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A High-Level Guide to
Game Funding
Sean Kauppinen
CEO
International Digital Entertainment Agency (IDEA)
About Me
• Founder and CEO of IDEA - (International Digital
Entertainment Agency)
• 20+ years experience in the games industry
• Sony Online, Ubisoft, 3dfx, bleem!, Frogster, PlayFast,
SlapShot Games, others
• Have worked on more than 600 titles
• Has been CEO of Game Publisher(s), CSO, CMO, PR,
Design, Production
• World Traveler and Citizen
• What I do:
• Mentor CEOs
• Strategic Advisor
• Board Member
• Publishing
• Business Development
• Marketing Strategy
• Angel Investor
sean@ideagency.com
What We Will Cover
• What are the sources of funding and how do they differ?
• How are games funded?
• What do investors look for when considering investing in a game, studio, or platform?
• What materials do you need to prepare to be funded?
• What do investors expect?
• How do I fund my game?
• Defining your game’s market potential for investors (comps)
• Common mistakes
Take Away
Knowledge of the funding process and what you need to have the best chance of
success.
How are Games Funded?
• Personal Money/War chest
• Friends & Family
• Angel Investors
• Government Funds
• Incubators and Seed Funds
• Completion Funds
• Venture Capital
• Private Equity (Not Relevant to most Game Studios) >$20M Revenue
• Ad Agencies
Personal Money
• Developer uses one of a few different models:
• Ramen, Ramen, Ramen – starve to make the game
• (*most games die under this model)
• Live at home/school – work on the game during all free time and then
realize you probably no way to market the game (Flappy Bird)
• (*most games die under this model)
• Save while doing other job and take a moonshot – (Minecraft)
Personal Money
• The Risk is that of losing all your money and your time if you haven’t
thought through the opportunity
• Are you approaching a red ocean with lots of competitive games
(Multiplayer Online FPS), or is it niche (Steampunk RPG), or is it an
underserved segment (Poker-players that like Hunting Games)?
• Test ideas on friends, and then solicit feedback from industry peers,
mentors, advisors, etc., but actually listen
• Most importantly, is it fun? Is it fun to other people? Is it simple to
understand and get playing?
Friends & Family
• Mom and Dad
• Rich Aunt or Uncle
• Cousin that sold their software company for a lot of money
• Your friends parents that you have known since you were a kid
• *NOTE: This is a great way to become an orphan. Often, people don’t think through the risk of
alienating your family versus including them in something you believe will be great
Friends & Family
• Usually this takes on one of three forms:
• Limited Liability Company with owners and shares based on funds/sweat equity
contributions
• Project Funding where people buy a piece of the project revenue (not IP ownership)
from the game after platform fees. You don’t get to recoup dev funds or other
expenses off the top
• Loans that need to be repaid once the game generates revenue (sometimes with
interest, sometimes without)
• This also involves tracking sales and can become a lot of work if you have dozens of
investors that need royalty reports and quarterly payments
War Chest
• Your studio does work for hire, maybe is generating some royalty payments
• Possibly has a good profit margin on work for Ad Agencies
• An efficient team, strong processes and reused systems for similar games
build a war chest
• Reputation for increasing quality in the genre you are targeting adds value
(RPG mechanics for RPG game)
• The risk is studios burning their cash on their own IP in between work for
hire projects (You need to track this like you would a paid external project)
• Studios with an established banking relationship sometimes take out loans
as well
War Chest
• I have seen studios successfully use their war chest to fund games and
become original IP shops
• Usually this involves creating a really strong pitch deck for the game and
getting it in front of a publisher that is appropriate
• Capcom probably isn’t going to be interested in your Horror game, and EA
isn’t going to be into your Match-3 or MOBA
• Remember – burning through your war chest is also eating up your runway
and your studio can die if you go too far without all of the funds to
develop, and market your game
Angel Investors
• The first tier of investors – accredited means more than $250K/year in
U.S.
