Play Hard & Prosper TM
THIS PRESENTATION DOES NOT CONSTITUTE AN OFFER TO SELL OR A SOLICITATION OF AN OFFER TO BUY ANY SECURITY OF BIGWIG GAMES,
INC. ANY OFFER TO SELL SECURITIES OF THE COMPANY WILL BE MADE THROUGH A PRIVATE PLACEMENT MEMORANDUM OF THE COMPANY.
1. The Opportunity and Bigwig Games Idea
2. Executing the Bigwig Games Idea and Financial
3. Our Team
4. Game Development & Screenshots
“Looking for intersections means finding ways to combine two
-- Hoover’s Vision: Original Thinking for Business Success, by Gary Hoover, 2001
“Creativity is connecting things.”
-- Steve Jobs
“Innovators think differently, but as Steve Jobs put it, they really
just think different by connecting the unconnected. Einstein
once called creative thinking ‘combinatorial play.’”
-- The Innovator’s DNA: Mastering the Five Skills of Disruptive Innovators, by Jeff
Dyer, Hal Gregersen, and Clayton M. Christensen, 2011
Digital (PC, Video, Mobile)
For the underserved market of adult gamers who love business
A system of games which model
the entire economy
Industry by industry
Beginning in spring 2014
for the iPad
Time Spent on Smartphones & Tablets
Games are huge on tablets and smartphones
The Game Market
The market for games is huge & diverse.
58% of Americans play video games,
spending $20.8 billion in 2012, 40% of that on digital content and apps.
68% of gamers are 18 or over.
The average gamer is 30 years old and the average age of frequent game
purchasers is 35.
45% of gamers are women.
Adult women are 31% of the market, almost twice the 19% represented by
men 17 and younger.
History of Business Games
Business games have a long
history of popular success
Monopoly is the top board game of all time,
250 million copies sold, ranked among the 10 most-played iPad games in 2012.
Modern best-selling board games like Settlers of Catan have economics and trading
2+ million copies have been sold of railroad game Ticket to Ride.
Millions have played Tycoon PC games and Capitalism.
Russian Virtonomics browser game claims 900,000+ players.
They are fun and engaging, but teach little or nothing about business, economics or
the real world.
The Popularity of Business & Entrepreneurship
Business and entrepreneurship are more popular
Millions worldwide are reading about business:
Over 8 million total subscribers to Forbes, Fortune, BusinessWeek, Wall Street Journal,
INC, Fast Company, Entrepreneur, and the Economist.
Over 3 million are enrolled in US undergraduate business and marketing
programs. 258,000 business bachelors’ degrees (48.8% women) and 177,000
masters’ degrees (45.6% women) were granted in 2009-10. Over 11 million Americans
hold business bachelors’ degrees.
Universities use business simulations but they are usually boring and rarely teach
anything about specific industries. Few if any take advantage of the latest digital
Over 500,000 new businesses are started each month in the US.
Based on our research, input from the game industry experts on our
advisory board, and our growing playtesting program, we believe
our games will have a broad appeal to different ages and genders.
But that our core market will be adults 18 and over, particularly in
their late 20s 30s and 40s, and that half or more of our customers will
Market for Management/SIM Games
Key market for management/sim games:
women, average age 30
Market for Management/SIM Games
Strategy, management, and simulation games have high
“Commitment” and “Infatuation”
What Makes Bigwig Different
Custom-designed from the outset to use the unique
features of tablets: photos, video, audio, touch, and swipe.
A multitude of industry-specific games using real data from each
industry (our “secret sauce”).
We will develop a fully-integrated “Wigonomy” in which all games
and players interact with each other, sharing resources.
Ideal for advertising and sponsorship. Potential for corporate,
training, and educational purposes.
Restaurant Industry Features
We considered at least 90 industries for our first game and
selected the restaurant industry because it is:
Enormous (US Revenue of $600 billion +).
A huge employer of people (13 million +).
Both local and global, combining chains and independents.
Immensely varied, from food trucks to fine dining.
Representative of our diverse ethnic cultures and nationalities.
