Button City Pitch Deck (2018): 12-Slide Breakdown

See all 12 slides of the Button City pitch deck — a 2018 deck in Gaming — with a slide-by-slide teardown of what the deck does well and where it falls short.

The 2018 Button City pitch deck is a 12-slide presentation that prioritizes art direction and narrative structure over traditional financial metrics. Aimed at securing funding for a low-poly narrative adventure game, the deck effectively introduces the protagonist, Fennel, and the core gameplay loop of exploration, puzzles, and arcade mini-games. While it lacks specific financial figures—using placeholders like $XX,XXX in the budget slide—it provides a clear roadmap for a 21-month development cycle and target platforms including Switch, PS4, and Xbox One. The deck succeeded in attracting Wing…

Key takeaways

The Visual Language of Indie Gaming

The Button City 2018 pitch deck is a distinct departure from the data-heavy presentations typical of Silicon Valley. In the gaming industry, especially for narrative-driven indie titles, the 'look and feel' of the product is often the most significant indicator of potential success. This deck, consisting of 12 slides, serves as a visual portfolio as much as a business proposal. It successfully secured funding from Wings Interactive, an investment fund that supports diverse teams and high-potential indie projects.

Slide 1: The Hook

The title slide features the Button City logo in a stylized, vertical 3D font. The background consists of floating 'diorama' islands, which immediately introduces the game's primary visual mechanic without a single word of text. This is a strong opening for a creative project, as it establishes the aesthetic identity of the brand immediately.

Slide 2: The Elevator Pitch

Slide 2 provides the core definition: "Button City is a low poly single-player narrative adventure game about cute animal kids on a high jinx escapade to save their local arcade." This sentence does three things: it defines the genre (narrative adventure), the art style (low poly), and the stakes (saving the arcade). The slide is supported by two in-game screenshots showing character interactions and the isometric world view.

Slide 3: Feature Breakdown

The 'Features' slide uses a simple bulleted list to expand on the value proposition. Key points include "Diorama levels with unique world navigation" and "Mini games in the Button City arcade." By mentioning mini-games, the deck suggests a 'game within a game' structure, which adds perceived value and variety to the 3-4 hour gameplay experience mentioned later in the deck.

Slide 4: Character Introduction

Titled 'Meet Fennel,' this slide introduces the protagonist. Describing Fennel as a "self conscious young fox who loves to play games," the deck leans into the 'relatability' factor. In narrative games, the player's connection to the character is a primary driver of retention and word-of-mouth marketing. Devoting an entire slide to one character signals to investors that the story is the engine of this product.

Slide 5: Gameplay Mechanics

Slide 5 breaks down the player's actions into four categories: Explore, Solve puzzles, Join the Fluff Squad, and Talk to Villagers. This slide is crucial because it translates the 'narrative' into 'mechanics.' It shows that the game isn't just a visual novel; it has a loop of exploration and problem-solving that justifies its status as an 'adventure game.'

Slide 6: Media Assets

The 'Screenshots' slide is primarily a placeholder for external links. It provides a website URL ( a link for screenshots, and a video link. While the slide itself features a vibrant image of the arcade interior, its primary purpose is to direct the investor to a working prototype or trailer, which is the most important asset in any game pitch.

Slide 7: Development Status and The Ask

This slide provides the hard facts of the project. The team states they are in "pre-alpha with a working prototype" and aiming for a "Target Release: Early 2020." The 'What we need' section is highly specific, requesting funds for "development costs, buying dev kits, porting, QA, marketing, and hiring a musician and sound designer." This transparency helps investors understand exactly where their capital will be deployed.

Slide 8: The Budget

Slide 8 is the most 'traditional' startup slide, featuring a table for burn rates and event costs. However, in this version of the deck, all figures are represented by placeholders like "$XX,XXX." The only specific duration mentioned is a "Projected budget (21 months)." This indicates a nearly two-year development cycle from the point of funding to release, which is standard for a small indie team.

Slide 9: The Founders

The 'About us' slide introduces Shandiin and Ryan Woodward. Rather than listing degrees, it focuses on their professional contributions to the creative scene in Albuquerque, New Mexico. Shandiin’s role as lead website designer for Meow Wolf (the famous Santa Fe art installation) and Ryan’s work on museum touch screen interactives provide strong evidence that they can handle complex, high-fidelity creative projects. They also mention their previous game, Sky Pets (2015) , proving they have experience shipping a product.

Slide 10-12: Contact and Closing

The final slides are standard contact information and a 'Let's Go!' closing slide featuring the main cast of characters. Slide 11 features a stylized 'cat-shaped' handheld gaming device, further reinforcing the game's retro-arcade theme. Slide 12 is a promotional slide for the platform hosting the deck and is not part of the original Button City pitch.

What Works in This Deck

The primary strength of the Button City deck is its visual consistency . Every slide uses the same color palette, font, and art style found in the game itself. This creates a cohesive brand experience for the investor. If the investor likes the look of the deck, they will like the look of the game.