• Mostly high net worth individuals or successful entrepreneurs
• Looking to put $10K-$250K into a business (usually at $1M Valuation
or less)
• They want:
• A management team they believe and trust
• A strong plan on how you are going to make money
• Demonstrated previous success
• Possibly to see how you have handled funds for your business previously
• A great return for the risk – 10X-20X minimum
Angel Investors
• There is a danger – the dentist probably doesn’t know the games
business
• There are also a lot of cocky people that believe they know more than
you because they were or are successful in some other field
• Many don’t actually have the money to lose, so they can sometimes
require constant check-ins and babysitting which distracts you from
your work – making games and building a healthy game studio
• If you take angel money, make sure it is someone you like speaking
with and that they understand your business, or are willing to learn
Government Funds
• Many countries have government funding (but usually not for games
specifically) – Chile is an exception
• Governments tend to fund:
• Art and Cultural works (cultural preservation, language preservation)
• R&D investments (dynamic back-end for games, physics engines)
• Economic Development (creating more technology aka export jobs)
• This is usually through tax credits, grants, or loans
• Governments also sometimes incentivize foreign investment with
matching funds, capped at some level
Important!!!
Seed Funds, Venture Capitalists, and other professional investors
don’t typically fund games.
They fund companies building platforms or technology that just happen
to be doing it in the games space
Incubators and Seed Funds
• Incubators sometimes have investors and take a percentage of
companies, or projects in exchange for funding, advice, and a place to
work
• They sometimes provide mentoring and business services instead of
funds
• There is an application process to get in and your team (not company)
and game are reviewed. Then all of the teams that pass are stack
ranked (usually). They take teams based on the number of slots
Incubators and Seed Funds
• Seed funds look for early stage investments (companies) that are
solving a problem, innovating, disrupting, and usually platforms
• The approach is that if you build something once, lots of people can
use it and you get paid over and over again.
Completion Funds
• Funds set up specifically to complete a project
• Non-dilutive project financing that gets the money back first when
you generate revenue
• Then they get a percentage of revenue after they recoup
Venture Capital
• Funds that are set up for a 10 year lifecycle
• 4 rounds, A, B, C, D (Mezzanine)
• Different sized investments each round
• Looking for companies and founders that stand out
• Looking for businesses that have momentum
• Usually look to invest in platforms and technology companies (Unity,
Ad Platforms, Player Data and Analytics
Venture Capital is
Acceleration Capital
Funds to get to the goal faster and grab greater
market share because of the investment
Private Equity
• Think of Private Equity as buying predictable revenue streams and
cash flow
• If you are big enough to matter to Private Equity, you probably are
talking to Tencent
• Not relevant to funding games, but they do buy game companies
(Sony Online, Foundation 9 Entertainment)
Ad Agencies
• Ad agencies are often looking for games developers to create brand
experiences and advergames to get consumers interacting with
brands
• This is a great way to try out game mechanics on someone else’s
budget
• Your game might be a fit for advertising platforms and licenses are
often included in the requirements vs having to pay to use Tony El
Tigre
Types of Funding
• Project Financing/Equity Funding
• Crowdfunding/Crowd Equity
• Publishers
Project Financing/Equity Funding
• Project Financing – puts the investment into the game
• Does not dilute ownership of your company
• Is usually setup as a separate investment vehicle or company
• Can be a specific loan, but most of the time is an ownership
percentage of the revenue stream generated by the game
Project Financing/Equity Funding
• Equity Funding – puts the investment into the company
• The most common form of funding for games companies and
preferred since it takes into account all future IP and revenues
• Used by many companies (particularly in China) to fund the company,
direct the funds to the specific project they are publishing, and
includes a pre-negotiated exit based on success
• Dilutes ownership of your company
• Introduces new partners to answer to, and if there isn’t a clause
blocking sales to third-parties, it opens up your company to
competitors
Crowdfunding/Crowd Equity
• Crowdfunding (Kickstarter, Indiegogo, etc.) sells copies of your game
in advance and proves the market’s appetite for your game
• Is increasingly ineffective due to previous companies “destroying the
hotel room”
• Projects under $30K have a chance to be funded
• Funding is usually for established studios with a named designer or
experience on AAA or a previous project that was crowdfunded
Crowdfunding/Crowd Equity
• Crowd Equity is selling shares in a project (like project financing), but
platforms are emerging where equity shares represent revenue
percentages
• FIG is the main platform for games and projects tend to range from
$30K-$2.5Million
• Again, successful projects tend to rely upon a known designer or team
• There is additional paperwork required to register the project as a
