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PT ARTONONCODE INDONESIA- JULY 2016
PITCHDECK
CHANGE TRACKERS
Date Version Change By Remarks
26 July 2016 0.0 Created MS Requested by IG
27 July 2016 0.1 Added Future Products MS
28 July 2016 0.1 Added Game Jam MS
18.7 19.1
20.5
21.9
22.2
23.8
2.9 3.3 4
31.9
36.8
43.1
0
5
10
15
20
25
30
35
40
45
50
2013 2014 2015
USDBillions
Growth Record
Europe, Mid East, Africa North America Latin America Asia-Pacific
The Big
Players:
1 China $22.2Bn
2 Japan $12.3Bn
3 South Korea $4.0Bn
4 SEA $1.5 Bn
5 Australia $1.2Bn
6 India $1.2Bn
7 Taiwan $0.7Bn
INDONESIAN GAME MARKET
128.96
153.14
120.9
72.54
153.14
169.26
181.1
214.2
155.8
96.8
201.6
230.3
321
293
217
166
241
336
0
50
100
150
200
250
300
350
400
Indonesia Malaysia Vietnam Philippines Singapore Thailand
MarketValue(USDMio)
SEA Market Growth
2013 2014 2015
Indonesia leads South East Asia game market growth with the highest CAGR of +45.7%, within the
smallest market share
Source: Newzoo.com
2015
Early Predictions
$1.57 Bn
Revenues Generated in 2015
$181.1
Revenue Generated in 2014
$9.12
Avg. Annual
Spend/Payer
in 2014
PROBLEM WITH INDONESIAN GAME
MARKET
CURRENTLY
FOREIGN
PUBLISHERS AND
DEVELOPER CAN
ONLY SEE
INDONESIA AS
A BIG MARKET.
LOCAL TELCO
COMPANIES –AS
GAME NETWORK
PROVIDER- TAKE
A LOT HIGHER
PERCENTAGE
FROM REVENUE
COMPARING TO
THE NORMAL 5%
IN DEVELOPED
COUNTRIES
90% +
MARKET SHARE
BELONG TO
FOREIGN
PRODUCTS.
MARKET SHARE
LOCAL GAME
DEVELOPER ONLY
EARN
1.2%
WHILE
INDUSTRY IN
TOTAL EARN
ONLY UP TO
9.6% MARKET
SHARE.
PROBLEM WITH INDONESIAN GAME
MARKET
90%
MARKET
> 5%
90% + market share belong to
foreign products. Local game
developer only earn 1.2% market
share, while industry in total earn
only up to 9.6% market share.
Currently foreign publishers
and developer can only see
Indonesia as a big market.
Local telco companies –as
game network provider- take
a lot higher percentage from
revenue comparing to the
normal 5% in developed
countries
POTENTIAL OF
INDONESIAIndonesia holds all kinds of potential to foster a massive game
development industry. It is inexpensive to produce games here,
there is a large pool of talent that is growing strong in gaming
content.
PROJECTION OF INDONESIAN ECONOMY
NOW 2030
Economy in the World 16th largest 9th largest
Member of Consuming Class 45 Million 155 Million
Population in City Producing 53% 74% of GDP 71% 74% of GDP
Skilled Worker 55 Million 113 Million
Market opportunity in consumer
services, agriculture & fisheries,
resource & education
$ 0.5 Trillion $ 1.8 Trillion
Source: McKinsey Global Institute
Ecommerce positioned to play an important role in retail and consumer services
• Local game industry ecosystem
now grow naturally (read:auto-
pilot)
• Most of local game developer
has launched product globally
Local Game
Developer
Local Game
Publisher
Foreign
Game
Publisher
Foreign
Game
Developer
LOW BUDGET
• Casual Mobile Games
• Casual Web Games
• PC/Console Mid Core
GLOBAL
MARKET
INDONESIAN
MARKET
HIGH BUDGET
• PC MMO Games
• MOBILE MMO Games
Produces
Demands
License Fee & Rev-share
$$$$
Licenses
Produces
Licenses
Sponsors & Rev-share
$$$
Publish & Monetizes
Publish &
Monetize
Sales
$$$$$$
Sales
$$
Sales
$$$$$$
Flow of money Flow of product
INDONESIA GAME INDUSTRY ECOSYSTEM
Flow of product
PROBLEM WITH INDONESIA INDUSTRY
ECOSYSTEM
Lack of B2B collaboration among local game developer and local game publisher is caused
by:
1.90% local game developer are small scale companies producing small games
2.Big gap between local game developer quality output and quality demanded by local
publishers
3.Lack of local developers success story hinder local publisher to publish local game
4.Lack of local publisher knowledge and networks to publish in global market
LOCAL GAME DEV COMPANY GROWTH
PROJECTION
2015 2016 2017 2018 2019
AAA Scale (Budget > Rp 10M) 0 0 0 1 2
Large Scale (Budget < Rp 10M) 6 12 20 31 45
Mid Scale (Budget < Rp 1M) 60 112 183 278 404
Small Scale (Budget < Rp 100Jt) 416 478 550 633 728
416 478
550
633
728
60
112
183
278
404
0
200
400
600
800
1,000
1,200
1,400
Source: https://www.techinasia.com/talk/aim-build-company-unicorn-2/
2015 2016 2017 2018 2019
No. of Game Produced 482 603 753 941 1,177
No. of Commercial Game Dev 150 195 254 330 428
Gross Revenue (in BL Rp) 49 88 159 286 514
0
100
200
300
400
500
600
0
200
400
600
800
1,000
1,200
1,400
LOCAL GAME DEV PRODUCTION GROWTH
PROJECTION
Source: https://www.techinasia.com/talk/aim-build-company-unicorn-2/
2016 2017 2018 2019
Indonesia Game Market Cap 6,292 8,808 12,332 17,264 24,170
Market Share Global Player 5,537 7,223 9,249 11,740 14,502
Market Share Lokal Player 755 1,585 3,083 5,525 9,668
6,292
8,808
12,332
17,264
24,170
-
5,000
10,000
15,000
20,000
25,000
30,000
MarketShareUnitinBillionRpLOCAL GAME MARKET SHARE PROJECTION
Source: https://www.techinasia.com/talk/aim-build-company-unicorn-2/
ARTONCODE
COMPANY PROFILE
COMPANY OBJECTIVES
1. To complete IP development production
2. To nail co-production projects with global game companies
3. To expand service contracting business unit
4. To establish deeper collaboration with Agate Studio
SHORT TERM:
1. To be an Indonesian character/IP databank
2. To be a master licensor for game developer- related software certification
3. To be a game related content provider for video broadcaster (online and TV)
LONG TERM
Game development combines various disciplines
into production in order to
actualize ideas
Business
Design
Art Programming
Software
Company
Application
Visual
Entertainment
Exhibition
GAME
Game developers constantly evolves their skill
based on leading edge technology
Game works by creating interaction with the
audience, hence game can be used as a
behavioral control tool
GAME DEVELOPMENT
CORE BUSINESS
Provide full/partly services for game,
animation and illustration related task
3. Service Contracting
Intellectual Property development,
creating full product from concept to
production.
