Showcasing Your Work

Abstract

Problem: Developers often struggle with how to effectively showcase their games, demos, portfolios, and trailers β€” not just what to include, but how to present it.

Approach: Tim Cain shares his professional framework, developed through years of working with communications teams and producers on shipping titles.

Findings: Effective showcasing breaks down into three questions: what do you want to show, how should you show it, and how much time do you have? Answering these in order produces focused, memorable presentations.

Key insight: Start from the impression you want to leave and work backwards β€” decide what you want people talking about, then fill your available time accordingly. Showing is always better than telling.

Source: https://www.youtube.com/watch?v=jAOtTrh-pJ8

The Three Questions Framework

Tim Cain breaks showcasing into three fundamental questions that apply universally β€” whether you're building a game demo, a design portfolio, a trailer, or preparing for a press interview:

  1. What do you want to show?
  2. How do you want to show it?
  3. How much time do you have?

These are the same questions he works through with communications directors and project teams before any public-facing presentation of a game.

Deciding What to Show

The first step is identifying what makes your game special β€” what made you want to make it, and what you want players to take away and tell their friends about. Tim offers several categories to consider:

Unique Mechanics

Maybe your game has a combat system, dialogue mechanic, or exploration feature that's never been done before β€” or never implemented this way. That's worth showcasing.

World and Systems

Perhaps your game has no loading screens in a big open world. Or maybe NPCs cross instance boundaries the same way players do β€” a monster chases you out of a dungeon, through a town gate, with no safe zones. How you use a system can be as interesting as the system itself.

Story and Choice

Maybe you have a unique branching story, or you let players undo past choices in interesting ways β€” at a cost of money, time, or consequence. If your narrative design is the hook, that's what belongs front and center.

Characters and Personality

Strong characters β€” whether companions with cool abilities or enemies with unusual powers β€” can be a game's defining feature. The same goes for well-written personalities. If that's your strength, showcase it through dialogue and scenes, not descriptions.

Visual Design and Vistas

If you're a level designer with beautiful architecture, stunning vistas, or enormous explorable worlds, let the visuals speak. Tim notes that some games build entire marketing campaigns around the promise: "if you can see it, you can go there."

How to Show It

Tim's cardinal rule: showing is better than telling.

  • Don't tell people you have interesting NPCs β€” show dialogue and cutscenes.
  • Don't tell people your levels are beautiful β€” show them.
  • Don't tell people combat is fun β€” demonstrate it.

People want to see beauty, laugh at humor, and feel excitement. Being told "this will be great" doesn't work.

The Power of Sound Bites

A critical technique Tim emphasizes is crafting sound bites β€” short, catchy, quotable phrases that capture what your game is about. Done well:

  • People will quote your sound bite on forums and in discussions.
  • Interviewers will repeat it back to you in future interviews.
  • It takes on a life of its own as shorthand for your game's identity.

Tim recalls crafting sound bites that would later appear in print magazines, confirming the phrase had entered the cultural conversation around the game.

For artists, the equivalent of a sound bite is a single piece of art that instantly communicates what makes the visual style special β€” unusual, beautiful, exotic, or strange.

Respecting Time Constraints

The most overlooked question is how much time you actually have.

Interviews

If it's an all-day interview broken into 30-minute sessions with programmers, artists, and producers, you may need different sound bites and presentations for each audience, since each group views your work through a particular lens.

Game Demos

Players give a demo a few minutes at most. If something interesting doesn't happen in those first few minutes, they stop β€” regardless of whether the demo is 30 minutes long.

Trailers

Game trailers have shrunk dramatically over the decades: from two minutes, to one minute, to 30 seconds, to 15-second spots. Tim emphasizes how extraordinarily difficult it is to capture a game's essence in 15 seconds β€” but that's the reality of modern attention spans, even before TikTok and YouTube Shorts.

The First Impression Rule

If you waste the viewer's time β€” repeating the same vista from five angles, being too wordy, dragging things out β€” they will click off, zone out, or move on. You do not get a second chance. The old adage about first impressions is profoundly true for games and game demos.

Work Backwards from the Desired Impression

Tim's closing advice synthesizes the framework: start with the impression you want to leave, then work backwards.

  • What do you want people talking about?
  • What do you want them to have liked?
  • What do you want them to ask you about?

From there, figure out how to show it, and fill the time you have. These are deeply personal questions that only the developer can answer for their specific game β€” but the framework itself is universal.