This is a guide for game funding presented during ]the MICA conference in Buenos Aires on October 6, 2017. It includes info on the different types of funding, funding sources for games and game studios, as well as presentations that will help present game studios and their games for studio funding and project funding opportunities.
A rough template to use and abuse when pitching Raw Fury (or other publishers as well, of course) Feel free to steal the structure and modify it as you see fit.
For a more in-depth explanation on How To Pitch Raw Fury:
https://rawfury.com/how-to-pitch-to-raw-fury/
Indie Games Developer Pitch Deck templatePaul Gray
Bubble Gum Interactive has produced this pitch template for Indie Games developers to use when seeking investor funding.
This template is free to use by anyone, anywhere.
Good luck with your pitching!
Joyixir is an indie game studio. This is our pitch deck to investors and we present ourselves with this file. Take a look and don't hesitate to ask anything. Maybe it can help you too.
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
Gamestate is a megaverse nexus, uniting gamers, fans, developers, creators, and merchants in a place of fun, discovery, and learning.
An open world, offering sales channels for games, apps, advertising, gaming equipment, music, media, and general merchandise as well as a Rocket Launchpad accelerator for indie game startups.
Unified profiles solve the problem of fragmented gaming accounts and achievements; allowing gamers to create and import their existing game profiles and leaderboard ranks, collated into a single portable, immutable, privacy-centric, achievements-based blockchain digital identity profile for ultimate flexing and bragging rights!
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
A rough template to use and abuse when pitching Raw Fury (or other publishers as well, of course) Feel free to steal the structure and modify it as you see fit.
For a more in-depth explanation on How To Pitch Raw Fury:
https://rawfury.com/how-to-pitch-to-raw-fury/
Indie Games Developer Pitch Deck templatePaul Gray
Bubble Gum Interactive has produced this pitch template for Indie Games developers to use when seeking investor funding.
This template is free to use by anyone, anywhere.
Good luck with your pitching!
Joyixir is an indie game studio. This is our pitch deck to investors and we present ourselves with this file. Take a look and don't hesitate to ask anything. Maybe it can help you too.
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
Gamestate is a megaverse nexus, uniting gamers, fans, developers, creators, and merchants in a place of fun, discovery, and learning.
An open world, offering sales channels for games, apps, advertising, gaming equipment, music, media, and general merchandise as well as a Rocket Launchpad accelerator for indie game startups.
Unified profiles solve the problem of fragmented gaming accounts and achievements; allowing gamers to create and import their existing game profiles and leaderboard ranks, collated into a single portable, immutable, privacy-centric, achievements-based blockchain digital identity profile for ultimate flexing and bragging rights!
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
SolChicks, a play-to-earn fantasy game built on Solana, made headlines after being backed by over 113 different venture capital funds.
The SolChicks game demo attracted over 50,000 players in only the first week of its release. Their parent company Catheon also owns other games such as Seoul Stars, a “sing-to-earn” game endorsed by K-pop stars, and Angrymals, a player-versus-player fortress defence strategy mobile game inspired by Angry Birds and Worms.
In a press release published after its successful IDO, SolChicks said that it has raised over $20 million from more than 300 private investors. The game’s IDO is set to be conducted on 38 launchpads at a public price of $0.05 per token, implying a fully diluted market capitalization of $500 million for the $CHICKS token.
Turbo Boom! features high-speed action-packed tracks with a slew of explosive obstacles that annihilate anyone who gets too close. The game also includes online leaderboards for competing against friends, as well as ghost cars that show the path you or the leaders took.
Tyre Bytes, an independent game studio focused on creating racing games, developed the game. The studio was recognized with a Nomination for Best Technology, Most REAL Game Unreal Florida 2019, as well as Best Overall Game Unbelievable Florida 2019.
Take a look at the pitch deck that got three publishers interested but ultimately turned down due to custom engine vs Unreal/Unity.
Hadean's $30M Series A pitch deck for Web3 metaverse infrastructurePitch Decks
London-based Hadean aims to build the infrastructure for metaverse environments. The platform’s distributed cloud platform powers the metaverse and digital immersive experiences for enterprise, commercial, gaming, and government customers.
Craig Beddis founded Hadean in 2015 and the company has multi-year agreements with Minecraft, Pixelynx, Sony, and Gamescoin.
Hadean announced a $30 million Series A round led by Molten Ventures which included participation from 2050 Capital, Alumni Ventures, Aster Capital, Entrepreneur First, and InQTel.