1. IP Development
Join development/production with
other company
2. Co- Production
IP Dev
COST ADVANTAGES
Talents
Ability to leverage publishing
infrastructure, gaming
community reach, and R&D
development experience for
Artoncode
Advertising
Know-How
• Most cost-effective talents in
SEA region
• Minimal language barrier to
English
• Fully scalable and established
production pipeline
Guaranteed best price to
advertise within EMTEK Group
(Indonesian leading media)
EMTEK GROUP
Leading media group in Indonesia
30.6%
28.9%
21.9%
14.5%
2.5%
Q2.2012
Faunia Rancher
Released
Q4.2012
Artoncode
Established
Q3.2012
Faunia Rancher Win
INAICTA
Q1.2013
Faunia Paw
Release
Q2.2013
Faunia Paw won Best Mobile Game
Vandaria International Established
by Artoncode and Ami Raditya
Q2.2014
EMTEK invested
in Artoncode
Q3.2014
Harmoni Released
Collaboration with Ace
Edventure on Chemcaper |
ReInventing Education
Q3.2015
Platinum Patner of Bandai Namco
Winterflame funded on Kickstarter
Q4.2015
Asian Poker
Released
Q1.2016
Collaboration with
FingerprintMILESTONE
201
6
201
5201
4201
3201
2
Q2
201
2
Q4
COMPANY POSITIONING
Game
Developer Publisher Distributor Retailer End User
Animation
E-sport
Comic
Toys
Education
Indonesia game development industry ecosystem is still
growing, it does not have all the required roles filled in.
This means game developer often has to pro-actively fill in
another role to achieve more.
OPPORTUNITIES TO BE EXPLORED
Game
Developer Publisher Distributor Retailer End User
Animation
Film
Comic
Toys
Education
Artoncode has the experience to develop IP/characters all
the way from pre-production for short animation series
development
End Goal:
To create IP/characters that can be translated to
merchandise through animation, games and other story
telling media
OPPORTUNITIES TO BE EXPLORED
Game
Developer Publisher Distributor Retailer End User
Animation
Comic
Toys
Education
E-sport
Artoncode as content provider to enhance gaming
tournament videos, and creating story packaging to
promote both gamers and players
End Goal:
Creating one-stop visual entertainment for local gamers
and game enthusiasts
DOTA | CS >> Hardcore e-Sport [150 million people in the worlds]
Imagine the e-Sport with Midcore player. Artoncode may have the chance to create that kind of
community with ICE, CYBERIA, & VIDIO.COM.
RULE INDONESIA, RULE THE WORLD
Imagine 1 IP with Series on TV, Game, Community,
Place to Hang Out & Play, Streaming. The Grand
Scale to get Indonesian Digital Market.
Creating a lifestyle
IP development
Game development
Community and
E-sport
Community and
Social Media
Acquisition and
Lifestyle via TV Series, Comic, Toys,
Merchandise, etc
NETWORK
SouthPeak Games
Video game company
(Missing Link)
SouthPeak Games is a video game
publisher of titles including
STRONGHOLD3 and VELVET
ASSASSIN in Europe and North
America.
Nintendo Co., Ltd. is a
Japanese multinational
consumer electronics
company headquartered in
Kyoto, Japan. Nintendo is the
world's largest video game
company by revenue
goGame PTE. LTD.
Singapore-headquartered
mobile games publisher.
goGame’s one-stop-shop
service handles customer
support, marketing, analytics,
payment, user acquisition and
other time-consuming
processes into a single
platform
.
Bandai Namco
Entertainment Inc.
is an arcade, mobile and
home video game
publisher, based in Japan.
The company also publishes
video, music and other
entertainment products
related to its video game
IPs.
ARTONCODE
REEL
ARTONCODE
PRODUCTS
FAUNIA RANCHER
Genre Pet and Ranch Simulation
Platform Mobile
Release 2012
Over 50,000 downloads
Achievements
• Apps Store top 20 simulation
• Apps Store top 94 apps
• Winner INAICTA 2012
• Winner Sparx Up 2012
ARTONCODE PRODUCTS
ASIAN POKER: CAPSA BANTING
Genre
Multiplayer Online
Chinese-Poker Game
Platform Mobile
Release 2014
Over 30,000 downloads
HARMONI
Genre Sing-a-long Applications
Platform Mobile
Release 2014
Over 50,000 downloads
Achievements
• Winner of APICTA 2013 and 2014
• Indonesia Game Dev Representation at
TGS 2014
JKT48 PUZZLE STAGE
Genre Match-3 Puzzle
Platform Mobile
Release 17 March 2016
Project of
Over 50,000 download
ARTONCODE PRODUCTS
POINT BLANK X (US)
GUN BULLET X (JP / CHN)
Genre Shooting
Platform Arcade
Release 2016
Project of:
CHEM CAPER
Genre RPG Chemistry Edugame
Platform Mobile
Release March 2016
Co-Production Partners
ACE Edventures (Malaysia)
Artoncode (Indonesia)
Achievements
Featured at Google IO
Exhibitioned at GDC and GameCon
JUMP PACA PACA!