Second, the scope is realistic . By targeting a 3-4 hour gameplay window and a 21-month development cycle, the founders avoid the 'feature creep' that often sinks indie projects. They aren't promising a 100-hour RPG; they are promising a tight, polished narrative experience.

What is Missing

Market Analysis: The deck lacks any mention of the competitive landscape. There are no comparisons to successful 'cozy' games or narrative adventures like Night in the Woods or A Short Hike . Investors usually want to see that the founders understand their market niche and how they plan to stand out.

Marketing and Distribution Strategy: While 'marketing' is mentioned in the budget ask, there is no plan for how they will reach players. Will they use influencers? Steam festivals? Console storefront featuring? A slide detailing their 'go-to-market' strategy for the indie scene would have strengthened the business case.

Unit Economics: There is no mention of the target price point or the number of units they need to sell to break even. While indie games are hits-driven, showing a basic 'break-even' analysis based on the projected 21-month budget would demonstrate financial literacy.

Founder's Playbook: What to Copy

1. Lead with the 'Vibe': If you are building a creative or consumer-facing product, your deck should look like your product. Button City’s use of in-game assets as slide backgrounds is a perfect example of this.

2. Define the Protagonist: For narrative products, the 'who' is as important as the 'what.' Introducing Fennel (Slide 4) gives the investor someone to root for, making the pitch more memorable.

3. Be Specific About the 'Ask': Don't just ask for 'funding.' Ask for 'dev kits, porting, and a sound designer' (Slide 7). This shows you have a granular understanding of your production needs.

4. Leverage Non-Traditional Experience: If you haven't worked at a FAANG company, highlight your community leadership or unique creative projects. The founders' connection to Meow Wolf (Slide 9) is a powerful 'social proof' signal in the creative industry that is arguably more relevant than a standard corporate background.

Conclusion The Button City deck is a successful example of a 'creative-first' pitch. It prioritizes the emotional and aesthetic appeal of the game while providing just enough structural information—platforms, timeline, and team background—to satisfy a specialized investor like Wings Interactive. For indie developers, this deck provides a clear blueprint for how to balance art and business in a fundraising environment.

Frequently asked questions

Why are the financial figures in the budget slide redacted?
Slide 8 uses placeholders like '$XX,XXX' for burn rates and '$XXX,XXX.XX' for the total 21-month budget. In the indie gaming world, these decks are often shared publicly after funding is secured, and founders redact specific sensitive data to protect their competitive positioning or privacy while still showing the structure of their financial planning to other aspiring developers.
What is the primary value proposition of Button City according to the deck?
The value proposition is centered on a 'nostalgic coming of age story about friendship' delivered through a 'cute eye catching art style' (Slide 3). Unlike a SaaS deck that focuses on ROI, this deck focuses on the emotional resonance of the narrative and the aesthetic appeal of the 'diorama levels' to attract a specific niche of adventure game players.
How does the deck handle the 'Team' slide differently than tech startups?
Slide 9, titled 'About us,' emphasizes creative and community credentials over typical 'ex-Google' or 'serial entrepreneur' tropes. It highlights Shandiin's work for Meow Wolf and Ryan's work on museum installations, positioning them as creators of 'interactive art' rather than just software developers, which aligns with the game's narrative-heavy focus.
What is the significance of the 3-4 hour gameplay target?
On Slide 7, the team explicitly states they are aiming for 3-4 hours of core gameplay. This is a crucial metric for indie game investors as it defines the scope of the project. It suggests a 'short-form' premium experience, which helps investors calibrate the expected price point and development cost relative to massive open-world titles.
Which platforms did the developers prioritize for release?
Slide 7 lists Switch, PS4, Xbox One, and PC/Mac as the primary target platforms for an 'Early 2020' release. Interestingly, it categorizes Mobile and AR as 'Extended target platforms,' showing a clear strategy to conquer the console and PC market before attempting to port the experience to mobile devices.
Cover slide of the Button City pitch deck — 2018
Button City pitch deck, slide 1 (2018)

Button City pitch deck: the facts

Company
Button City
Year
2018
Slides
12
Sector
Gaming

Button City pitch deck PDF

The full Button City deck is embedded on this page and can be read slide by slide in the browser — no download or account required. Each slide is covered in the breakdown above.

What the Button City / Subliminal Games (Subliminal Gaming) pitch deck was used for

This is the 2018 pitch deck for Button City, a colorful low-poly single-player narrative adventure game about cute animal kids trying to save their local arcade, created by indie studio Subliminal Games (also referred to as Subliminal Gaming). The deck was used in pre-production to secure initial financing for the game’s development and launch, before later bridge/add-on funding efforts in 2020. It positions the team as a married founding duo based in Albuquerque, New Mexico, who previously released the casual mobile game Sky Pets and are active organizers in the local game development community. The financing sought in this deck was intended for development costs, console dev kits, porting, QA, marketing, and audio, supporting a roughly 21‑month development cycle toward an early-2020 target release.

