$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-pitch-deck-auditAudit a video game pitch deck, publisher deck, funding deck, or investor-facing game presentation for clarity, structure, persuasiveness, visual readability, business-case completeness, and publisher-fit. Use when reviewing a pitch deck before sending to publishers, polishing a d
| 1 | # Game Design Pitch Deck Audit |
| 2 | |
| 3 | Audit a game pitch deck as both a persuasion tool and a business-case artifact. |
| 4 | |
| 5 | Use this skill to evaluate whether a game pitch deck is clear, compelling, visually readable, and properly structured for publisher or funding conversations. Focus on whether the deck makes a strong case for the team, the game, the opportunity, the ask, and the path to completion. |
| 6 | |
| 7 | ## Core principle |
| 8 | |
| 9 | A good pitch deck does not merely describe a game. |
| 10 | It builds confidence in the team, sells the dream of the project, proves the work, frames the opportunity, and makes a realistic ask. |
| 11 | |
| 12 | ## What to produce |
| 13 | |
| 14 | Generate: |
| 15 | 1. **Deck overview** - what the deck is trying to do and for whom |
| 16 | 2. **Structure audit** - whether the core sections are present and in a persuasive order |
| 17 | 3. **Content audit** - strengths, gaps, and weak claims |
| 18 | 4. **Visual/readability audit** - whether the deck is easy to follow without live narration |
| 19 | 5. **Publisher-fit audit** - whether the deck answers the practical questions a publisher or funder will ask |
| 20 | 6. **Recommendations** - what to cut, strengthen, reorder, or add |
| 21 | |
| 22 | ## Audit lenses |
| 23 | |
| 24 | Audit the deck through these lenses: |
| 25 | - **Who** - who is making the game and why they are credible |
| 26 | - **Why / opportunity** - why this project exists and why now |
| 27 | - **What** - what the game is, what makes it stand out, and what the final vision is |
| 28 | - **Proof** - what already exists that proves the team can deliver |
| 29 | - **Business case** - comparables, target audience, monetization, market logic, and opportunity |
| 30 | - **Ask** - budget, timeline, platforms, scope, and what support is being requested |
| 31 | - **Readability** - whether the deck works when sent ahead of a meeting without narration |
| 32 | |
| 33 | ## Process |
| 34 | |
| 35 | ### 1. Define the deck context |
| 36 | Clarify: |
| 37 | - who the audience is: publisher, investor, platform, partner, grant body |
| 38 | - whether this deck is meant to be sent async, presented live, or both |
| 39 | - what stage the project is in: concept, prototype, vertical slice, production |
| 40 | - whether the deck is accompanied by a build, trailer, GDD, or other materials |
| 41 | |
| 42 | ### 2. Audit the high-level structure |
| 43 | Check whether the deck answers the essential questions: |
| 44 | - What are you making? |
| 45 | - Why are you making it? |
| 46 | - Who is making it? |
| 47 | - Where do you want to go? |
| 48 | - What do you need to get there? |
| 49 | - When will you get there? |
| 50 | |
| 51 | Also check whether the deck roughly covers: |
| 52 | - team / studio credibility |
| 53 | - artistic why |
| 54 | - business why / opportunity |
| 55 | - dream of the game |
| 56 | - proof of the game |
| 57 | - work / systems / core loop |
| 58 | - market or comparables |
| 59 | - timeline and budget |
| 60 | - summary and contact info |
| 61 | |
| 62 | ### 3. Audit the team and credibility section |
| 63 | Ask: |
| 64 | - does the deck establish why this team should be trusted? |
| 65 | - does it show relevant shipped work, experience, or platform familiarity? |
| 66 | - is it concise, or does it waste time on irrelevant biography? |
| 67 | - does it explain who will actually make the game if funded? |
| 68 | |
| 69 | ### 4. Audit the game pitch itself |
| 70 | Check for three distinct functions: |
| 71 | - **Dream** - does the deck sell the final vision of the game? |
| 72 | - **Proof** - does it show prototype, vertical slice, or other non-speculative evidence? |
| 73 | - **Work** - does it explain how the game operates, what the core loop is, and why the game is compelling? |
| 74 | |
| 75 | Ask: |
| 76 | - is the hook clear quickly? |
| 77 | - are the unique selling points obvious? |
| 78 | - does the deck lean into strengths strongly enough? |
| 79 | - does it show what is familiar and then what is unique? |
| 80 | - does it explain why the game matters, not just what it contains? |
| 81 | |
| 82 | ### 5. Audit the business case |
| 83 | Ask: |
| 84 | - does the deck explain the opportunity and target audience? |
| 85 | - are comparables believable and useful rather than vanity references? |
| 86 | - is monetization or business model clearly stated if relevant? |
| 87 | - is the market framing grounded, or just wishful genre enthusiasm? |
| 88 | - does the deck sell the collaboration case, not just the product fantasy? |
| 89 | |
| 90 | ### 6. Audit the ask |
| 91 | Check whether the deck makes a realistic ask around: |
| 92 | - budget |
| 93 | - timeline |
| 94 | - platforms |
| 95 | - release window |
| 96 | - build status |
| 97 | - support needed |
| 98 | |
| 99 | Ask: |
| 100 | - is the budget plausible and safely scoped? |
| 101 | - are the timeline ratios believable? |
| 102 | - is the ask too low in a way that signals inexperience? |
| 103 | - does the deck separate development needs from broader publishing or marketing assumptions when relevant? |
| 104 | |
| 105 | ### 7. Audit deck usability and readability |
| 106 | Ask: |
| 107 | - does the deck work without live commentary? |
| 108 | - is the text readable and concise? |
| 109 | - are the slides overcrowded? |
| 110 | - do |