Security with the SEC in the U.S. where FIG is based
Publishers
• They come in all shapes and sizes
• Different philosophies (developer friendly, cut-throat business, win-win)
• Can fund a full project from an idea
• They want stable, established studios, with a strong track record in a
specific genre)
• Most publishers want to see a prototype or vertical slice of the
gameplay
• You will get a lot of feedback and need to be willing to make changes
• The game needs to be fun
Publishers
• Most publisher deals include recoupment of the publishers’
investment (or costs) first
• As a developer, you want to work with a publisher that recognizes
your sunk costs in getting a project up to the point where it is signed
(you recoup too)
• Can be any percentage split – 90/10 to 100% to the publisher
• Most reasonable publishers will let you have a royalty share to reward
success
• Live team costs need to be accounted for in the beginning if your
game is live
The Funding Process
• Figure out how much money you need to get to your goal
• Define how you will spend the money and when you need it along
your roadmap (pre-production, dev, launch, marketing, live ops)
• Create a pitch deck
• Create a target list of possible investors – research previous
investments (CrunchBase, Angel list, entrepreneurs that have sold
their business in a similar space)
• Find a mutual connection to the person you want to reach
• It is helpful have the mutual connection do a warm intro and be interested in
what you are pitching
The Funding Process
• Investor meetings
• 30 Mins-1 Hour for initial meetings
• If there is interest, they will ask a lot of questions(in most cases)
• If it’s institutional money, the process goes to a partner level meeting, and
there will be 2-3 rounds of pitches to larger groups
• All investors will do due diligence on you and your team, request documents
on finances, bios, company founding documents, etc.
• If the investor agrees that they want to invest, you need to have an
attorney draw up a term sheet and investment documents
• Paperwork is signed, funds are deposited either all at once, or on a
tranche schedule (monthly, quarterly, milestone based)
Defining Market Potential
Start with Top Line Market Numbers
2.7 Billion Mobile Players
835 Million Mobile Payers
Current Console Generation Install Base
Platform North America Europe Japan Rest of World Global
PlayStation 4 (PS4) 20.89 23.7 4.78 10.14 59.51
Xbox One (XOne) 18.5 8.06 0.08 3.34 29.98
Nintendo Switch (NS) 1.68 1.21 0.93 0.44 4.26
http://www.vgchartz.com/analysis/platform_totals/
Legacy Install Base
Platform North America Europe Japan Rest of World Global
PlayStation 3
(PS3)
29.42 34.54 10.47 12.45 86.88
Xbox 360
(X360)
49.11 25.87 1.66 9.16 85.8
http://www.vgchartz.com/analysis/platform_totals/
Relevant Legacy Install Base
Platform North America Europe Japan Rest of World Global
PlayStation 3 (PS3) 11.768 13.816 4.188 10.5825 40.3545
Xbox 360 (X360) 19.644 10.348 0.664 7.786 38.442
Relevancy Estimate: NA, EU, JP ~40% |ROW ~85%
Current Addressable Console Install Base
Platform North America Europe Japan Rest of World Global
PlayStation 4
(PS4)
20.89 23.7 4.78 10.14 59.51
Xbox One
(XOne)
18.5 8.06 0.08 3.34 29.98
Nintendo
Switch (NS)
1.68 1.21 0.93 0.44 4.26
PlayStation 3
(PS3)
11.768 13.816 4.188 10.5825 40.3545
Xbox 360
(X360)
19.644 10.348 0.664 7.786 38.442
TOTALS 72.482 57.134 10.642 32.2885 172.5465
172,546,500 Consoles
In Use
Digital Console
• 110 million users+ for PSN
• 70 Million+ MAU for PSN
• 55 Million+ MAU for Xbox Live
• 125 Million+ Digital Customers on Consoles each Month
• Audience is growing as ownership and distribution paradigms change
• Audience is less interested in owning physical copies
• Portability and distributed access leads to desire for cloud based content rights
PC and Steam
• 67 Million MAU on Steam
• 1.2 Billion PC Game Players (source: NewZoo)
• Average game on Steam now sells around 7,500 units
• Becoming like mobile – people want free-to-play and premium is
difficult
• User base is trained for Steam sales (Summer, Fall, Winter, Spring) –
meaning 50%, 75% and 90% off many titles
• Players lots of games on sale and most are played less than 1 hour
• Price erosion and bundling are the norm with user aftermarket sales
and trading becoming a major part of the economy
Emerging Markets – that limit your potential
• Emerging markets are not ready for most current games
• Cheaper (mostly Android) smartphones
• Slower data networks
• Need localization and culturalization and likely local marketing and support
teams
• Difficult for those that want to purchase, to buy
• Lack of credit cards
• Caustic billing (up to 80% revenue share to carriers)
• Massive Piracy
• Lower PC specs (640x480 resolutions are normal)
• Console titles are grey market or too expensive in most cases
Mobile
• Challenges:
• Space - App sizes are increasing (device storage is not keeping up) iOS 7 –
512GB
• Server calls for API-based services are maxing out titles
• Per API call pricing reduces the money developers are making
• New games have even greater challenges to reach the charts
• Established games are entrenched on devices
• Less time to monetize as lifetime engagement decreases
• No sane publisher shows ads for other company’s games to paying users
Your Potential
• Top game in category #
• Bottom game in category #
• Units from Google Play Store
• Units form press releases
• Units from Steam DB
• You should build a low, mid and high scenario.
