A game pitch is a short, persuasive presentation of an idea for a game, given to people who could approve, fund, publish or join it. A good pitch shows who the game is for, which means understanding demographics: facts about a group of people such as their age group, location, language, interests and the devices they use. The group you design for is your target audience. Using critical thinking to match the design to that audience’s needs is how designers solve interactive design problems.
Unit 1 covered pitch documents and funding in How to Pitch and Fund an Animation or Game Project and short pitches in Synopsis and Elevator Pitch for Games and Animation. This lesson focuses on presenting an interactive idea and on designing for real players.
Understanding your target audience
Target audience
Your target audience is the specific group of people most likely to play and enjoy your game. “Everyone” is not a target audience. A clearer statement is: “Casual puzzle fans aged 25–45 who play in short breaks on their phones.” Designers often describe the audience with personas – imaginary but realistic players with a name, age, habits, goals and frustrations.
Age group
Age affects almost every design choice:
| Age group | Typical needs | Design implications |
| Young children (3–7) | Still learning to read; developing motor skills. | Big buttons, voice instructions, no text-heavy menus, no failure punishments, no in-app purchases or chat. |
| Older children (8–12) | Enjoy challenge and collecting; growing independence. | Clear goals, rewards, safe social features, content suitable for ratings such as E or E10+. |
| Teenagers (13–17) | Competition, identity, social play. | Customisation, multiplayer, deeper systems; strong safety and moderation tools. |
| Adults | Limited time; wide range of tastes. | Save anywhere, short sessions or deep campaigns, adjustable difficulty. |
| Older adults | May prefer slower pace; possible vision or hearing changes. | Larger text, high contrast, relaxed timing, familiar themes. |
Location
Where players live affects language, cultural references, internet speed, the devices they own and how they pay. A game for a region with expensive mobile data should work offline and download quickly. A game for the Caribbean might use local music, dialect and settings that players recognise, while a game for a worldwide audience needs translation (localisation) and culturally neutral symbols.

Solving design problems with critical thinking
Critical thinking means questioning assumptions and choosing solutions based on evidence. A useful cycle is:
- Define the problem from the player’s point of view (“Seven-year-olds cannot read the level instructions”).
- Research the audience: observe, survey or interview real players.
- Generate options (voice-over, picture instructions, a playable tutorial).
- Evaluate each option against the audience’s needs, the budget and time.
- Prototype and test the best option; measure whether the problem is solved.
This short Young BAFTA video explains why game designers must think about their audience from the very start:
Presenting an idea for an interactive game
A strong interactive game pitch usually covers these points in 5–10 minutes:
- Hook and title: one sentence that makes people curious.
- High concept: genre, platform and the core idea (“a cooperative cooking puzzle game for phones”).
- Target audience: age group, location and persona; why they will love it.
- Core gameplay loop: what the player does again and again, and why it is fun. Show a storyboard, wireframe or short prototype – interaction is easier to show than to describe.
- Unique selling point: what makes it different from similar games.
- Look and sound: concept art, colour palette, mood music.
- Scope and team: what you can realistically build, how long it will take and who will do what.
- The ask: what you want from the audience (approval, feedback, funding, team members).
Communication skills for pitching
- Speak clearly, make eye contact and rehearse until you can pitch without reading.
- Use visuals: a few strong images beat slides full of text.
- Tell a short story about a player enjoying the game.
- Invite questions and answer honestly; if you do not know, say how you will find out.
- Keep to time – it shows you respect your audience and can manage a project.

Example
Here is a short pitch outline for Market Day Math:
- Hook: “Can you run the busiest fruit stall in the market before the rain comes?”
- Audience: children aged 8–11 in the Caribbean, playing on shared family phones or school tablets, often with limited data.
- Design decisions from the audience: works offline; small download; spoken instructions; local fruits and currency; no ads or purchases.
- Core loop: serve customers, add up prices, give change, earn coins to upgrade the stall.
- Unique point: real mental-maths practice disguised as a busy, funny shop game.
- Ask: “We would like your school to trial the prototype with two classes.”
Exercise
- Write a persona for the target audience of a game idea: name, age group, location, device, play habits, goals and one frustration.
- Describe three design decisions you would change if the same game were made for (a) five-year-olds and (b) adults.
- Identify one interactive design problem in a game or app you use, and solve it using the five-step critical thinking cycle.
- Prepare and deliver a three-minute pitch for your game idea using the eight-point structure. Ask your audience for feedback on clarity and confidence.
Next: Culture, Game Ratings, Intellectual Property and Monitoring Agencies in Game Design
Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 1: Introduction to Interactive Design – Specific Objective 14 (“present an idea for an interactive game”); Specific Objective 15 (“apply critical thinking to solve interactive design problems to meet customers’ needs”).
Attributions to media used in this post:
Stickies to brainstorm Edit.2014..jpg – Victor Grigas – CC BY-SA 3.0 (via Wikimedia Commons)
Global Game Jam 2019 à Arles.jpg – Yannickvernet – CC BY-SA 4.0 (via Wikimedia Commons)
© 2026 Vedesh Kungebeharry. All rights reserved.