Genre Action Puzzle
Platform Android
Release 20 March 2016
Play Store Rating:
ARTONCODE GAME JAM
MOCHI KUJI
Genre Action Puzzle
Platform Android, iOs
Developed June 2016
Release TBA
PUPPY TOWER
Genre Tower Stacking
Platform Android
Developed June 2016
Release TBA
Game Jam products are games created within 3 (three) days in an semi-annual internal event challenge to the company’s employees
ARTONCODE
TEAM
8 years experience in managing
game industry
15+ years experience in
gaming industry
8years experience in tech-
industry
Business Process Analyst
Founder of Cyberia Digital Lounge |
Cyber-cafe by Telkom
Commissioner, BLISSINDO
B.Com (Accounting Finance), University
of Melbourn
Game Dev Director of Ace
Edventure – Kuala Lumpur
Founder of Stormidea Kreasindo -
Jakarta
2006-2009 Co-Founder of Red Eye
Studio Singapore
1999-2003 Studio Head of
Matahari Studio
Commissioner, BLISSINDO
B.Com (Accounting Finance),
University of Melbourne
B.IS (Information System)
University of Melbourn
ANTON BUDIONO
CTO
INDRA GUNAWAN
CEO
ANTONIUS BONG
CFO
Founder of Tiket.com
Founder of Wayang Force
Founder of PhaseDev
Founder of Bouncity
Founder of Lintas Berita
B.Sc. (Computer Science) British
Columbia Institute of Technology
14+ years experience in game
industry
5 years experience in gaming
industry
8years experience in tech-
industry
HENRY DARMAWAN
PUBLISHING EXPERT
MARLIN SUGAMA
CREATIVE LEAD
WENAS AGUSETIAWA
ADVISOR
2007- 2015 Co-Founder of Main Studio
(creative digital content developer)
2014 Winner ASEAN Character Award, Japan
2010 Screen Category Finalist- British Council
IYCE
2009 Winner of TELKOM Indigo-preneur
2002-2006 Co-Founder/Producer Altermyth
Studio (Game Developer)
Creator of COMBO Arena
Founder of Matchstick Dream
Studio
2011 Project Manager of Area G
Pte. Ltd. [game studio]
2009 Winner of Best Young
Director Award – Citrapariwara
(advertising awards)
ARTONCODE
FUTURE PLAN
No Project Target Revenue (in USD) Profit Margin
1 Winterflame Production 250 K
2 Co-production 500 K
3 Services 300 K
Total 1050 K 40%
FINANCIAL TARGET
Period Revenue (in USD) Profit Margin
2015-2016 410 K 30%
Description
2015 2016 2017 2018
(in USD)
Cash InFlow 410 1,050 2,500 5,000
Cash OutFlow 465 995 2,110 3,230
Game Dev and R&D 280 600 750 850
Game Publishing 50 155 1,000 2,000
Rent and Utilities 20 40 60 80
Events and Other Expenses 115 200 300 300
Cash Burn (55) 0 390 1,770
CASHFLOW PROJECTION
ROADMAP
Q3 Q4 Q2 Q3 Q4 Q2 Q3
2016 2017 2018
IP Development
USD 250,000
Service /
Co-Production
USD 500,000
AAA
Triple A Colaboration
Service /
Co-Production
USD 300,000
Service /
Co-Production
USD 1,000,000
IP Dev /
Co-Production
Game with revenue of
USD 100,000 / day
Q1 Q1
FUTURE PRODUCT- WINTERFLAME
WINTERFLAME: THE OTHER SIDE
Genre Adventure Puzzle Platformer
Platform Steam, PC, Mac
Target Audience Young Adults (RT PG 13)
Est. Playing Time
(per part)
2 (two) hours
Est. Total Playing
Time
6 (six) hours
Release
Part 1: Forest and Ruins
Part 2: Heights and Waterarc
Part 3: Cradle
Achievements
Funded at Kickstarter $ 71K CAD
Greenlit by Steam
Most Promising - IGS 2014
Most Promising – GDG 2015
FUTURE PRODUCT- WINTERFLAME
FUTURE PRODUCT- WINTERFLAME
Fuze Game Co.,Ltd
Beijing internet entertainment
company focus on TV game
console product design,
development and gaming
operation.
Publishers looking forward to the game release:
Gambitious BV
is the first global crowd-
financing platform exclusively
for games.
Aspyr
The Greatest Mac publisher on
Earth, ever.
Headup Games GmbH &
Co. KG is a video game
publisher company located in
Düren, Germany. Headup
Games has published games
including LIMBO for several
platforms. PC and Mac, as well
as iOS and Android.