• Budget for low and hope for high!
Investor Pitch Deck
Template
Company Name
Logo
The Problem - Example
• There are few companies creating games for the pan-LATAM market,
which currently generates $XX Million in revenue per year. It is costly
to localize games and takes a lot of time, so many developers ignore
culturalization and miss out on $XX Million in potential revenue.
The Solution - Example
• We will solve the problem of culturalization by creating a platform so
creators can upload their game content and local resources in each
LATAM country will take on translation, marketing and localization, all
of which is in the cloud and can be updated in real-time.
• This will make it easy for developers to get their games into all of
LATAM with little effort.
The Ask
• We are raising $XX,XXX to do blank
• For the funding we are offering X percent of (company equity, project
revenue)
Why us?
• Company background and track record
• The team has XX experience doing x, y and Z
• Insert pictures of founders and bio highlights
Market Size/Market Potential
• Data about how this is an amazing and growing market.
• How much of the market we believe we can get over a 3 year period.
Features of Your Solution
• These X many things make our system work
• Why these features are important
• How others don’t have the same thing
• Differentiators that make you better/likely to succeed
Business Model
• We charge X
• Competitors charge Y
• We are better (not because we are cheaper!)
Projected Revenue
• Insert graph of revenue growth
Use of Funds
• XX for development
• XX for marketing
(Company Logo and Name)
(Contact Name)
(Contact Phone)
(Contact Email)
Publisher Pitch Deck
Template
•(Logo and Company Name/or Logo if Logo Has Company Name
in it)
(Nice Picture in the Background of Art or Collage from the Studio’s
Games)
(Month) 2017 Company Presentation
(Picture of Team)
(Company Logo)
• Founded in 20XX
• Location
• XX Game Developers
• Highlights from Company (XX Awards, XX Million Players
Gameography
Pictures of
Titles
Released
Pictures of
Titles
Released
Pictures of
Titles
Released
Pictures of
Titles
Released
Metrics or info why the game
was a success
Metrics or info why the game
was a success
Metrics or info why the game
was a success
Metrics or info why the game
was a success
Partner Logo Partner Logo Partner Logo Partner Logo
Why (Company)? (Possible points below)
• Special tools and tech
• # of Programmers, Developers, etc.
• Years of Experience or number of titles worked on
• Major title experience of the team from other studios
• Major successes that make the team a partner others want to
work with
(Logo for Project 1) (artwork for pitch as background if possible)
(Short Blurb, i.e. If Max Payne was an RPG set in the Disney
Universe)
QX, 2018 (target launch quarter)
(Game)
• (2-3 sentence elevator pitch on the game including genre)
• Target Release Date
• Platform(s)
• Business Model or Price Target
• Primary Audience
• Secondary Audience
Features
• List features (i.e. levels, characters, enemies)
Gameplay
• Explain Gameplay and Differentiators (Visually if possible)
(2-3 Additional Slides to Sell theGame)
• Why is this game worth making?
• What market opportunity does the game address?
