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eMOBILITY
Opening up a new era in mobile
gaming
WHAT WE HAVE DONE
In July 2013, following months of research and development we
released the first version of the iGamepad: the world’s most
advanced iPhone game controller.
OUR VISION
 The iGamepad is the brainchild of 4 truly passionate gamers who

decided to go on a mission: make awesome mobile gaming
available to everybody

Say no to
angry
birds and
candy
crush!
Play real
games!
OUR VISION
 Our modern smartphones are vastly more powerful than the

computers we used to go to the moon… and yet the gaming
applications are laughable. This is in large part due to hardware
constraints
 The all touch interface isn’t suited for gaming and effectively

constrains developers
Reduced visibility, limited
sensitivity, smudges, limited number of
controls…
Touch screens simply aren’t great for
serious gaming.
OUR VISION
 ADVANTAGES OF

SMARTPHONE GAMING

 ADVANTAGES OF

TRADITIONAL HANDHELD
CONSOLES

• Cheap
• Always accessible

• Physical buttons

• Awesome hardware power

• Ergonomics designed for

• Centralized app stores
• Huge addressable market

gaming
• Reliability and durability

• Internet connection

COMBINE BOTH AND LET THE MAGIC
HAPPEN
OUR PRODUCT
 Foldable to easily fit in a pocket









or bag (Size: 25 cm
unfolded, 18 cm folded)
1 directional cross and 2 analog
sticks
4 main control buttons
2 R side buttons
Dedicated button to control the
iPhone power button
Battery indicator
Distributed in selected game
shops and Darty stores
Recommended retail price:
149$
WHERE WE STAND NOW
 3.000 iGamepads sold
 Mixed review from the press: hardware praised but lack of

compatible games is a major drag
 Feeble sales volumes because of limited distribution footprint

(mainly independent game shops/mobile phone shops)
 Price point higher than desired because of high production costs

 Too few game developers fully exploit the possibilities of the

iGamepad
 Falling iPhone market share affects total addressable market
WHAT WE WANT TO DO
 In 2014-2015, we want to take our business to the next level by

taking action across 3 dimensions

1- Product
2- Distribution
3- Developer relationships
WHAT WE WANT TO DO PRODUCT
PRODUCT
 Expand R&D team to sustain innovation and ensure product

quality
 Launch the iGamepad 2 with improved materials and better

controls (more responsive)
 Launch the iGamepad in white and gold to appeal to a wider

audience
 Lower price to 99$ through lower production costs (research

clearly shows that 99$ is the “sweet spot” at which willingness to
purchase jumps 27%)
WHAT WE WANT TO DO DISTRIBUTION
DISTRIBUTION
 Expand sales team to ensure nation wide distribution
 Ensure distribution in Fnac, Micromania, SFR, Orange, Bouygues

and Apple stores
WHAT WE WANT TO DO – DEVELOPER
RELATIONSHIPS
DEVELOPER RELATIONSHIPS
 Hire an in-house developer who can liaise with game developers

and help them integrate the possibilities of iGamepad in their
gameplay
 Multiply outreach efforts to create a community of developers

around iGamepad
OUR TEAM
Benoit Desire - CEO
 Benoit has been developing

games for over 20
years, starting his career at
Nintendo in the 90s straight
out of high school. He has
worked as a developer on
games such as Super Smash
Bross Melee and Zelda the
Windwaker.

Bony Kamanzi – Lead engineer
 A graduate from the ecole

centrale, Bony has 3 years of
experience as a lead
engineer in Sony gaming’s
controller division where he
worked, amongst other
projects, on the PS4
controller and Sony’s new
generation of smart remote
controls.
OUR TEAM
Amanda Chan – Product
engineer
 Hailing from China, Amanda

is trained as a industrial
designer with a specialty in
ergonomics. She was
previously with Chinese
smartphone maker Meizu in
charge of accessories.

Vladimir Hourriez – Product
engineer
 Vladimir dropped out of

university to work at Mobile
Fun as a iPhone accessory
designer. He quit to pursue
his passion of gaming and
briefly joined EA’s mobile
gaming division before
launching eMobility.
OUR TEAM
Terence Lessard – Sales
manager
 A lifelong game

enthusiast, Terence joined
the marketing team of mobile
game developer Pop Cap
after his graduation from
Emory University. He worked
there for 2 years promoting
Plants Vs Zombies before
hopping across the Atlantic
and joining eMobility.