Read more: vip.graphics/hadean-pitch-deck
See more: bestpitchdeck.com/hadean
For more information, visit: www.adriancrook.com
This is a sample teardown or game deconstruction based on Supercell's Clash Royale. What is a teardown? Read on for background or drop us a line on how you can learn more: www.teardownclub.com or www.adriancrook.com for our full suite of services.
At all major game developers, product managers regularly produce teardowns. A teardown is an in-depth analysis of a competitor’s product, designed to highlight what can be learned. Product managers then pass these teardowns on to their internal development teams to help them make better products.
The industry term for this analysis is Teardown, and if you’ve never heard that before, it’s because the information Teardowns contain is so valuable that they are rarely shared publicly.
Teardown Club is AC+A's leading edge competitor analysis that your product management and design teams need to make profitable games.
WHAT DO OUR TEARDOWNSCONTAIN?
A teardown is usually delivered in PowerPoint format and contains the following:
Executive Summary
Monetization Features/Economy Breakdown
Context/Background/Genre Competitors
Retention/Compulsion Loop Breakdown
Core Loop Analysis
Viral Loops Analysis (if applicable)
First Time User Experience (FTUE) Overview
Summary with Key Takeaways
A teardown is laser-targeted to divining the valuable lessons from a product. Everything from the latest retention mechanisms to the highest converting monetization implementations - and beyond.
Large publishers have entire worldwide product management groups whose job is to produce teardowns and share this knowledge with their worldwide studios, ensuring their products beat the market.
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Customizable pitch deck templates which include two different versions, both built by leading seed investors at NextView Ventures. Entrepreneurs can use them to save time while building a pitch deck to raise seed capital.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
How to make an investor pitch deck that really worksDeck Rooster
In sales, a well established principle is, before one starts pitching to a customer, one should listen to what the customer has to say. That is because if you listen carefully he will lay out his needs in front of you, letting you present your solution in a way that fits into his needs perfectly.
The principle should be equally useful while pitching to an investor while raising funds. I can’t see a reason why it won’t be. But no one seems to be suggesting “you should listen more and talk less during an investor pitch”. Probably it is assumed that we already know what investors look for in a business. Is it a rockstar team; or may be a huge market size or is it traction or a break-through technology? Or may be different investors look for different combination of those things.
Actually all of those are means towards an end. They help investors figure out something more specific and quantitative that all investors look for in a startup before investing. But what is it?
A 10x return on their investment. That is it.
That number may vary from an early stage investor to a growth stage one, but you get the point, right? Not everyone says it out loud, because it makes them look money hungry, but that is what an investor business is all about.
But, now with that knowledge, how do you tweak your pitch and your pitch deck to make an investor feel that you are offering him an investment opportunity that could deliver a 10x return? And more importantly, can your business even deliver 10x return?
The above presentation by Deck Rooster answers those questions and offers a structure (not a template) for an investor pitch deck for startups. Check it out.
Kryptomon pitch deck: $10M Series A for NFT-based P2E gamingPitch Decks
Kryptomon is a blockchain-based NFT Play-and-Earn game where Pokémon meets Tamagotchi and CryptoKitties. In this metaverse game, community members play as 'Trainers' of individual monsters.
Founded in April 2021 by Umberto Canessa, the crypto game has demonstrated tremendous growth: bragging over 500,000 social followers and $13 million in NFT transactions in less than 5 months.
Within less than a year of launch, the company raised $10 million in a Series A round led by NFX, with additional backing by PLAYSTUDIOS ($MYPS), Griffin Gaming Partners, Tal Ventures, and Vikram Pandit, former CEO of Citigroup.
Read more: vip.graphics/kryptomon-pitch-deck
See more: bestpitchdeck.com/kryptomon
I made a PPT about a popular blockchain game, evaluated its business model, game mechanism, target customer, and identified the moats of the blockchain game, and researched how its underlying technology, Unreal Engine 5, enhanced the overall gaming experience.
Esports is growing exponentially, but is still a highly fragmented industry. Juked is changing the game by creating the internet's first one-stop-destination for esports entertainment.
The Hero's Journey (For movie fans, Lego fans, and presenters!)Dan Roam
Joseph Campbell reviewed hundreds of myths from around the world. He found that they all shared a common underlying story. Let's see if this story holds true in today's blockbuster films. (Hint: it does.) Told with a little help from some little people...
How to monetize your passion - An example in the game industryVlad Micu
As someone who has been able to turn their passion into their source of income, this lecture is aimed at Desucon 2014 attendees who have a passion for either drawing, animating, costume design and (of course) making games. During the lecture, Vlad will provide a quantified view of his career experience, rounding up all the numbers that include his income, expenditures and adventures to create a formula that anybody interested in media or games can adopt to create an income out of their personal passion.