FUTURE PRODUCT- WINTERFLAME
Dev Stage Due Date Technical Deliverables Content Deliverables Prerequisite Requirements
First playable demo 15 Juni 2016 • Main features accessible
• UI/UX fully functioning
• Myuu’s Journal sample
• Gauntlet- Zroot
• Complete 4 (four) playable puzzle from
Forest
• 1 puzzle with Zroot (power-up gauntlet)
Part 1- Alpha November 2016 • All features accessible
• Myuu’s Journal part 1 complete
• Gauntlet- Zroot and Voltex
• Forest and Ruins complete puzzle set
(approx. 50 puzzles)
• Additional content in Myuu’s Journal
Immediate publisher’s deal after demo
Part 1- Beta December 2016 Shippable bug part 1
Part 2- Alpha June 2017 • All features accessible
• Myuu’s Journal part 2 complete
• Gauntlet- Air Hole and Bobble
• Air Hole and Bobble complete puzzle set
(approx. 50 puzzles)
• Additional content in Myuu’s Journal
Part 1 release on-time
Part 2- Beta July 2017 Shippable bug part 2
Part 3- Alpha January 2018 • All features accessible
• Myuu’s Journal part 3 complete
• Cradle complete puzzle set (approx. 25
puzzles)
• Additional content in Myuu’s Journal
Part 2 release on-time
Part 3- Beta Febuary 2018 Shippable bug part 3
Release March 2018 Part 1-3 Gold version
**all timeline is subject to change depend on the pre-requisite completion
HARMONI SERIES
Genre Children Educational Application
Platform Apple
Target OS: iOS 6.0 and up
Device: iPhone 4- iPhone 6S
iPad 2
Android
Target OS: Android 4.1 and up
Minimum
Requirements
Memory RAM 512MB
Space 1024MB
Language: Primary: Bahasa Indonesia
Secondary: English
Screen Ratio Safe frame 4:3 – Optimum frame 16:9
Monetization Ads and Premium
FUTURE PRODUCT- HARMONI
ASEAN
Multiple Countries
Mobile
Apps
Comic
Simple Comic Strip
Items
Cute Pop-Up Shop
Cute
Chars
Universal Characters from Indonesia
Shorts
New established local IP
Collabo-
ration
Kids Meal
FUTURE PRODUCT- HARMONI
Dev Stage Due Date Technical Deliverables Content Deliverables Assumptions
Harmoni Jukebox- Alpha May 2016 Main features working properly • Game flow
• Play song
• Auto-play
Harmoni Jukebox- Beta June 2016 Additional features working properly • Shop
• Parental lock
• Social media sharing
Harmoni Jukebox- Release TBD All features working and tested
Feedback from “value potion”
Harmoni ABC- Alpha July 2016 Main features working properly • Game flow
• All alphabets and all animals asset
done
• Auto-play
• 4 mini games (letter, animals,
puzzle, make-a-word)
• Temporary BGM, SFX and VO
Harmoni ABC- Beta Aug 2016 Added outsourcing result • Sound and music implemented BGM, SFX and VO are outsource to
a third party
Harmoni ABC- Release Aug 2016 Tested
Harmoni Short 1 Aug 2016
Harmoni Short 2 Aug 2016
**all timeline is subject to change depend on the pre-requisite completion
ROYALE FLUSH
Genre Mobile Card Game
Platform Apple
Target OS: iOS 6.0 and up
Device: iPhone 4- iPhone 6S
iPad 2
Android
Target OS: Android 4.1 and up
Minimum
Requirements
TBA
Language: Primary: English
File Size 75 MB
Pricing Freemium
(Free-to-Play with in-game purchases)
FUTURE PRODUCT- ROYALE FLUSH
FUTURE PRODUCT- ROYALE FLUSH
Dev Stage Due Date Deliverables Deliverable’s Requirements
Phase 1 1 Nov 2016 • Base game and UI
• Floor system
• FB login and social features
• Chat pre-set & emoticon
• Player Rating Value system
• Mission system
• Bot system
• Auto-solver
• VIP Point
All project’s specification for phase 1 are accepted
and confirmed before 1 August 2016.
Phase 2 1 Feb 2017 • Tournament system
• Mini-games
• Daily reward
• Leaderboard
• Theme setting and shop
All project’s specification for phase 2 are accepted
and confirmed before 1 November 2016.
Phase 3 1 May 2017 • Custom game
• Facebook game version
• CMS
All project’s specification for phase 3 are accepted
and confirmed before 1 February 2017.
**all timeline is subject to change depend on the pre-requisite completion
Offline Marketing- Popular Magazine:
• Create an exclusive tournament sponsored by Popular Magazine. The preliminary will be held online, with a high stakes
qualification. This will encourage people to buy their way up to join the tournament.
• The top finalist will be invited to an offline event, where they play the last leg of the tournament accompanied by the
Popular Models.
• Create a stand where people can play strip poker against a Popular Model if they download the game or buy an in-game
item.
FUTURE PRODUCT- ROYALE FLUSH
TAP TAP BATTLE
Genre Multi-player action tapping mobile game
Platform Apple
Target OS: iOS 6.0 and up
Device: iPhone 4- iPhone 6S
iPad 2
Android
Target OS: Android 4.1 and up
Minimum
Requirements
Memory RAM 512MB
Space 1024MB
Language: Primary: English
Screen
Ratio
Safe frame 4:3 – Optimum frame 16:9
File Size TBA
Pricing In-App Purchase
FUTURE PRODUCT- TAPTAP BATTLE
FUTURE PRODUCT- TAP TAP BATTLE
Dev Stage Due Date Technical Deliverables Content Deliverables Assumptions
Tap Tap Battle - Alpha Oct 2016 Game flow working properly
All mini-games delivered
Single player scoring
• Sign in/Sign up
• Category randomizer
• 18 mini-games
• 6 tutorial (1 each category)
Production starts August 2016
Tap Tap Battle- Beta Nov 2016 Multiplayer features
Leaderboard
• Friend invite and friends list
• Opponent search
• Challenge random opponent or
friend list
• Sharing content
Connectivity and Sharing TBD Integration with BBM • Login connect
• Broadcast and direct message
sharing
• Link to auto-status change
Tap Tap Battle- Gold TBD All features working properly and
tested
Depend on previous milestone
delivery time
**all timeline is subject to change depend on the pre-requisite completion
FUTURE PRODUCT- TAP TAP BATTLE
Online Marketing:
• In-game event – on monthly basis, the game provide objectives for
player to achieve, such as high-score, play certain category, play
against required number of opponents
• Social media sharing
• BBM timeline sharing
• BBM broadcast or direct message sharing
Offline Marketing:
• Offline competition (e-sport event)
• TapTap battle game community
SCIENCE SIMULATOR
Genre Virtual Reality Game
Platform Windows
Target OS: Windows 7 and up
Minimum
Requirements
Nvidia GTX 970 Graphic card,
HTC Vive or Oculus rift
Language: Primary: English
File Size 1.2 GB
Pricing Premium
FUTURE PRODUCT- VIRTUAL REALITY
FUTURE PRODUCT- VIRTUAL REALITY
**all timeline is subject to change depend on the pre-requisite completion
Product Duration Deliverable Requirement
Virtual Field Trip 6 Months • Virtual reality app using
Google Cardboard
• Teacher guide application
• Core analytics
• 3 sets of trip
• Test device for development.
