Welcome to the pitch page for Guides at TechRaptor!
We're always open to pitches on the latest and greatest games, or even indie gems that people may need help on!
Freelance Guides are currently managed by 3 people at TechRaptor:
You'll be pitching to us (we all receive the e-mail), and then we'll work directly with you on getting started, as well as get you into our Freelancer Slack Team so you can have a direct line to all 3 of us. We also have a Trello for our freelancer pool to see what we're targeting in the coming 90 days - if you're interested, you can also e-mail us to get access to Slack + that, if you're not sure what can be covered!
When it comes to determining what games to write for, you'll want to consider three major factors: Recency, Prominence, and Guide Potential.
Nine times out of ten, if it's a big-name release that's coming out soon, we'll want guides for it. That hits the sweet spot between Recency and Prominence, so people will be searching for these games. That doesn't mean it has to be AAA, either. If it's a high-profile indie game, that can work, too (for example, Hades). However, you'll also want to ensure this game has Guide Potential.
Guide Potential might be the most vague of the three criteria, but it's the one you'll have to prove the most when explaining your pitch. Consider the type of game it is. Is it a straightforward action-adventure like Uncharted? Then a guide like "How to Beat Chapter 1" probably won't do well. Getting from Point A to Point B is often really easy. Realistically, most people won't be stumped on what they need to do to unlock the next level.
However, "Every Uncharted Collectible" would be a good guide, because those collectibles are often hidden throughout the stages. Furthermore, you know people will want to search for those collectibles because there are achievement hunters and completionists out there.
Beginner Guide - For most games, this is a good place to start. This piece would house some tips and tricks that players will want to know. Just avoid really obvious things or anything prominently mentioned in a tutorial. "Press X to Jump" is hardly a noteworthy tip because a game will likely tell you that. However, if there's a special mechanic that affects your jump (like the "Enemy Step" in Devil May Cry), then that's worth mentioning.
Collectibles Guides - Depending on the game, this can be a pretty tedious one, but it also gets a lot of hits. Essentially, you'll want to collect everything worth collecting in a game, especially if it has some achievements attached to it. Ideally, you'll have a screenshot of each location, along with a quick description of what it is and where to find it. Refer to our Doom Eternal Collectibles Guide as an example.
Mission Guides - These guides are really dependent on the game and the mission/quest. If it's really easy and straightforward, we probably don't need a guide. However, if you have to find something that's really well hidden or solve an obtuse puzzle, it might be worth writing a guide for it. A good example is our Genshin Impact Luhua Landscape Quest Guide.
Systems Guides - These guides answer questions that people might have about the more in-depth systems of a game. Is crafting complex? Is this free-to-play game juggling multiple currencies? Is co-op hard to figure out? These guides would explain and answer those sorts of questions.
Skills & Builds - Are there classes in the game? If so, it's worth writing a guide that breaks down these different classes, their skills, and how to best use them. As an extension, if this is a game with a lot of loot and attributes, then that means people are out there looking for the "best" builds. Our Wasteland 3 Character Build Guide is a good example of laying out how to optimize a team.
There is an emphasis on both timeliness and word count here at Techraptor. Here are our current rates
|More Than 7 Days^||Less than 7 Days^||Within 72 hours^||Day of Release^|
|Less Than 500 words||$10||$13||$15||$17|
|500 -800 Words||$13||$20||$22||$25|
^ - After Release Date/Time (Early Access is on a per-game basis just because some games could radically shift after EA release) "Day of release" lasts until midnight of release day.