Tidelamp Studio Publisher Pitch
Gaming studio pitch deck for a publisher meeting
A publisher is not buying a game idea, they are buying a team that finishes on time and an advance they can get back. Tidelamp Studio is invented, and its ten slides lead on wishlists, prove delivery with two shipped titles and end on a recoup schedule rather than a valuation.
Every slide, in order
The whole deck as it renders, one slide after another. Read it the way the audience would.
The structure
What each slide is doing, so you can reuse the order even with different content.
- Slide 1cover
- Name the game, the studio and the wishlist count, since that is the first thing a publisher looks up.
- Slide 2intro
- The pitch in one paragraph, written the way a publisher reads a submission form.
- Slide 3pillars
- The four areas of the game, described so a publisher can see the scope without playing it.
- Slide 4metrics
- Wishlists, shipped record and team size, the three things a publisher checks before reading further.
- Slide 5metrics
- The last two titles in a table, because a publisher is buying the studio record before the game.
- Slide 6timeline
- Vertical slice to launch over twenty months, as bars, so the advance schedule has a calendar behind it.
- Slide 7pricing
- The price and the one piece of paid content, so the revenue model is settled in one slide.
- Slide 8comparison
- What the studio brings against what the publisher brings, so the deal is a division of labour.
- Slide 9investment
- The advance and the recoup schedule in one table, because that is the actual negotiation.
- Slide 10closing
- Close by asking for the thing a publisher can actually do this week.
Slide by slide
Slide one names the game, the studio and the wishlist count. Slide two is the game in one paragraph with three defining properties. Slide three is four areas and 118 rooms, with the slice and the unbuilt parts identified. Slide four is wishlists, shipped titles and team size. Slide five is the track record of both previous titles including lateness and overrun. Slide six is the twenty month Gantt with art on the critical path. Slide seven is the launch price and the single expansion. Slide eight splits the work between studio and publisher. Slide nine is the advance as four milestones with the recoup split. Slide ten asks for the slice to be played.
How to adapt this deck
A studio pitching a venture investor rather than a publisher replaces the recoup schedule with equity terms and adds a second title to the roadmap, because a fund is buying a studio rather than one game. A team with no shipped titles swaps the track record table for a development log with dated builds, since delivery has to be evidenced somehow. A studio pitching a platform for a feature deal moves the wishlist slide to first and cuts the advance entirely, because the currency in that conversation is audience rather than money.
What this audience asks for
Screen Australia publishes what its games funding programmes require in an application, which is a useful proxy for what any funder of a production wants to see, and the Interactive Games and Entertainment Association publishes sector data on studio size and release cadence in this region. Both point the same way: a funder is evaluating the team ability to finish before it evaluates the design. That is why this deck spends slide five on two previous launches and puts the lateness row in the table rather than leaving it to a reference call.
What makes this deck work
The recoup schedule is in the deck, not in the term sheet
Slide nine lists four milestone payments and both splits, 50 against 50 before recoup and 70 to the studio after, with the unit count that clears 1.6 million written underneath. Putting the commercial terms you want on a slide moves the meeting from whether to how.
Track record is a table with a late column
Slide five reports two shipped titles, units, refund rates and review scores, plus rows for days late at launch and budget overrun. A studio that volunteers its overrun at four percent has said something no reference call could say as efficiently.
The Gantt is organised by the constraint
Slide six puts art on the critical path and says everything else is scheduled around what one artist can paint in a month. Nine tasks across five blocks, with localisation and certification at the end. A production plan that names its bottleneck is one a producer can argue with.
Questions people ask
What does a publisher want in a game pitch deck?
Wishlists, a playable build, the team track record, the production plan with milestones, the price and the deal terms. Story and art direction matter but they are shown by the build rather than argued in slides. This example uses ten slides and offers a 40 minute slice.
How many wishlists is enough to pitch?
Enough that the trend is readable. This deck reports 48,000 and adds that about 3,100 arrive each month from a demo and one festival with no paid marketing. The monthly rate matters more than the total, because a publisher is projecting forward from it.
Should a game deck include a recoup schedule?
If you know the deal you want, yes. This example asks for 1.6 million in four milestone payments, splits net revenue evenly until it is recouped and then moves to 70 percent studio. Naming it first sets the frame rather than leaving it to a term sheet three weeks later.
How do I show scope without a design document?
Areas and room counts with what each one contains. This deck uses four areas and 118 rooms, and says which one the vertical slice covers and which one the demo never shows. A publisher reads scope as risk, so making it countable makes it fundable.
How long should a publisher pitch deck be?
Ten to twelve slides, because the build does the persuading. This one is ten. The deck exists to get the build played and the terms discussed, and a longer deck usually means the slice is not ready to show. Send the build with the deck rather than after it.
What should the studio keep in the deal?
Say it on a slide rather than in the negotiation. This deck gives creative control, the schedule, the community and twelve months of post launch patches to the studio, and marketing, platform relationships, localisation and the advance to the publisher.
Build your own in about a minute
The button below opens the generator with this use case already described. Change the wording to match your own, generate, then edit anything you like.
Make one like thisOther presentation examples
AI startup pitch deck example with the inference cost shown
An investor looking at an AI company in 2027 has one question the pitch has to answer without being asked, which is what a model call costs and who pays for the humans behind it. Kerbtally is invented, and its eleven slides put inference on its own bar and count the review team inside gross margin.
EV charging pitch deck with utilisation broken out by site
A charging investor is buying one thing repeated a thousand times, so the only question that matters is what a single post earns and how long it took to get power to it. Ampline is invented, and its ten slides answer both with a per post waterfall and a council approval chart.
Insurtech pitch deck example with the loss ratio on the cover
An insurance investor reads loss ratio before anything else, and a deck that buries it has already told them something. Parcelsure is invented, and it puts 61 percent on the cover and then spends a waterfall slide showing what is left after claims are paid.
Want the steps in the builder? Read Make a pitch presentation with AI, then Add charts, maps and diagrams to slides. For everything this generator can do, see the presentation maker.
Written and checked by the OneCraft team. Last checked .