• Content for the trips.
Science Simulator 9 Months • Virtual reality app using
HTC Vive or Oculus Rift
• Teacher application side for analytics
• 3 sets of experiments
• Test device for development.
• Content for the experiments.
FUTURE PRODUCT- VIRTUAL REALITY
• VR for Education is targeted for schools interested in
giving its student extraordinary learning experience.
• Schools that want to be ahead of the curve of
normal education can leverage the novelty of VR.
“It's not the big that eat the
small...
It's the fast that eat the slow”
THANKS!
Any questions?
You can find me at
indra@artoncode.com/ +62 (812) 86 688 388

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[Business Pitch] Artoncode July 2016

  • 1. PT ARTONONCODE INDONESIA- JULY 2016 PITCHDECK
  • 2. CHANGE TRACKERS Date Version Change By Remarks 26 July 2016 0.0 Created MS Requested by IG 27 July 2016 0.1 Added Future Products MS 28 July 2016 0.1 Added Game Jam MS
  • 3. 18.7 19.1 20.5 21.9 22.2 23.8 2.9 3.3 4 31.9 36.8 43.1 0 5 10 15 20 25 30 35 40 45 50 2013 2014 2015 USDBillions Growth Record Europe, Mid East, Africa North America Latin America Asia-Pacific
  • 4. The Big Players: 1 China $22.2Bn 2 Japan $12.3Bn 3 South Korea $4.0Bn 4 SEA $1.5 Bn 5 Australia $1.2Bn 6 India $1.2Bn 7 Taiwan $0.7Bn
  • 5. INDONESIAN GAME MARKET 128.96 153.14 120.9 72.54 153.14 169.26 181.1 214.2 155.8 96.8 201.6 230.3 321 293 217 166 241 336 0 50 100 150 200 250 300 350 400 Indonesia Malaysia Vietnam Philippines Singapore Thailand MarketValue(USDMio) SEA Market Growth 2013 2014 2015 Indonesia leads South East Asia game market growth with the highest CAGR of +45.7%, within the smallest market share Source: Newzoo.com
  • 7. $181.1 Revenue Generated in 2014 $9.12 Avg. Annual Spend/Payer in 2014
  • 8. PROBLEM WITH INDONESIAN GAME MARKET CURRENTLY FOREIGN PUBLISHERS AND DEVELOPER CAN ONLY SEE INDONESIA AS A BIG MARKET. LOCAL TELCO COMPANIES –AS GAME NETWORK PROVIDER- TAKE A LOT HIGHER PERCENTAGE FROM REVENUE COMPARING TO THE NORMAL 5% IN DEVELOPED COUNTRIES 90% + MARKET SHARE BELONG TO FOREIGN PRODUCTS. MARKET SHARE LOCAL GAME DEVELOPER ONLY EARN 1.2% WHILE INDUSTRY IN TOTAL EARN ONLY UP TO 9.6% MARKET SHARE.
  • 9. PROBLEM WITH INDONESIAN GAME MARKET 90% MARKET > 5% 90% + market share belong to foreign products. Local game developer only earn 1.2% market share, while industry in total earn only up to 9.6% market share. Currently foreign publishers and developer can only see Indonesia as a big market. Local telco companies –as game network provider- take a lot higher percentage from revenue comparing to the normal 5% in developed countries
  • 10. POTENTIAL OF INDONESIAIndonesia holds all kinds of potential to foster a massive game development industry. It is inexpensive to produce games here, there is a large pool of talent that is growing strong in gaming content.
  • 11. PROJECTION OF INDONESIAN ECONOMY NOW 2030 Economy in the World 16th largest 9th largest Member of Consuming Class 45 Million 155 Million Population in City Producing 53% 74% of GDP 71% 74% of GDP Skilled Worker 55 Million 113 Million Market opportunity in consumer services, agriculture & fisheries, resource & education $ 0.5 Trillion $ 1.8 Trillion Source: McKinsey Global Institute Ecommerce positioned to play an important role in retail and consumer services
  • 12. • Local game industry ecosystem now grow naturally (read:auto- pilot) • Most of local game developer has launched product globally Local Game Developer Local Game Publisher Foreign Game Publisher Foreign Game Developer LOW BUDGET • Casual Mobile Games • Casual Web Games • PC/Console Mid Core GLOBAL MARKET INDONESIAN MARKET HIGH BUDGET • PC MMO Games • MOBILE MMO Games Produces Demands License Fee & Rev-share $$$$ Licenses Produces Licenses Sponsors & Rev-share $$$ Publish & Monetizes Publish & Monetize Sales $$$$$$ Sales $$ Sales $$$$$$ Flow of money Flow of product INDONESIA GAME INDUSTRY ECOSYSTEM Flow of product
  • 13. PROBLEM WITH INDONESIA INDUSTRY ECOSYSTEM Lack of B2B collaboration among local game developer and local game publisher is caused by: 1.90% local game developer are small scale companies producing small games 2.Big gap between local game developer quality output and quality demanded by local publishers 3.Lack of local developers success story hinder local publisher to publish local game 4.Lack of local publisher knowledge and networks to publish in global market
  • 14. LOCAL GAME DEV COMPANY GROWTH PROJECTION 2015 2016 2017 2018 2019 AAA Scale (Budget > Rp 10M) 0 0 0 1 2 Large Scale (Budget < Rp 10M) 6 12 20 31 45 Mid Scale (Budget < Rp 1M) 60 112 183 278 404 Small Scale (Budget < Rp 100Jt) 416 478 550 633 728 416 478 550 633 728 60 112 183 278 404 0 200 400 600 800 1,000 1,200 1,400 Source: https://www.techinasia.com/talk/aim-build-company-unicorn-2/
  • 15. 2015 2016 2017 2018 2019 No. of Game Produced 482 603 753 941 1,177 No. of Commercial Game Dev 150 195 254 330 428 Gross Revenue (in BL Rp) 49 88 159 286 514 0 100 200 300 400 500 600 0 200 400 600 800 1,000 1,200 1,400 LOCAL GAME DEV PRODUCTION GROWTH PROJECTION Source: https://www.techinasia.com/talk/aim-build-company-unicorn-2/