Retention
• List Retention Mechanics (Prefer a graphic showing core loops)
Monetization (for Mobile Games)
• List Monetization Mechanics (Prefer a graphic showing core
loops)
Production Schedule
• Chart showing how resources ramp up on the game and
milestones
Budget
• Budget breakdown by milestone
(Company Logo and Name)
(Contact Name)
(Contact Phone)
(Contact Email)
Questions?
sean@ideagency.com

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Game Funding - A High-Level Guide (Includes Pitch Templates)

  • 1. A High-Level Guide to Game Funding Sean Kauppinen CEO International Digital Entertainment Agency (IDEA)
  • 2. About Me • Founder and CEO of IDEA - (International Digital Entertainment Agency) • 20+ years experience in the games industry • Sony Online, Ubisoft, 3dfx, bleem!, Frogster, PlayFast, SlapShot Games, others • Have worked on more than 600 titles • Has been CEO of Game Publisher(s), CSO, CMO, PR, Design, Production • World Traveler and Citizen • What I do: • Mentor CEOs • Strategic Advisor • Board Member • Publishing • Business Development • Marketing Strategy • Angel Investor sean@ideagency.com
  • 3. What We Will Cover • What are the sources of funding and how do they differ? • How are games funded? • What do investors look for when considering investing in a game, studio, or platform? • What materials do you need to prepare to be funded? • What do investors expect? • How do I fund my game? • Defining your game’s market potential for investors (comps) • Common mistakes Take Away Knowledge of the funding process and what you need to have the best chance of success.
  • 4. How are Games Funded? • Personal Money/War chest • Friends & Family • Angel Investors • Government Funds • Incubators and Seed Funds • Completion Funds • Venture Capital • Private Equity (Not Relevant to most Game Studios) >$20M Revenue • Ad Agencies
  • 5. Personal Money • Developer uses one of a few different models: • Ramen, Ramen, Ramen – starve to make the game • (*most games die under this model) • Live at home/school – work on the game during all free time and then realize you probably no way to market the game (Flappy Bird) • (*most games die under this model) • Save while doing other job and take a moonshot – (Minecraft)
  • 6. Personal Money • The Risk is that of losing all your money and your time if you haven’t thought through the opportunity • Are you approaching a red ocean with lots of competitive games (Multiplayer Online FPS), or is it niche (Steampunk RPG), or is it an underserved segment (Poker-players that like Hunting Games)? • Test ideas on friends, and then solicit feedback from industry peers, mentors, advisors, etc., but actually listen • Most importantly, is it fun? Is it fun to other people? Is it simple to understand and get playing?
  • 7. Friends & Family • Mom and Dad • Rich Aunt or Uncle • Cousin that sold their software company for a lot of money • Your friends parents that you have known since you were a kid • *NOTE: This is a great way to become an orphan. Often, people don’t think through the risk of alienating your family versus including them in something you believe will be great
  • 8. Friends & Family • Usually this takes on one of three forms: • Limited Liability Company with owners and shares based on funds/sweat equity contributions • Project Funding where people buy a piece of the project revenue (not IP ownership) from the game after platform fees. You don’t get to recoup dev funds or other expenses off the top • Loans that need to be repaid once the game generates revenue (sometimes with interest, sometimes without) • This also involves tracking sales and can become a lot of work if you have dozens of investors that need royalty reports and quarterly payments
  • 9. War Chest • Your studio does work for hire, maybe is generating some royalty payments • Possibly has a good profit margin on work for Ad Agencies • An efficient team, strong processes and reused systems for similar games build a war chest • Reputation for increasing quality in the genre you are targeting adds value (RPG mechanics for RPG game) • The risk is studios burning their cash on their own IP in between work for hire projects (You need to track this like you would a paid external project) • Studios with an established banking relationship sometimes take out loans as well
  • 10. War Chest • I have seen studios successfully use their war chest to fund games and become original IP shops • Usually this involves creating a really strong pitch deck for the game and getting it in front of a publisher that is appropriate • Capcom probably isn’t going to be interested in your Horror game, and EA isn’t going to be into your Match-3 or MOBA • Remember – burning through your war chest is also eating up your runway and your studio can die if you go too far without all of the funds to develop, and market your game
  • 11. Angel Investors • The first tier of investors – accredited means more than $250K/year in U.S. • Mostly high net worth individuals or successful entrepreneurs • Looking to put $10K-$250K into a business (usually at $1M Valuation or less) • They want: • A management team they believe and trust • A strong plan on how you are going to make money • Demonstrated previous success • Possibly to see how you have handled funds for your business previously • A great return for the risk – 10X-20X minimum
