Wednesday 30 November 2011

Presentation Skillz

This far into the year (almost 1/3 complete), we have done a LOT of formal presentations. Most of these are game concept presentations where we have a limited time—usually between one and six minutes—to explain and sell an original concept to the audience. Our audience is often our fellow classmates, but several times so far I've looked out over a selection of faces from the local gaming industry, from other GD classes, and instructors from all over campus.

Anyone familiar with pitching a script for a screenplay will understand the core of the experience. You have some key points you should hit, and above all you want to speak naturally and connect with the audience. These two goals are often linked. We have all seen presentations where the presenters are over-rehearsed, and it is very difficult to sell humour or be spontaneous if you are reading from a script in your mind. Public speaking is strangely nerve-wracking which usually magnifies any problems a person might have with presenting.

Anyway, it's been good. I established pretty quickly that I am comfortable presenting (sort of true), and I am still hearing from the other students that "I should be the guy to talk." As I predicted, this is levelling out as time goes on because the things I am good at—speaking clearly and naturally—are becoming more and more attainable by the other students through constant practice. The things I struggle with—general nervousness and making the same motions with my hands—are still very much a part of my presentations.

I look forward to presentations because it gives me a forum to talk about something that I'm proud of. I take every game concept assignment (and we have completed maybe a dozen of them since August) very seriously because I know it won't be long before I am convincing a roomful of people that my game is worth their time, attention, and money.

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