SolChicks, a play-to-earn fantasy game built on Solana, made headlines after being backed by over 113 different venture capital funds.
The SolChicks game demo attracted over 50,000 players in only the first week of its release. Their parent company Catheon also owns other games such as Seoul Stars, a “sing-to-earn” game endorsed by K-pop stars, and Angrymals, a player-versus-player fortress defence strategy mobile game inspired by Angry Birds and Worms.
In a press release published after its successful IDO, SolChicks said that it has raised over $20 million from more than 300 private investors. The game’s IDO is set to be conducted on 38 launchpads at a public price of $0.05 per token, implying a fully diluted market capitalization of $500 million for the $CHICKS token.
Turbo Boom! features high-speed action-packed tracks with a slew of explosive obstacles that annihilate anyone who gets too close. The game also includes online leaderboards for competing against friends, as well as ghost cars that show the path you or the leaders took.
Tyre Bytes, an independent game studio focused on creating racing games, developed the game. The studio was recognized with a Nomination for Best Technology, Most REAL Game Unreal Florida 2019, as well as Best Overall Game Unbelievable Florida 2019.
Take a look at the pitch deck that got three publishers interested but ultimately turned down due to custom engine vs Unreal/Unity.
Hadean's $30M Series A pitch deck for Web3 metaverse infrastructurePitch Decks
London-based Hadean aims to build the infrastructure for metaverse environments. The platform’s distributed cloud platform powers the metaverse and digital immersive experiences for enterprise, commercial, gaming, and government customers.
Craig Beddis founded Hadean in 2015 and the company has multi-year agreements with Minecraft, Pixelynx, Sony, and Gamescoin.
Hadean announced a $30 million Series A round led by Molten Ventures which included participation from 2050 Capital, Alumni Ventures, Aster Capital, Entrepreneur First, and InQTel.
Read more: vip.graphics/hadean-pitch-deck
See more: bestpitchdeck.com/hadean
For more information, visit: www.adriancrook.com
This is a sample teardown or game deconstruction based on Supercell's Clash Royale. What is a teardown? Read on for background or drop us a line on how you can learn more: www.teardownclub.com or www.adriancrook.com for our full suite of services.
At all major game developers, product managers regularly produce teardowns. A teardown is an in-depth analysis of a competitor’s product, designed to highlight what can be learned. Product managers then pass these teardowns on to their internal development teams to help them make better products.
The industry term for this analysis is Teardown, and if you’ve never heard that before, it’s because the information Teardowns contain is so valuable that they are rarely shared publicly.
Teardown Club is AC+A's leading edge competitor analysis that your product management and design teams need to make profitable games.
WHAT DO OUR TEARDOWNSCONTAIN?
A teardown is usually delivered in PowerPoint format and contains the following:
Executive Summary
Monetization Features/Economy Breakdown
Context/Background/Genre Competitors
Retention/Compulsion Loop Breakdown
Core Loop Analysis
Viral Loops Analysis (if applicable)
First Time User Experience (FTUE) Overview
Summary with Key Takeaways
A teardown is laser-targeted to divining the valuable lessons from a product. Everything from the latest retention mechanisms to the highest converting monetization implementations - and beyond.
Large publishers have entire worldwide product management groups whose job is to produce teardowns and share this knowledge with their worldwide studios, ensuring their products beat the market.
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Customizable pitch deck templates which include two different versions, both built by leading seed investors at NextView Ventures. Entrepreneurs can use them to save time while building a pitch deck to raise seed capital.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
How to make an investor pitch deck that really worksDeck Rooster
In sales, a well established principle is, before one starts pitching to a customer, one should listen to what the customer has to say. That is because if you listen carefully he will lay out his needs in front of you, letting you present your solution in a way that fits into his needs perfectly.
The principle should be equally useful while pitching to an investor while raising funds. I can’t see a reason why it won’t be. But no one seems to be suggesting “you should listen more and talk less during an investor pitch”. Probably it is assumed that we already know what investors look for in a business. Is it a rockstar team; or may be a huge market size or is it traction or a break-through technology? Or may be different investors look for different combination of those things.
Actually all of those are means towards an end. They help investors figure out something more specific and quantitative that all investors look for in a startup before investing. But what is it?
A 10x return on their investment. That is it.
That number may vary from an early stage investor to a growth stage one, but you get the point, right? Not everyone says it out loud, because it makes them look money hungry, but that is what an investor business is all about.
But, now with that knowledge, how do you tweak your pitch and your pitch deck to make an investor feel that you are offering him an investment opportunity that could deliver a 10x return? And more importantly, can your business even deliver 10x return?