  • 12. Angel Investors • There is a danger – the dentist probably doesn’t know the games business • There are also a lot of cocky people that believe they know more than you because they were or are successful in some other field • Many don’t actually have the money to lose, so they can sometimes require constant check-ins and babysitting which distracts you from your work – making games and building a healthy game studio • If you take angel money, make sure it is someone you like speaking with and that they understand your business, or are willing to learn
  • 13. Government Funds • Many countries have government funding (but usually not for games specifically) – Chile is an exception • Governments tend to fund: • Art and Cultural works (cultural preservation, language preservation) • R&D investments (dynamic back-end for games, physics engines) • Economic Development (creating more technology aka export jobs) • This is usually through tax credits, grants, or loans • Governments also sometimes incentivize foreign investment with matching funds, capped at some level
  • 14. Important!!! Seed Funds, Venture Capitalists, and other professional investors don’t typically fund games. They fund companies building platforms or technology that just happen to be doing it in the games space
  • 15. Incubators and Seed Funds • Incubators sometimes have investors and take a percentage of companies, or projects in exchange for funding, advice, and a place to work • They sometimes provide mentoring and business services instead of funds • There is an application process to get in and your team (not company) and game are reviewed. Then all of the teams that pass are stack ranked (usually). They take teams based on the number of slots
  • 16. Incubators and Seed Funds • Seed funds look for early stage investments (companies) that are solving a problem, innovating, disrupting, and usually platforms • The approach is that if you build something once, lots of people can use it and you get paid over and over again.
  • 17. Completion Funds • Funds set up specifically to complete a project • Non-dilutive project financing that gets the money back first when you generate revenue • Then they get a percentage of revenue after they recoup
  • 18. Venture Capital • Funds that are set up for a 10 year lifecycle • 4 rounds, A, B, C, D (Mezzanine) • Different sized investments each round • Looking for companies and founders that stand out • Looking for businesses that have momentum • Usually look to invest in platforms and technology companies (Unity, Ad Platforms, Player Data and Analytics
  • 19. Venture Capital is Acceleration Capital Funds to get to the goal faster and grab greater market share because of the investment
  • 20. Private Equity • Think of Private Equity as buying predictable revenue streams and cash flow • If you are big enough to matter to Private Equity, you probably are talking to Tencent • Not relevant to funding games, but they do buy game companies (Sony Online, Foundation 9 Entertainment)
  • 21. Ad Agencies • Ad agencies are often looking for games developers to create brand experiences and advergames to get consumers interacting with brands • This is a great way to try out game mechanics on someone else’s budget • Your game might be a fit for advertising platforms and licenses are often included in the requirements vs having to pay to use Tony El Tigre
  • 22. Types of Funding • Project Financing/Equity Funding • Crowdfunding/Crowd Equity • Publishers
  • 23. Project Financing/Equity Funding • Project Financing – puts the investment into the game • Does not dilute ownership of your company • Is usually setup as a separate investment vehicle or company • Can be a specific loan, but most of the time is an ownership percentage of the revenue stream generated by the game
  • 24. Project Financing/Equity Funding • Equity Funding – puts the investment into the company • The most common form of funding for games companies and preferred since it takes into account all future IP and revenues • Used by many companies (particularly in China) to fund the company, direct the funds to the specific project they are publishing, and includes a pre-negotiated exit based on success • Dilutes ownership of your company • Introduces new partners to answer to, and if there isn’t a clause blocking sales to third-parties, it opens up your company to competitors
  • 25. Crowdfunding/Crowd Equity • Crowdfunding (Kickstarter, Indiegogo, etc.) sells copies of your game in advance and proves the market’s appetite for your game • Is increasingly ineffective due to previous companies “destroying the hotel room” • Projects under $30K have a chance to be funded • Funding is usually for established studios with a named designer or experience on AAA or a previous project that was crowdfunded
  • 26. Crowdfunding/Crowd Equity • Crowd Equity is selling shares in a project (like project financing), but platforms are emerging where equity shares represent revenue percentages • FIG is the main platform for games and projects tend to range from $30K-$2.5Million • Again, successful projects tend to rely upon a known designer or team • There is additional paperwork required to register the project as a Security with the SEC in the U.S. where FIG is based