Round
Pre-production / early development funding for Button City
Year
2018
Lead investor
WINGS Interactive
Investors
WINGS Interactive
Founders
Ryan Woodward, Shandiin Yazzie Woodward
Headquarters
Albuquerque, New Mexico, USA
Industry
Video games / Indie gaming

Use of funds as presented: Development costs, console dev kits, porting, QA, marketing, and hiring a musician and sound designer, over a projected 21‑month development cycle toward an early-2020 release.

What happened after the Button City / Subliminal Games (Subliminal Gaming) deck

Button City successfully transitioned from a pre-alpha concept funded via its 2018 pitch deck to a completed multi-platform narrative adventure game. After securing initial pre-production financing, the team later raised add-on funds in 2020 and partnered with WINGS Interactive, culminating in a worldwide launch on PS5, Xbox Series X|S, Nintendo Switch, and Steam on August 10, 2021, and subsequent

What the Button City / Subliminal Games (Subliminal Gaming) deck got right

What could have been stronger

How an investor would read this deck

What draws attention

Risks that stand out

Questions this deck invites

What founders can take from the Button City / Subliminal Games (Subliminal Gaming) deck

Button City / Subliminal Games (Subliminal Gaming) pitch deck: common questions

What is Button City?

Button City is a colorful low-poly single-player narrative adventure game about cute animal kids going on a high-jinks escapade to save their local arcade, mixing exploration and puzzles with arcade-style mini-games.

Who created Button City?

The game is developed by indie studio Subliminal Games (also called Subliminal Gaming), led by married co-founders Ryan Woodward (co-founder, programmer, designer, writer) and Shandiin Yazzie Woodward (co-founder, art director, designer, writer), who are based in Albuquerque, New Mexico.

What was the purpose of Button City’s 2018 pitch deck?

The 2018 pitch deck was a pre-production fundraising document used to secure initial financing for Button City’s development, including a 21‑month projected budget and plans for console and PC platforms. It emphasized the game’s low-poly aesthetic, narrative focus, and the founders’ prior work and community involvement.

Did Button City secure funding, and from whom?

Indie studio Subliminal Games teamed up with WINGS Interactive, a fund that backs indie games with women and gender-diverse developers, to release Button City on PS5, Xbox Series X|S, Nintendo Switch, and Steam on August 10, 2021. WINGS funding supported worldwide launch in multiple languages and platforms.

Which platforms did Button City release on?

The 2018 deck and subsequent materials indicate target platforms including major consoles and PC, and later sources confirm that Button City launched on PlayStation 5, Xbox Series X|S, Nintendo Switch, and PC (Steam) on August 10, 2021.

Sources

Funding and outcome facts on this page were researched on 2026-08-21 from the pages below.

Button City pitch deck slides

Button City pitch deck slide 1 of 12
Button City pitch deck — slide 1 of 12
Button City pitch deck slide 2 of 12
Button City pitch deck — slide 2 of 12
Button City pitch deck slide 3 of 12
Button City pitch deck — slide 3 of 12
Button City pitch deck slide 4 of 12
Button City pitch deck — slide 4 of 12
Button City pitch deck slide 5 of 12
Button City pitch deck — slide 5 of 12
Button City pitch deck slide 6 of 12
Button City pitch deck — slide 6 of 12

What each slide of the Button City pitch deck says

Slide 2

Button City Button City is a low poly single-player narrative adventure game about cute animal kids on a high jinx escapade to save their local arcade. The game is a mix of adventure game exploration and puzzles, alongside action gameplay with arcade mini games.

Slide 3

Features o Cute eye catching art style Diorama levels with unique world navigation « Explorable levels with side quests and puzzles e Mini games in the Button City arcade Castof colorful and lovable characters « Nostalgic coming of age story about friendship

Slide 4

Meet Fennel Players take control of Fennel, a self conscious young fox who loves to play games, read comics, and hanging out with his new friends. He's out to save the Button City arcade, the only place he's been able to make friends, from being shut down.

Slide 5

Explore Talk to Villagers and help them with their problems Solve puzzles Join the Fluff Squad and challenge the arcade

Slide 9

About us Shandiin and Ryan Woodward are a married couple who make indie games in Albuquerque, New Mexico. Shandiin works as the lead website designer for Meow Wolf, the Santa Fe interactive art installation funded by George RR Martin. Ryan works as a software developer for museum touch screen table interactives at Ideum with works including a 20 ft video dinosaur wall installation. They are also the creators of casual mobile game Sky Pets released in 2015. Along with their game work they have co-founded and run the Albuquerque Game Developers Guild, a 501c3 that hosts community events for the game development community in New Mexico. &

Slide text above is read directly from the Button City deck PDF embedded on this page.

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