A large consumer of training and education services.
Perhaps the most entrepreneurial industry in the USA.
Attracting more young managers and entrepreneurs every day.
Served by excellent, active trade associations and trade publications.
Served by a large array of local and global suppliers.
Increasingly visible in the media (Iron Chef, Food Channel, etc.).
Highly graphic and visual.
Part of our daily lives.
And yet most people have no idea of how it works or makes money!
Wigonomy map showing potential games connected to the Restaurant Game
Beer, Soft Drink
And other Beverage
And other Food
UPS FedEx Airline
Bigwig Games Idea
Hallmarks of Companies Founded by Gary Hoover
Seeing market opportunities where others do not (BOOKSTOP,
Flexibility, morphing to adapt to market needs.
Obsession with customers and their experience.
Great places to work which attract and retain the very best talent.
What Makes Our Game Company Different
Our games will have broad appeal to casual and “mid-core”
gamers, both genders and all ages, high school through seniors.
Lower risk due to multiple potential revenue streams,
including training and educational market potential.
Lower cost of game development and more ability to introduce
multiple games, because we do not use 3D or cinematic graphics,
and our games re-use the same mathematical models.
Integrated system of multiple games will keep players coming back.
Additional industries will draw new enthusiasts. We are less
dependent on a single hit in order to succeed.
Potential Revenue Streams
Purchases of game itself.
In-app purchases of upgrades, tools, skins, & special editions.
Advertising and sponsorship by industry players and suppliers,
trade associations, and trade press.
Education and training editions for schools and industry.
Possible crowd-funding campaigns (e.g., Kickstarter) for
Potential for custom game development for advertisers and
We selected the restaurant industry as our first industry because of its size and
number of participants and workers, allowing maximum potential revenue
streams and distribution and promotion.
Examples of Successful, Priced Games
Many of the highest dollar revenue games are “Free to Play” (FTP) and
make their money on in-app-purchases. It is increasingly common for
games to instead be “priced.”
According to Joystiq.com, the founders of game company Vlambeer recently stated that
their game Ridiculous Fishing sold 300,000 copies at $3 each.
The website AppData contains the following estimates on priced game apps:
- Final Fantasy Tactics: The War of the Lions, $600,000 annual sales run rate for a $15.99 game;
- Civilization Revolution, $350,000 annual sales run rate for a $2.99 game; and
- Sonic the Hedgehog, a well-known brand, $2.5 million annual run rate for a $2.99 game.
Games converted from board games (which were our inspiration) are commonly priced:
- Ticket to Ride, a top-selling board game, at $6.99, with expansion packs selling for up to $3.99
- Catan HD, another top-selling board game, $4.99 with two expansion packs at $4.99 each
- Carcassonne $9.99
- Puerto Rico HD $6.99
- Monopoly for iPad $6.99
- Stone Age: The Board Game $6.99
We presently anticipate selling the “Pro” version of our first game for $5.99, and likely a
casual version for no more than $1.99. These prices allow introductory discounting or
special pricing for restaurant industry employees and customers.
This model still permits upside from selling additional products and new game versions
and enhancements “inside the app.”
Ultimately, the integrated Wigonomy may allow monthly and
annual subscription pricing, providing a smooth revenue stream
(Hit game World of Warcraft charges $15 per month.)
As well as other potential markets and revenue streams, including product
placement, industry sponsorship, and training and educational markets.
Publicity, publicity, publicity (earned media cheaper/stronger than paid media):
Hoover international speaking schedule and track record of appearances in WSJ, NY
Times, LA Times, Chicago Trib, INC, TIME, other newspapers, radio, & TV.
Link to globally recognized Hoover’s business information brand.
Highest quality search engine optimization and internet marketing: experts on our Boards.
Leverage the restaurants, their suppliers, and associations for game distribution and
Supporting website with videos, strategy tips, industry history, information and links.