  • 27. Publishers • They come in all shapes and sizes • Different philosophies (developer friendly, cut-throat business, win-win) • Can fund a full project from an idea • They want stable, established studios, with a strong track record in a specific genre) • Most publishers want to see a prototype or vertical slice of the gameplay • You will get a lot of feedback and need to be willing to make changes • The game needs to be fun
  • 28. Publishers • Most publisher deals include recoupment of the publishers’ investment (or costs) first • As a developer, you want to work with a publisher that recognizes your sunk costs in getting a project up to the point where it is signed (you recoup too) • Can be any percentage split – 90/10 to 100% to the publisher • Most reasonable publishers will let you have a royalty share to reward success • Live team costs need to be accounted for in the beginning if your game is live
  • 29. The Funding Process • Figure out how much money you need to get to your goal • Define how you will spend the money and when you need it along your roadmap (pre-production, dev, launch, marketing, live ops) • Create a pitch deck • Create a target list of possible investors – research previous investments (CrunchBase, Angel list, entrepreneurs that have sold their business in a similar space) • Find a mutual connection to the person you want to reach • It is helpful have the mutual connection do a warm intro and be interested in what you are pitching
  • 30. The Funding Process • Investor meetings • 30 Mins-1 Hour for initial meetings • If there is interest, they will ask a lot of questions(in most cases) • If it’s institutional money, the process goes to a partner level meeting, and there will be 2-3 rounds of pitches to larger groups • All investors will do due diligence on you and your team, request documents on finances, bios, company founding documents, etc. • If the investor agrees that they want to invest, you need to have an attorney draw up a term sheet and investment documents • Paperwork is signed, funds are deposited either all at once, or on a tranche schedule (monthly, quarterly, milestone based)
  • 31. Defining Market Potential Start with Top Line Market Numbers
  • 32. 2.7 Billion Mobile Players 835 Million Mobile Payers
  • 33. Current Console Generation Install Base Platform North America Europe Japan Rest of World Global PlayStation 4 (PS4) 20.89 23.7 4.78 10.14 59.51 Xbox One (XOne) 18.5 8.06 0.08 3.34 29.98 Nintendo Switch (NS) 1.68 1.21 0.93 0.44 4.26 http://www.vgchartz.com/analysis/platform_totals/
  • 34. Legacy Install Base Platform North America Europe Japan Rest of World Global PlayStation 3 (PS3) 29.42 34.54 10.47 12.45 86.88 Xbox 360 (X360) 49.11 25.87 1.66 9.16 85.8 http://www.vgchartz.com/analysis/platform_totals/
  • 35. Relevant Legacy Install Base Platform North America Europe Japan Rest of World Global PlayStation 3 (PS3) 11.768 13.816 4.188 10.5825 40.3545 Xbox 360 (X360) 19.644 10.348 0.664 7.786 38.442 Relevancy Estimate: NA, EU, JP ~40% |ROW ~85%
  • 36. Current Addressable Console Install Base Platform North America Europe Japan Rest of World Global PlayStation 4 (PS4) 20.89 23.7 4.78 10.14 59.51 Xbox One (XOne) 18.5 8.06 0.08 3.34 29.98 Nintendo Switch (NS) 1.68 1.21 0.93 0.44 4.26 PlayStation 3 (PS3) 11.768 13.816 4.188 10.5825 40.3545 Xbox 360 (X360) 19.644 10.348 0.664 7.786 38.442 TOTALS 72.482 57.134 10.642 32.2885 172.5465
  • 38. Digital Console • 110 million users+ for PSN • 70 Million+ MAU for PSN • 55 Million+ MAU for Xbox Live • 125 Million+ Digital Customers on Consoles each Month • Audience is growing as ownership and distribution paradigms change • Audience is less interested in owning physical copies • Portability and distributed access leads to desire for cloud based content rights
  • 39. PC and Steam • 67 Million MAU on Steam • 1.2 Billion PC Game Players (source: NewZoo) • Average game on Steam now sells around 7,500 units • Becoming like mobile – people want free-to-play and premium is difficult • User base is trained for Steam sales (Summer, Fall, Winter, Spring) – meaning 50%, 75% and 90% off many titles • Players lots of games on sale and most are played less than 1 hour • Price erosion and bundling are the norm with user aftermarket sales and trading becoming a major part of the economy
  • 40. Emerging Markets – that limit your potential • Emerging markets are not ready for most current games • Cheaper (mostly Android) smartphones • Slower data networks • Need localization and culturalization and likely local marketing and support teams • Difficult for those that want to purchase, to buy • Lack of credit cards • Caustic billing (up to 80% revenue share to carriers) • Massive Piracy • Lower PC specs (640x480 resolutions are normal) • Console titles are grey market or too expensive in most cases
  • 41. Mobile • Challenges: • Space - App sizes are increasing (device storage is not keeping up) iOS 7 – 512GB • Server calls for API-based services are maxing out titles • Per API call pricing reduces the money developers are making • New games have even greater challenges to reach the charts • Established games are entrenched on devices • Less time to monetize as lifetime engagement decreases • No sane publisher shows ads for other company’s games to paying users
  • 42. Your Potential • Top game in category # • Bottom game in category # • Units from Google Play Store • Units form press releases • Units from Steam DB • You should build a low, mid and high scenario. • Budget for low and hope for high!