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E mobility

  • 1. eMOBILITY Opening up a new era in mobile gaming
  • 2. WHAT WE HAVE DONE In July 2013, following months of research and development we released the first version of the iGamepad: the world’s most advanced iPhone game controller.
  • 3. OUR VISION  The iGamepad is the brainchild of 4 truly passionate gamers who decided to go on a mission: make awesome mobile gaming available to everybody Say no to angry birds and candy crush! Play real games!
  • 4. OUR VISION  Our modern smartphones are vastly more powerful than the computers we used to go to the moon… and yet the gaming applications are laughable. This is in large part due to hardware constraints  The all touch interface isn’t suited for gaming and effectively constrains developers Reduced visibility, limited sensitivity, smudges, limited number of controls… Touch screens simply aren’t great for serious gaming.
  • 5. OUR VISION  ADVANTAGES OF SMARTPHONE GAMING  ADVANTAGES OF TRADITIONAL HANDHELD CONSOLES • Cheap • Always accessible • Physical buttons • Awesome hardware power • Ergonomics designed for • Centralized app stores • Huge addressable market gaming • Reliability and durability • Internet connection COMBINE BOTH AND LET THE MAGIC HAPPEN
  • 6. OUR PRODUCT  Foldable to easily fit in a pocket        or bag (Size: 25 cm unfolded, 18 cm folded) 1 directional cross and 2 analog sticks 4 main control buttons 2 R side buttons Dedicated button to control the iPhone power button Battery indicator Distributed in selected game shops and Darty stores Recommended retail price: 149$
  • 7. WHERE WE STAND NOW  3.000 iGamepads sold  Mixed review from the press: hardware praised but lack of compatible games is a major drag  Feeble sales volumes because of limited distribution footprint (mainly independent game shops/mobile phone shops)  Price point higher than desired because of high production costs  Too few game developers fully exploit the possibilities of the iGamepad  Falling iPhone market share affects total addressable market
  • 8. WHAT WE WANT TO DO  In 2014-2015, we want to take our business to the next level by taking action across 3 dimensions 1- Product 2- Distribution 3- Developer relationships
  • 9. WHAT WE WANT TO DO PRODUCT PRODUCT  Expand R&D team to sustain innovation and ensure product quality  Launch the iGamepad 2 with improved materials and better controls (more responsive)  Launch the iGamepad in white and gold to appeal to a wider audience  Lower price to 99$ through lower production costs (research clearly shows that 99$ is the “sweet spot” at which willingness to purchase jumps 27%)
  • 10. WHAT WE WANT TO DO DISTRIBUTION DISTRIBUTION  Expand sales team to ensure nation wide distribution  Ensure distribution in Fnac, Micromania, SFR, Orange, Bouygues and Apple stores
  • 11. WHAT WE WANT TO DO – DEVELOPER RELATIONSHIPS DEVELOPER RELATIONSHIPS  Hire an in-house developer who can liaise with game developers and help them integrate the possibilities of iGamepad in their gameplay  Multiply outreach efforts to create a community of developers around iGamepad
  • 12. OUR TEAM Benoit Desire - CEO  Benoit has been developing games for over 20 years, starting his career at Nintendo in the 90s straight out of high school. He has worked as a developer on games such as Super Smash Bross Melee and Zelda the Windwaker. Bony Kamanzi – Lead engineer  A graduate from the ecole centrale, Bony has 3 years of experience as a lead engineer in Sony gaming’s controller division where he worked, amongst other projects, on the PS4 controller and Sony’s new generation of smart remote controls.
  • 13. OUR TEAM Amanda Chan – Product engineer  Hailing from China, Amanda is trained as a industrial designer with a specialty in ergonomics. She was previously with Chinese smartphone maker Meizu in charge of accessories. Vladimir Hourriez – Product engineer  Vladimir dropped out of university to work at Mobile Fun as a iPhone accessory designer. He quit to pursue his passion of gaming and briefly joined EA’s mobile gaming division before launching eMobility.
  • 14. OUR TEAM Terence Lessard – Sales manager  A lifelong game enthusiast, Terence joined the marketing team of mobile game developer Pop Cap after his graduation from Emory University. He worked there for 2 years promoting Plants Vs Zombies before hopping across the Atlantic and joining eMobility.