  • 16. 2016 2017 2018 2019 Indonesia Game Market Cap 6,292 8,808 12,332 17,264 24,170 Market Share Global Player 5,537 7,223 9,249 11,740 14,502 Market Share Lokal Player 755 1,585 3,083 5,525 9,668 6,292 8,808 12,332 17,264 24,170 - 5,000 10,000 15,000 20,000 25,000 30,000 MarketShareUnitinBillionRpLOCAL GAME MARKET SHARE PROJECTION Source: https://www.techinasia.com/talk/aim-build-company-unicorn-2/
  • 18. COMPANY OBJECTIVES 1. To complete IP development production 2. To nail co-production projects with global game companies 3. To expand service contracting business unit 4. To establish deeper collaboration with Agate Studio SHORT TERM: 1. To be an Indonesian character/IP databank 2. To be a master licensor for game developer- related software certification 3. To be a game related content provider for video broadcaster (online and TV) LONG TERM
  • 19. Game development combines various disciplines into production in order to actualize ideas Business Design Art Programming Software Company Application Visual Entertainment Exhibition GAME Game developers constantly evolves their skill based on leading edge technology Game works by creating interaction with the audience, hence game can be used as a behavioral control tool GAME DEVELOPMENT
  • 20. CORE BUSINESS Provide full/partly services for game, animation and illustration related task 3. Service Contracting Intellectual Property development, creating full product from concept to production. 1. IP Development Join development/production with other company 2. Co- Production IP Dev
  • 21. COST ADVANTAGES Talents Ability to leverage publishing infrastructure, gaming community reach, and R&D development experience for Artoncode Advertising Know-How • Most cost-effective talents in SEA region • Minimal language barrier to English • Fully scalable and established production pipeline Guaranteed best price to advertise within EMTEK Group (Indonesian leading media)
  • 22. EMTEK GROUP Leading media group in Indonesia 30.6% 28.9% 21.9% 14.5% 2.5%
  • 23. Q2.2012 Faunia Rancher Released Q4.2012 Artoncode Established Q3.2012 Faunia Rancher Win INAICTA Q1.2013 Faunia Paw Release Q2.2013 Faunia Paw won Best Mobile Game Vandaria International Established by Artoncode and Ami Raditya Q2.2014 EMTEK invested in Artoncode Q3.2014 Harmoni Released Collaboration with Ace Edventure on Chemcaper | ReInventing Education Q3.2015 Platinum Patner of Bandai Namco Winterflame funded on Kickstarter Q4.2015 Asian Poker Released Q1.2016 Collaboration with FingerprintMILESTONE 201 6 201 5201 4201 3201 2 Q2 201 2 Q4
  • 24. COMPANY POSITIONING Game Developer Publisher Distributor Retailer End User Animation E-sport Comic Toys Education Indonesia game development industry ecosystem is still growing, it does not have all the required roles filled in. This means game developer often has to pro-actively fill in another role to achieve more.
  • 25. OPPORTUNITIES TO BE EXPLORED Game Developer Publisher Distributor Retailer End User Animation Film Comic Toys Education Artoncode has the experience to develop IP/characters all the way from pre-production for short animation series development End Goal: To create IP/characters that can be translated to merchandise through animation, games and other story telling media
  • 26. OPPORTUNITIES TO BE EXPLORED Game Developer Publisher Distributor Retailer End User Animation Comic Toys Education E-sport Artoncode as content provider to enhance gaming tournament videos, and creating story packaging to promote both gamers and players End Goal: Creating one-stop visual entertainment for local gamers and game enthusiasts
  • 27.
  • 28. DOTA | CS >> Hardcore e-Sport [150 million people in the worlds] Imagine the e-Sport with Midcore player. Artoncode may have the chance to create that kind of community with ICE, CYBERIA, & VIDIO.COM.
  • 29. RULE INDONESIA, RULE THE WORLD Imagine 1 IP with Series on TV, Game, Community, Place to Hang Out & Play, Streaming. The Grand Scale to get Indonesian Digital Market. Creating a lifestyle IP development Game development Community and E-sport Community and Social Media Acquisition and Lifestyle via TV Series, Comic, Toys, Merchandise, etc
  • 30. NETWORK SouthPeak Games Video game company (Missing Link) SouthPeak Games is a video game publisher of titles including STRONGHOLD3 and VELVET ASSASSIN in Europe and North America. Nintendo Co., Ltd. is a Japanese multinational consumer electronics company headquartered in Kyoto, Japan. Nintendo is the world's largest video game company by revenue goGame PTE. LTD. Singapore-headquartered mobile games publisher. goGame’s one-stop-shop service handles customer support, marketing, analytics, payment, user acquisition and other time-consuming processes into a single platform . Bandai Namco Entertainment Inc. is an arcade, mobile and home video game publisher, based in Japan. The company also publishes video, music and other entertainment products related to its video game IPs.
