Fake it till you make it: pitching a Ryan Trahan game

    Fake it till you make it: pitching a Ryan Trahan game

    How a laminated candy bag and a mockup got a real reply.

    Joel D.

    Founder, Lemon Tree Studio

    February 2, 20263 min read

    Fake it till you make it...

    I couldn’t buy Ryan Trahan’s candy in Canada, so I printed a Joyride bag off Google, laminated it with tape, and posed with it in front of my computer running a mock-up of the game I built for him. Caption: "Let’s make a game together @Ryan Trahan."

    To my surprise, it worked. Ryan (or his team) actually replied.

    But let me back up for a second.

    At first, my idea was a “save the world” game where Ryan is trapped in a Target store, candy monsters everywhere, blasting his way out. I modeled the monsters in 3D, made a poster, and even debated driving 7 hours to his NYC pop-up to pitch it in person. My options: spend hundreds driving 7 hours to his NYC pop-up event with no guarantee he’d even show, or risk missing my shot entirely.

    I stayed home. And then everything changed.

    Ryan released a cinematic trailer for his new candy, a portal to Candy Land, yellow hazmat men representing the big candy corporations trying to stop him. Instantly, I knew: this was the game.

    So I built it. I modeled Ryan, the yellow men, and created a full scene that looked like a finished game. Now the challenge: getting his attention.

    The mocked-up Joyride bag and early scene mock.
    The mocked-up Joyride bag and early scene mock.

    That’s where the Joyride “Climbers of the Day” came in. Fans holding candy got reposted daily. Since I couldn’t buy any in Canada, I faked it with my laminated bag, and Ryan noticed.

    “Looks awesome,” he replied.

    Not quite the answer I hoped for. I tried again the next day. Another generic response. Finally, I asked directly: “What’s the best way to reach out about a partnership?”

    He gave me his partnership manager’s email. I sent my pitch, heart racing. A few days later, I got the reply:

    "We’re not interested in a mobile game at this time."

    Was I crushed? Yeah. But I was also proud. I hustled, got creative, and actually got Ryan Trahan’s attention. Rejection isn’t failure, it’s proof you’re aiming high enough.