Marketing Plan in Action
We have retained San Francisco-based International Digital Entertainment Agency
(IDEA), led by Sean Kauppinen, who has launched over 550 games over a 17 year
period on all game platforms, to lead our publicity and promotion within the game
We have also added Dan Beaver, who runs the communities for NASCAR games, as
our community manager, drawing together players and others, and maximizing the
use of social media.
We have retained Polycot Associates, experienced web designers and social media
strategists, to design and develop our website which will be used to promote the
game and share information with our community. Polycot is led by veterans Jon
Lebkowsky and Robert Matney.
Maximum $100-150,000 per game development costs, far below
typical 3D and action games. Many software engine modules
will be reused for different industries.
At 50,000 players per game and a $5.99 price, $200,000+ annual
revenue per game after Apple’s 30% cut, from game sales alone.
First game is under budget and ahead of schedule so far.
Founded August 2012, raised $49,050. Between May and October
2013, raised another $107,500. Current offering has raised or
commitments totaling $46,000, bringing the cumulative total to
10+ games developed, most play-tested in card and spreadsheet
form, restaurant game selected for first game & tested February
Converted to iPad prototype game beginning May 2013.
Expected public launch Spring 2014.
Detailed Projections Through 2015
Revenue Net of Apple's 30%
Gary Hoover compensation
Other costs related to game development and maintenance
Marketing and publicity
All other expenses and costs, contingency
Total Expenses and Costs
Note that Gary Hoover is also our lead game designer, so part of that compensation goes
toward developing the games. Marketing budgets will depend on the traction and word-ofmouth we achieve, and could be increased substantially by taking money from the
contingency line. More details and assumptions are available upon request.
Summary Projections Through 2020
Game Revenue after Apple 30%
- $ 329,469 $ 838,600 $ 1,886,850 $ 3,195,000 $ 5,187,500 $ 8,002,500 $ 11,865,000
$ 35,000 $ 157,364 $ 414,093 $ 530,000 $ 745,000 $ 1,278,000 $ 2,075,000 $ 3,201,000 $ 4,746,000
$ (35,000) $(157,364) $ (84,624) $ 308,600 $ 1,141,850 $ 1,917,000 $ 3,112,500 $ 4,801,500 $ 7,119,000
Expenses as % of Revenue
Cash Flow/EBITDA as % of Revenue
Number of Games Introduced
Cumulative Games on the Market
Note that high margins are not uncommon in the game industry. Rovio, maker of the hit
Angry Birds, reported that the company earned pre-tax income of $67.6 million on revenues
of $106.3 million in 2011.
39,000 shares remaining in this offering,
offered at $5.00.
Up to $24,000 total invested for 28.4% of company.
$629,375 pre-money valuation.
$879,375 post-money valuation.
All common stock.
(Details available in Private Placement Memorandum)
Capital Structure (All shares are common shares)
Total Amount # Shares % of Issued &
Total all shares
The company has also approved an incentive stock option plan, and has granted up to
40,000 options under this plan. Shareholders listed above also receive warrants to
purchase an equal number of shares at $10.00 through December 14, 2020.
More detailed information on all these individuals is
Contained in the Private Placement Memorandum.
Lean, mean core
Gary Hoover, lead industry modeler
Erwin Mazariegos, lead developer
Board of Directors (Hoover plus:)
Alan Chai, investor, oversaw over $10B in tech and emerging company stock
distributions for institutional clients; former board member, BOOKSTOP and
Bill Leake, nationally-known online marketing expert and CEO, Apogee Results
internet marketing consultancy
Advisory Board (Directors plus:)
New Advisory Board Members Fall/Winter 2013:
Brett Hurt, Investor, founder Coremetrics, co-founder and Vice-Chairman,
Gordon Logan, Investor, founder and CEO Sports Clips, third largest salon
chain with over 1100 locations
Preston Swincher, Millennial Generation consultant and speaker,
strategy game player and analyst
Jason Tiefenauer, Graphic designer and App designer
Jen Bullard, Senior Advisor, Experienced Game Executive, Producer, and
Clark Aldrich, Leading “Serious Games” Author and Guru
Harlan Tytus Beverly, Experienced Game Company Executive and Marketer
Douglas Ferguson, Experienced CTO and Software Architect
Michael Froehls, Experienced Executive and Consultant
Thomas Helton, Experienced Systems Manager and Business Teacher
Erwin Mazariegos, iOS Developer and Consultant
Danny Mulligan, Experienced Technology Leader
Kris Rao, Attorney, Former General Counsel, Hoover’s, Inc.