  • 33. FAUNIA RANCHER Genre Pet and Ranch Simulation Platform Mobile Release 2012 Over 50,000 downloads Achievements • Apps Store top 20 simulation • Apps Store top 94 apps • Winner INAICTA 2012 • Winner Sparx Up 2012 ARTONCODE PRODUCTS ASIAN POKER: CAPSA BANTING Genre Multiplayer Online Chinese-Poker Game Platform Mobile Release 2014 Over 30,000 downloads HARMONI Genre Sing-a-long Applications Platform Mobile Release 2014 Over 50,000 downloads Achievements • Winner of APICTA 2013 and 2014 • Indonesia Game Dev Representation at TGS 2014
  • 34. JKT48 PUZZLE STAGE Genre Match-3 Puzzle Platform Mobile Release 17 March 2016 Project of Over 50,000 download ARTONCODE PRODUCTS POINT BLANK X (US) GUN BULLET X (JP / CHN) Genre Shooting Platform Arcade Release 2016 Project of: CHEM CAPER Genre RPG Chemistry Edugame Platform Mobile Release March 2016 Co-Production Partners ACE Edventures (Malaysia) Artoncode (Indonesia) Achievements Featured at Google IO Exhibitioned at GDC and GameCon
  • 35. JUMP PACA PACA! Genre Action Puzzle Platform Android Release 20 March 2016 Play Store Rating: ARTONCODE GAME JAM MOCHI KUJI Genre Action Puzzle Platform Android, iOs Developed June 2016 Release TBA PUPPY TOWER Genre Tower Stacking Platform Android Developed June 2016 Release TBA Game Jam products are games created within 3 (three) days in an semi-annual internal event challenge to the company’s employees
  • 37. 8 years experience in managing game industry 15+ years experience in gaming industry 8years experience in tech- industry Business Process Analyst Founder of Cyberia Digital Lounge | Cyber-cafe by Telkom Commissioner, BLISSINDO B.Com (Accounting Finance), University of Melbourn Game Dev Director of Ace Edventure – Kuala Lumpur Founder of Stormidea Kreasindo - Jakarta 2006-2009 Co-Founder of Red Eye Studio Singapore 1999-2003 Studio Head of Matahari Studio Commissioner, BLISSINDO B.Com (Accounting Finance), University of Melbourne B.IS (Information System) University of Melbourn ANTON BUDIONO CTO INDRA GUNAWAN CEO ANTONIUS BONG CFO
  • 38. Founder of Tiket.com Founder of Wayang Force Founder of PhaseDev Founder of Bouncity Founder of Lintas Berita B.Sc. (Computer Science) British Columbia Institute of Technology 14+ years experience in game industry 5 years experience in gaming industry 8years experience in tech- industry HENRY DARMAWAN PUBLISHING EXPERT MARLIN SUGAMA CREATIVE LEAD WENAS AGUSETIAWA ADVISOR 2007- 2015 Co-Founder of Main Studio (creative digital content developer) 2014 Winner ASEAN Character Award, Japan 2010 Screen Category Finalist- British Council IYCE 2009 Winner of TELKOM Indigo-preneur 2002-2006 Co-Founder/Producer Altermyth Studio (Game Developer) Creator of COMBO Arena Founder of Matchstick Dream Studio 2011 Project Manager of Area G Pte. Ltd. [game studio] 2009 Winner of Best Young Director Award – Citrapariwara (advertising awards)
  • 40. No Project Target Revenue (in USD) Profit Margin 1 Winterflame Production 250 K 2 Co-production 500 K 3 Services 300 K Total 1050 K 40% FINANCIAL TARGET Period Revenue (in USD) Profit Margin 2015-2016 410 K 30%
  • 41. Description 2015 2016 2017 2018 (in USD) Cash InFlow 410 1,050 2,500 5,000 Cash OutFlow 465 995 2,110 3,230 Game Dev and R&D 280 600 750 850 Game Publishing 50 155 1,000 2,000 Rent and Utilities 20 40 60 80 Events and Other Expenses 115 200 300 300 Cash Burn (55) 0 390 1,770 CASHFLOW PROJECTION
  • 42. ROADMAP Q3 Q4 Q2 Q3 Q4 Q2 Q3 2016 2017 2018 IP Development USD 250,000 Service / Co-Production USD 500,000 AAA Triple A Colaboration Service / Co-Production USD 300,000 Service / Co-Production USD 1,000,000 IP Dev / Co-Production Game with revenue of USD 100,000 / day Q1 Q1
  • 43. FUTURE PRODUCT- WINTERFLAME WINTERFLAME: THE OTHER SIDE Genre Adventure Puzzle Platformer Platform Steam, PC, Mac Target Audience Young Adults (RT PG 13) Est. Playing Time (per part) 2 (two) hours Est. Total Playing Time 6 (six) hours Release Part 1: Forest and Ruins Part 2: Heights and Waterarc Part 3: Cradle Achievements Funded at Kickstarter $ 71K CAD Greenlit by Steam Most Promising - IGS 2014 Most Promising – GDG 2015
  • 45. FUTURE PRODUCT- WINTERFLAME Fuze Game Co.,Ltd Beijing internet entertainment company focus on TV game console product design, development and gaming operation. Publishers looking forward to the game release: Gambitious BV is the first global crowd- financing platform exclusively for games. Aspyr The Greatest Mac publisher on Earth, ever. Headup Games GmbH & Co. KG is a video game publisher company located in Düren, Germany. Headup Games has published games including LIMBO for several platforms. PC and Mac, as well as iOS and Android.