  • 45. The Problem - Example • There are few companies creating games for the pan-LATAM market, which currently generates $XX Million in revenue per year. It is costly to localize games and takes a lot of time, so many developers ignore culturalization and miss out on $XX Million in potential revenue.
  • 46. The Solution - Example • We will solve the problem of culturalization by creating a platform so creators can upload their game content and local resources in each LATAM country will take on translation, marketing and localization, all of which is in the cloud and can be updated in real-time. • This will make it easy for developers to get their games into all of LATAM with little effort.
  • 47. The Ask • We are raising $XX,XXX to do blank • For the funding we are offering X percent of (company equity, project revenue)
  • 48. Why us? • Company background and track record • The team has XX experience doing x, y and Z • Insert pictures of founders and bio highlights
  • 49. Market Size/Market Potential • Data about how this is an amazing and growing market. • How much of the market we believe we can get over a 3 year period.
  • 50. Features of Your Solution • These X many things make our system work • Why these features are important • How others don’t have the same thing • Differentiators that make you better/likely to succeed
  • 51. Business Model • We charge X • Competitors charge Y • We are better (not because we are cheaper!)
  • 52. Projected Revenue • Insert graph of revenue growth
  • 53. Use of Funds • XX for development • XX for marketing
  • 54. (Company Logo and Name) (Contact Name) (Contact Phone) (Contact Email)
  • 56. •(Logo and Company Name/or Logo if Logo Has Company Name in it) (Nice Picture in the Background of Art or Collage from the Studio’s Games) (Month) 2017 Company Presentation
  • 58. (Company Logo) • Founded in 20XX • Location • XX Game Developers • Highlights from Company (XX Awards, XX Million Players
  • 59. Gameography Pictures of Titles Released Pictures of Titles Released Pictures of Titles Released Pictures of Titles Released Metrics or info why the game was a success Metrics or info why the game was a success Metrics or info why the game was a success Metrics or info why the game was a success Partner Logo Partner Logo Partner Logo Partner Logo
  • 60. Why (Company)? (Possible points below) • Special tools and tech • # of Programmers, Developers, etc. • Years of Experience or number of titles worked on • Major title experience of the team from other studios • Major successes that make the team a partner others want to work with
  • 61. (Logo for Project 1) (artwork for pitch as background if possible) (Short Blurb, i.e. If Max Payne was an RPG set in the Disney Universe) QX, 2018 (target launch quarter)
  • 62. (Game) • (2-3 sentence elevator pitch on the game including genre) • Target Release Date • Platform(s) • Business Model or Price Target • Primary Audience • Secondary Audience
  • 63. Features • List features (i.e. levels, characters, enemies)
  • 64. Gameplay • Explain Gameplay and Differentiators (Visually if possible)
  • 65. (2-3 Additional Slides to Sell theGame) • Why is this game worth making? • What market opportunity does the game address?
  • 66. Retention • List Retention Mechanics (Prefer a graphic showing core loops)
  • 67. Monetization (for Mobile Games) • List Monetization Mechanics (Prefer a graphic showing core loops)
  • 68. Production Schedule • Chart showing how resources ramp up on the game and milestones
  • 70. (Company Logo and Name) (Contact Name) (Contact Phone) (Contact Email)