The above presentation by Deck Rooster answers those questions and offers a structure (not a template) for an investor pitch deck for startups. Check it out.
Kryptomon pitch deck: $10M Series A for NFT-based P2E gamingPitch Decks
Kryptomon is a blockchain-based NFT Play-and-Earn game where Pokémon meets Tamagotchi and CryptoKitties. In this metaverse game, community members play as 'Trainers' of individual monsters.
Founded in April 2021 by Umberto Canessa, the crypto game has demonstrated tremendous growth: bragging over 500,000 social followers and $13 million in NFT transactions in less than 5 months.
Within less than a year of launch, the company raised $10 million in a Series A round led by NFX, with additional backing by PLAYSTUDIOS ($MYPS), Griffin Gaming Partners, Tal Ventures, and Vikram Pandit, former CEO of Citigroup.
Read more: vip.graphics/kryptomon-pitch-deck
See more: bestpitchdeck.com/kryptomon
I made a PPT about a popular blockchain game, evaluated its business model, game mechanism, target customer, and identified the moats of the blockchain game, and researched how its underlying technology, Unreal Engine 5, enhanced the overall gaming experience.
Esports is growing exponentially, but is still a highly fragmented industry. Juked is changing the game by creating the internet's first one-stop-destination for esports entertainment.
The Hero's Journey (For movie fans, Lego fans, and presenters!)Dan Roam
Joseph Campbell reviewed hundreds of myths from around the world. He found that they all shared a common underlying story. Let's see if this story holds true in today's blockbuster films. (Hint: it does.) Told with a little help from some little people...
How to monetize your passion - An example in the game industryVlad Micu
As someone who has been able to turn their passion into their source of income, this lecture is aimed at Desucon 2014 attendees who have a passion for either drawing, animating, costume design and (of course) making games. During the lecture, Vlad will provide a quantified view of his career experience, rounding up all the numbers that include his income, expenditures and adventures to create a formula that anybody interested in media or games can adopt to create an income out of their personal passion.
Updated High-Level guide to marketing games in 2018. The intended audience is game studios with a small budget, but much of this applies regardless of studio size. The focus is on marketing, community and social media versus advertising.
Game marketing has changed over the years and this presentation from OrlandoiX15 should give independent game studios and indie game devs a roadmap for launching titles into the current market. Always happy to give advice to studios - sean@ide-agency.com
Crowdfunding: How to set up a campaign (from my personal experience)Craig Thomler
This is the presentation I gave at BarCamp Canberra 2014 about my experience setting up a crowdfunding campaign.
I launched my Kickstarter at the end of the presentation.
Learn more about it at: www.kickstarter.com/projects/socialmediaplanner/social-media-planner
This is the deck that accompanied Dave Kochbeck's webinar on July 10, 2014.
In the webinar he guided founders of all stripes through the perfect pitch. Determine what are the most important touch-points to prepare for, what you should be aware of and what you should focus in on and highlight about your exciting company. From founders seeking pre-seed to late seed funding, this is the most important Webinar you should attend.
Women 2.0's Webinars are a new event to promote new networks amongst the entire technology ecosystem in innovative cities around the world. This event is open to those who work, start, and fund tech companies. Both women and men are invited to attend.
To view our next webinar go here: http://women2.com/webinars
To apply for PITCH go here (Deadline July 31, 2014): http://bit.ly/1ojgVtj
Women 2.0 Fall Conference in San Francisco (September 30 - October 1, 2014): http://sf.women2.com
How do you figure out how much money you need, and when? We’ll look at a case study and talk P&L to help you determine the right market for your product and which funding source is most appropriate to maximize the exit for your company.
Your Game is None of Your Business | Randall RobbinsJessica Tams
Delivered at Casual Connect USA 2016. How can you validate if your game is worth playing before you write a single line of code? How can you get people to sign up to play your game before a demo is even ready? How many units do you need to ship in order to pay for the initial development of your next game? How many signups do you need this month? The purpose of this talk is to take a step back and view the “Business” as being your product, not the game.
From the Women Helping Women in Entrepreneurship on July 24, 2013 at MassChallenge
The Boston entrepreneurial community is home to some of the strongest and most successful women in entrepreneurship. Join the women of Golden Seeds and several local serial entrepreneurs for a discussion on sources of capital for your business. The discussion will be followed by small breakout sessions that focus on the challenges your company may be facing.
www.thecapitalnetwork.org
With the growth of the Internet in recent years there has been possible a new form of financing, known as crowdfunding. Independent video game developers around the world have adopted this model unlike traditional funding to have more freedom and power to realize their creative projects.
Follow @LionInnGames for more updates
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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
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)
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!)
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