  • 46. FUTURE PRODUCT- WINTERFLAME Dev Stage Due Date Technical Deliverables Content Deliverables Prerequisite Requirements First playable demo 15 Juni 2016 • Main features accessible • UI/UX fully functioning • Myuu’s Journal sample • Gauntlet- Zroot • Complete 4 (four) playable puzzle from Forest • 1 puzzle with Zroot (power-up gauntlet) Part 1- Alpha November 2016 • All features accessible • Myuu’s Journal part 1 complete • Gauntlet- Zroot and Voltex • Forest and Ruins complete puzzle set (approx. 50 puzzles) • Additional content in Myuu’s Journal Immediate publisher’s deal after demo Part 1- Beta December 2016 Shippable bug part 1 Part 2- Alpha June 2017 • All features accessible • Myuu’s Journal part 2 complete • Gauntlet- Air Hole and Bobble • Air Hole and Bobble complete puzzle set (approx. 50 puzzles) • Additional content in Myuu’s Journal Part 1 release on-time Part 2- Beta July 2017 Shippable bug part 2 Part 3- Alpha January 2018 • All features accessible • Myuu’s Journal part 3 complete • Cradle complete puzzle set (approx. 25 puzzles) • Additional content in Myuu’s Journal Part 2 release on-time Part 3- Beta Febuary 2018 Shippable bug part 3 Release March 2018 Part 1-3 Gold version **all timeline is subject to change depend on the pre-requisite completion
  • 47. HARMONI SERIES Genre Children Educational Application Platform Apple Target OS: iOS 6.0 and up Device: iPhone 4- iPhone 6S iPad 2 Android Target OS: Android 4.1 and up Minimum Requirements Memory RAM 512MB Space 1024MB Language: Primary: Bahasa Indonesia Secondary: English Screen Ratio Safe frame 4:3 – Optimum frame 16:9 Monetization Ads and Premium FUTURE PRODUCT- HARMONI
  • 48. ASEAN Multiple Countries Mobile Apps Comic Simple Comic Strip Items Cute Pop-Up Shop Cute Chars Universal Characters from Indonesia Shorts New established local IP Collabo- ration Kids Meal
  • 49. FUTURE PRODUCT- HARMONI Dev Stage Due Date Technical Deliverables Content Deliverables Assumptions Harmoni Jukebox- Alpha May 2016 Main features working properly • Game flow • Play song • Auto-play Harmoni Jukebox- Beta June 2016 Additional features working properly • Shop • Parental lock • Social media sharing Harmoni Jukebox- Release TBD All features working and tested Feedback from “value potion” Harmoni ABC- Alpha July 2016 Main features working properly • Game flow • All alphabets and all animals asset done • Auto-play • 4 mini games (letter, animals, puzzle, make-a-word) • Temporary BGM, SFX and VO Harmoni ABC- Beta Aug 2016 Added outsourcing result • Sound and music implemented BGM, SFX and VO are outsource to a third party Harmoni ABC- Release Aug 2016 Tested Harmoni Short 1 Aug 2016 Harmoni Short 2 Aug 2016 **all timeline is subject to change depend on the pre-requisite completion
  • 50. ROYALE FLUSH Genre Mobile Card Game Platform Apple Target OS: iOS 6.0 and up Device: iPhone 4- iPhone 6S iPad 2 Android Target OS: Android 4.1 and up Minimum Requirements TBA Language: Primary: English File Size 75 MB Pricing Freemium (Free-to-Play with in-game purchases) FUTURE PRODUCT- ROYALE FLUSH
  • 51. FUTURE PRODUCT- ROYALE FLUSH Dev Stage Due Date Deliverables Deliverable’s Requirements Phase 1 1 Nov 2016 • Base game and UI • Floor system • FB login and social features • Chat pre-set & emoticon • Player Rating Value system • Mission system • Bot system • Auto-solver • VIP Point All project’s specification for phase 1 are accepted and confirmed before 1 August 2016. Phase 2 1 Feb 2017 • Tournament system • Mini-games • Daily reward • Leaderboard • Theme setting and shop All project’s specification for phase 2 are accepted and confirmed before 1 November 2016. Phase 3 1 May 2017 • Custom game • Facebook game version • CMS All project’s specification for phase 3 are accepted and confirmed before 1 February 2017. **all timeline is subject to change depend on the pre-requisite completion
  • 52. Offline Marketing- Popular Magazine: • Create an exclusive tournament sponsored by Popular Magazine. The preliminary will be held online, with a high stakes qualification. This will encourage people to buy their way up to join the tournament. • The top finalist will be invited to an offline event, where they play the last leg of the tournament accompanied by the Popular Models. • Create a stand where people can play strip poker against a Popular Model if they download the game or buy an in-game item. FUTURE PRODUCT- ROYALE FLUSH
  • 53. TAP TAP BATTLE Genre Multi-player action tapping mobile game Platform Apple Target OS: iOS 6.0 and up Device: iPhone 4- iPhone 6S iPad 2 Android Target OS: Android 4.1 and up Minimum Requirements Memory RAM 512MB Space 1024MB Language: Primary: English Screen Ratio Safe frame 4:3 – Optimum frame 16:9 File Size TBA Pricing In-App Purchase FUTURE PRODUCT- TAPTAP BATTLE
  • 54. FUTURE PRODUCT- TAP TAP BATTLE Dev Stage Due Date Technical Deliverables Content Deliverables Assumptions Tap Tap Battle - Alpha Oct 2016 Game flow working properly All mini-games delivered Single player scoring • Sign in/Sign up • Category randomizer • 18 mini-games • 6 tutorial (1 each category) Production starts August 2016 Tap Tap Battle- Beta Nov 2016 Multiplayer features Leaderboard • Friend invite and friends list • Opponent search • Challenge random opponent or friend list • Sharing content Connectivity and Sharing TBD Integration with BBM • Login connect • Broadcast and direct message sharing • Link to auto-status change Tap Tap Battle- Gold TBD All features working properly and tested Depend on previous milestone delivery time **all timeline is subject to change depend on the pre-requisite completion
  • 55. FUTURE PRODUCT- TAP TAP BATTLE Online Marketing: • In-game event – on monthly basis, the game provide objectives for player to achieve, such as high-score, play certain category, play against required number of opponents • Social media sharing • BBM timeline sharing • BBM broadcast or direct message sharing Offline Marketing: • Offline competition (e-sport event) • TapTap battle game community
  • 56. SCIENCE SIMULATOR Genre Virtual Reality Game Platform Windows Target OS: Windows 7 and up Minimum Requirements Nvidia GTX 970 Graphic card, HTC Vive or Oculus rift Language: Primary: English File Size 1.2 GB Pricing Premium FUTURE PRODUCT- VIRTUAL REALITY
  • 57. FUTURE PRODUCT- VIRTUAL REALITY **all timeline is subject to change depend on the pre-requisite completion Product Duration Deliverable Requirement Virtual Field Trip 6 Months • Virtual reality app using Google Cardboard • Teacher guide application • Core analytics • 3 sets of trip • Test device for development. • Content for the trips. Science Simulator 9 Months • Virtual reality app using HTC Vive or Oculus Rift • Teacher application side for analytics • 3 sets of experiments • Test device for development. • Content for the experiments.
  • 58. FUTURE PRODUCT- VIRTUAL REALITY • VR for Education is targeted for schools interested in giving its student extraordinary learning experience. • Schools that want to be ahead of the curve of normal education can leverage the novelty of VR.
  • 59. “It's not the big that eat the small... It's the fast that eat the slow”
  • 60. THANKS! Any questions? You can find me at indra@artoncode.com/ +62 (812) 86 688 388