| The first NASSCOM Game
Developers Summit ended with first ever Game Super Pitch. The Jury of the Game
Super Pitch consisted of Shahid Ahmad, European Account Manager, SCEE, Hrishi
Oberoi, Director Indiagames Studio, Quentin Staes Polet, Co Founder, Kreeda Games,
Ernest Adams, Game Designer, Author, Co founder International Game Developers
Association and Anand Ramachandran Creative Director Interactive Media
and Gaming, A Bellyful of Dreams Entertainment. The pitch was won by Dhruva Interactives
Bazzle, while 99 Games Odyssey: Frankie & Jim: The Mysterious Castle
and Createplayshares Hooga Booga were the first and second runner up respectively.
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| From left to right.
Rajesh Rao, Quentin Staes Polet, Vijay Sharma, Anila Andrade, Hrishi Oberoi, Anand
Ramachandran, Basangouda Inamdar, Shahid Ahmad, Ernest Adams |
Sharing what was in store for the winner
of the super pitch Rajesh Rao said, The winner gets to refine his or her
idea and present it back to the jury through email once again. NASSCOM would then
arrange for a conference call with all the Jury members for feedback. So the winner
gets one hour time of all the jury members once again. Next year we are looking
at putting up a cash prize or cover the cost of developing a proto type. It
was encouraging to see small and big developers coming and pitching on the same
platform on the same terms. The feedback given by the judges would definitely
help the future super pitch aspirants and the Indian game developer community
as a whole in climbing the quality and innovation ladder. Here
are the pitch entries that were presented and the feedback given by the Jury on
each of them. Bazzle
by Basangouda Inamdar, Game Designer, Dhruva Interactive
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| Basangouda Inamdar |
In game screenshot of 'Bazzle' | As
Libo the protagonist, the player in this mind bending, action-puzzle platformer,
must gather all the fruits (seven of which hold Magical elements) before an evil
wizard does. Libos special powers allow her to transform in to a heavy magnetic
character or a spiky creature to tackle the zaniest characters, plants and obstacles.
Quick thinking and reflexes will serve you best on this world saving mission.
3D characters and interactive game elements lend depth and a realistic feel to
the game. Jury Comments
Hrishi Oberoi-
The game looks interesting but there was no costing mentioned and there wasnt
clarity on platform front. Quentin
Staes Polet- I felt the slides were too crowded. Also you spent too much time
on the characters of the game which dont really matter. The marketing traits,
what is different about the game, information on technology and target market
were missing. Some of the stuff was encouraging. And you need to make eye contact
while pitching and dont read slides. Shahid
Ahmed- If you would have mentioned that its a ball physics puzzle game
in the beginning it would have been good. It has a nice game play. Anand
Ramachandran- I felt the game was pretty nice. Just one thing, it would have
been nice if you explained how the controls for the game work. Ernest
Adams It was a very well organized pitch. The idea of three alternate
states of the character was its unique selling point. The video that you showed
was also good. The only objection I have is that the main characters are ball
like so I expected them to roll. Apart from that it was quite well done.
Odyssey: Frankie & Jim:
The Mysterious Castle by Anila
Andrade, Mktg Manager, 99games
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| Anila Andrade |
Game
intro screenshot | The
game involves solving puzzles and doing tasks of varied kinds to get clues from
the townspeople about the castle. Jim (a character in the game) receives a letter
from his grandfather about a secret, which sets him and his friend Frankie on
an adventure in a strange town. The story unfolds in 4 chapters, as the end of
each chapter throws subtle hints about the secret. The target group is 15+ year
old, casual gaming iPhone users. Jury
Comments Shahid Ahmad
The game looks like Simon Cow to me. And I thought the presentation
was little confusing. Also you should have given the sneak peek of the game earlier
in the pitch before going into the details. While pitching you should keep your
initial message small. More important than having the unique features is the game
has to be fun and I dont I know if its fun unless I see a sneak peek. Am
glad that you told the release date of the game, that is very a positive thing. Anand
Ramachandran The USP of the game
or the reason why I should I buy your game was missing. Quentin
Staes Polet- Its good that you talked about the budget but the budget of USD
170,000 scared me. It would have been nice to talk about the development and how
you plan to market it as it is very difficult to get visibility on App Store.
