Pitch Day!

In this post, three of the module students, Marionna, Hayden, and Isobel, share snapshot views of their first heritage and interpretation pitch, made to the Malton Museum on 8 May, 2017.

Marionna:

Quizás este  proceso de diseñar un videojuego parezca largo y tedioso, y no voy a mentir, lo es. Aunque nuestra rutina sin duda no tiene todo el ajetreo y la presión de un arqueólogo de la vieja escuela, los cuales tenían que realizar la búsqueda, la publicación de sus hallazgos y la promoción de sus exposiciones  , sin duda sí que llevamos el espíritu de sus investigaciones, el estrés. Durante el día de hoy, tras realizar un pequeño repaso de nuestros artículos para el blog , nos dirigimos de nuevo hacia Malton.

En esta ocasión la reunión no me  pareció tan aterradora puesto que en esta ocasión podíamos contar con que ya llevábamos una idea del videojuego que queríamos hacer y que más o menos creíamos que podía cumplir con las expectativas de lo que se esperaba de nosotros.

The students draw on tablets to make materials for the meeting.
Preparing our meeting materials. (Photo: Marionna Sandin)

Por lo que, una vez nuestra dibujante oficial  había realizado todos las imágenes necesarias para ilustrar la idea que había surgido de aquel torbellino anterior, nos dispusimos a exponer nuestra idea, todo estaba hablado y ensayado. Sin embargo,en el momento de abrir la boca aunque las palabras parecían surgir como un torbellino de mi cerebro, el muy traicionero le dio por no querer traducir lo que estaba pensando. Así que, durante un milisegundo, solo se me agolpaban palabras en mi propio idioma, y yo solo podía pensar “Por dios espero que nadie haya notado mi lapsus mental”.Finalmente mi cerebro decidió dejar su descanso y pudimos terminar nuestra presentación tranquilamente. Seguimos con la reunión para intentar definir los últimos puntos flacos que quedaban pendientes, pero nos dimos cuenta de que la información que realmente teníamos sobre Malton en la era romana era bastante escasa. Pero menos mal que vamos a recibir la visita de un experto sino no me imagino el desastre que habríamos ocasionado.

Maybe this process of designing a videogame seems long and tedious, and I won’t lie, it is. Although our routine certainly does not have all the hustle and bustle of an old school archaeologist, as they had to perform the search, post their findings and promote their exhibits. Certainly we carry the spirit of their researches, and the  stress.

The students and instructors wait in the York train station to go to Malton.
Heading to Malton. (Photo: Marionna Sandin)

During the day, after a short review of our blog posts, we headed back to Malton. This time the meeting didn’t seem so frightening since we already had an idea of ​​the videogame that we wanted to do, and that we, more or less, believed that could match the expectations of what was expected of us. So, once our official sketcher had made all the necessary images to illustrate the idea that had arisen from that previous whirlwind, we set out to expose our idea, everything was spoken and rehearsed.

At the moment of opening my mouth, although the words seemed to emerge like a whirlwind out of my brain, the very treacherous brain just decided not to translate what I was thinking. So for a millisecond, only words  in my own language crowded in my brain, and I could only think “God I hope no one has noticed my mental lapse”. Finally, my brain decided to leave its break and we were able to finish our presentation calmly. We continued with the meeting to try to define the last remaining weak points, but we realized that the information we really had about Malton in the Roman era was rather scarce. But thank goodness that we are going to receive the visit of an expert, without that I couldn’t imagine the disaster that we would have caused.

Hayden:

After collating the ideas we gathered from the initial meeting last week, the time came on Monday to pitch our game idea back to the staff of Malton Museum. After tying all of our loose threads around our concept together, we again went through the process of a mock presentation, in front of Harald, Meghan, Sara and Tara, our Twine instructor. Oddly, this proved to be one of the most awkward scenarios I could possibly conceive. This may highlight more about my personal mindset than the general pitching process, but I find presenting an idea to a group of people who helped develop it particularly embarrassing.

It pains me to admit that this is very useful, however. Ironing out creases at this stage made the final pitch far more fluid. I just wish that we could achieve this whilst skipping the stage of looking as uncomfortable as somebody forced into joining a karaoke session.

To aid in our pitch we created some visual representations of how we envisioned the final product looking. Perhaps ‘we’ is not the most appropriate term to use, as I tactically suggested that Isobel should draw my visual aid. Indeed, the affair would have been far more awkward if the clients had to attempt to decipher the inky mess I would have created. Fortunately, with the use of my treasured legible depiction of a game screen, my section of the final pitch seemed to go rather well, as did everyone’s. I’m starting to think that these organisational skills Harald and the others are teaching us may have a lasting effect on me. I’ll believe it when I see it.

Isobel:

On Monday the 8th of May, we yet again made the short train journey to Malton. The objective of our trip this time was to pitch our idea for the videogame to the volunteers at the Malton Museum. I’m going to be honest, if you had told me before I’d gone in that morning we would have a cohesive idea for our game and that we were going to pitch it well with good feedback, I would have laughed in your face.

I had been feeling less than confident about our game ideas over the weekend, and was beginning to think we would never come up with an idea which matched everyone’s wants and needs. However, when we arrived at King’s Manor on Monday morning, despite being a group member down, we quickly settled on one definitive idea, ‘How long would you survive in Roman Malton?’ and before my brain could quite comprehend it, our game was born.

The pitch itself was also making me nervous, I have plenty of experience in performing and public speaking but the idea that the quality of our pitch was the decider on whether we could go ahead with our game definitely made me uneasy. Despite this though as I pitched our game idea, and explained the premise of it I felt confident and calm, all doubts drifting away like leaves on a windy day.

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