The Gary Hoover Story
A lifelong pursuit of understanding
industries and companies
1963-1969: Started reading business magazines and inventing business games when 12 years old.
1969-1981: Studied economics under Milton Friedman and friends, analyzed companies on Wall
Street, then geographic, demographic, and financial analysis and strategic planning for big
1982-2013: Founded and helped build two very successful companies (BOOKSTOP, Hoover’s)
and served on Boards of Directors during two IPO’s (Whole Foods Market, Hoover’s). Also
learned from failure.
1993-2013: Visited 45 countries as international speaker, author, and expert on business and
entrepreneurship. Have met with and mentored thousands of businesspeople and entrepreneurs
2012-2013: Finally has the expertise and knowledge to do those business games right – fun,
engaging, full of industry insights and information, and built for the latest digital devices (starting
with iPad under iOS 7).
The Gary Hoover Story
In high school and college, Gary Hoover developed business and social science games including:
Run a Movie Studio, Run a TV Station, Adam Smith: the Game of the Money Supply, Presidential
Election Simulation, Run a chain of department stores (circa 1965).
And many more, all based on real industry data and dynamics.
The Gary Hoover Story
Subscribed to Fortune magazine at age 12 (1963). Now maintains
almost complete collection 1930 to the present.
Started keeping a list of business ideas at age 12, which now numbers
over 200 ideas.
Visited Chicago and New York corporate headquarters to collect
annual reports, insights, and data, starting at age 15.
Earned BA in economics under Milton Friedman and 2 other Nobel
Prize winners at University of Chicago.
First Entrepreneur-in-Residence, UT-Austin McCombs School of
Business, 2009-10; Entrepreneur-in-Residence at UT-Austin School of
Information, rated #6 in the nation, 2012-13.
Globally recognized author, speaker and teacher of business
dynamics, business history, and entrepreneurship.
The Gary Hoover Story
1982: founded the first book superstore chain BOOKSTOP, expanded
from Texas to Florida to California, annual revenue $65MM, sold to
Barnes & Noble in year 7 for $41.5 MM. Revenue per store over 4 times
1990: founded business information company Hoover’s, IPO in 1999,
sold to Dun & Bradstreet in 2003 for $117 MM. Globally recognized
brand for company profiles and contact information.
All screenshots are preliminary. Demonstration available upon request. Contact
us if you would like to be a playtester!
We spent over 100 “man-hours” testing Restaurant Bigwig prior to porting to the iPad.
Then thousands more hours playtesting the prototype iPad version of the game.
Ported to iPad beginning May 2013.
This and following images are from the old prototype, prior to final design.
Easy to learn and begin to play:
Many players will not even read the rules but will be guided by tips and tutorials.
New restaurant ready to launch:
Newspaper story on opening.
Actual will look like real newspaper and include scoring, chance events, and awards.
Multiple restaurants in operation, more resources available.
Ledger will contain records for strategy & planning.
Preliminary draft of management planning calendar, FQ = Food Quality, SV = Service, etc.
Unlike most games, ours are ideal for product placement, sponsorship, and advertising.
(We are not at this time talking with any of the companies illustrated here.)
We are now designing our final look and style.
Here is the present draft of what the first screen of the game will look like:
Players have will have multiple options for their games, including
Remote (Cloud Multiplayer through Apple Game Center), Passaround with one shared iPad,
against the bots (computer), and locally against others with iPads.
Players may have choices for their backgrounds:
Players will be able to study their business results at their preferred level of detail:
The newspaper which each turn announces and celebrates results, new openings, chance events
good and bad, and selection of “Best Restaurant Awards.” Photos or avatars for the leaders will be
the key pictures in the paper.
This is only the Beginning…
For further information, contact