Also it would have been good if you had shared how many hours of game play will
it have as it helps to determine the pricing. Hrishi
Oberoi- The budget was confusing. I would have liked a little bit of break
up. The game play was not clear. What is the game is about is what we would like
to know first. The background art work looks good but that is secondary game play
comes first when you are talking about 60 mini games within a game.
Hooga Booga
by Vijay Sharma, Founder, Createplayshare
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| Vijay Sharma |
Game
intro screenshot | Hooga
Booga is a realtime, multiplayer, ancient style war game. Its a first realtime
multiplayer war game on the same Iphone (1-6 players can play on same iPhone).
Players can play with or against each other and/or with bots. Players select a
variety of weapons (arrows and spears) from the inventory. Each weapon has individual
properties and effects. Each army has to kill the enemies on the other side. Weapons
follow the parabolic path as per the direction, angle and power set by player. Jury
Comments Ernest Adams-
The slides of the presentation were far too busy, if you would have shown some
of the gameplay that would be helpful. I was really intrigued by the idea of the
real time multiplayer iPhone game but the graphics didnt help. Anand
Ramachandran- The idea of a multiplayer game on single iPhone was not appealing
at all. I couldnt see how this game play will fill out a longish game as
there was no variety of gameplay showcased. Shahid
Ahmad If its a product pitch you need to showcase the product
straightaway, other things come after that. You should have shown a teaser for
that. Also since you put forth the idea of real time multiplayer game for iPhone,
you should have spoke a little about the technology, as how will the device differentiate
between different touches. Quentin
Staes Polet- The idea of real time multiplayer game works for two, but having
six is like kind off pushing it. Also the graphics didnt work for me. Hrishi
Oberoi We didnt get to see the gameplay, a video of game play
would have made sense. The pitch also didnt mention about costing.
Tuttifrutti
by Ajish G Habib, CEO, Kirkykitty Games
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| Ajish G Habib |
Game
intro screenshot |
Tuttifrutti is
a casual action and arcade/adventure platformer,
where "tutti", a kid princess is on
a quest to retrieve her dearest twin sister "frutti"
from the itchy evils, who come from a mystic islet
beyond seven seas and seven mountains
Jury Comments
Hrishi Oberoi I think its
a very interesting concept for a casual game but you didnt show much of
the game play. Also you failed to mention which platform is it meant for. Quentin
Staes Polet I felt that you didnt have enough training before
you came here. Why should I be interested in you and be interested in doing business
with you, you have to give me three good reasons. This is something you have to
work on. Shahid Ahmad- Pitching
is like developing book after book. You really got to work on the presentation
aspect. The game looks like a nice cute platform game. It was nice idea to use
the images of cute twin babies in presentation but when it comes to the game play
we dont see the twins, which is apparently the important part of the game
story. Your idea of the pitch is to get a yes or a no as quick as possible. For
that first you develop your relationships with the person you are pitching to
and of course you develop a better pitch. Anand
Ramachandran- With the images of the twins you were setting expectations and
they were never met as we didnt see the twins in the game. Also when it
comes to the game, the visuals are a little oudated, the state of the art these
days is quite high, and I was expecting variety in levels. The visual design from
the creative stand point needs an upgrade. Ernest
Adams- The background art work was good, but animation was not interesting.
There needs to be more work on the animation. The pitch of course needs to be
reorganized, get the punchy material out there upfront.
The first Game Super Pitch was undoubtedly a
great initiative that would help more and more developers to come forward and
showcase their ideas and concepts. Looking forward to many more successful game
super pitches in the coming year.
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| Winners of the
Game Super Pitch | |