. It doesn& #39;t have to be high stakes: it just has to evoke discussion!

Provide a sense of intrigue, wonder, or excitement that allows folks to wonder what else is in store.
3.1 Welcome to Elk subverts expectations.

While it looks fun and cartoony, and some might assume it’s a children& #39;s game, due to the nature of its stories, the game is far darker than people may expect.

@TrippleTopping deliberately plays on this throughout the demo.
3.2 The demo finale happens abruptly, and the goal is to leave players puzzled/amazed at what just happened.

It’s not representative of a full core loop, but provides an opportunity for players to ask questions/share their experiences: a great starting point for a pitch!
4. Use your demo as your guide! https://abs.twimg.com/emoji/v2/... draggable="false" alt="đŸ—ș" title="Weltkarte" aria-label="Emoji: Weltkarte">

The @tripletopping team also used the demo as design guide: before they worked on anything else in the game!

This helped everyone on the team have a clear understanding of what the game was and should be.
4.1 The demo took 4-6 months, and they did not start working on the actual game before it was done!

On the plus side? The demo becomes a strong marketing tool.

The Welcome to Elk demo was used for public showcases and on Steam to help build awareness and hype!
A clear + well-designed demo is one of the best ways to pitch your work. By the end of playing #WelcometoElk, our team knew immediately it was a game we wanted to support!

A huge thanks to @Astridmrefstrup & @TripleTopping for allowing us to share. Congrats on your release!https://abs.twimg.com/emoji/v2/... draggable="false" alt="💗" title="Wachsendes Herz" aria-label="Emoji: Wachsendes Herz">
You can follow @KowloonNights.
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