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Don’t be a sucker! 

Grab a Lollipop and taste sweet success!
Jory K. Prum | Founder & CEO
+47 974 96 289 | jory@lollipopaudio.com
Lollip p
Aud o
The complete solution for video game recording.
Our Team
Jory K. Prum | Founder & CEO
Founder and chief engineer of Studio Jory, an award-winning video game
recording company in the San Francisco Bay Area and Oslo, Norway. Previously a
sound designer at LucasArts, an audio gun-for-hire at Pixar, a web developer at
Disney, and an electronics tech at Jim Henson’s Creature Shop.
https://www.linkedin.com/in/yrojjory https://en.wikipedia.org/wiki/Jory_Prum
Viking | CTO
We are currently talking to several potential candidates.
Michael Leifer | Chief Marketing Officer
CEO / Managing Director of guerilla PR for the past fifteen years,
building markets and cultural movements servicing Fortune 100 clients.
https://www.linkedin.com/in/michaelleifer
– Wilbert Roget II, composer of Lara Croft: Temple of Osiris
from an April 2014 discussion in a popular game audio forum about the dearth of tools.
“Sometimes I feel almost envious of folks from 

back in the ‘cowboy’ days of game audio…
...but then a quick re-read of this thread 

and you realize we're kind of still in it!”
– Guy Whitmore, Studio Audio Director, PopCap Games,

creators of Plants vs. Zombies
“All these years, still talkin' batch processing and loops?
...feels like the 90s”
The Problem
Traditional linear recording, DJ, and delivery tools 

are used to produce video game dialog.
These tools require significant investment and 

only accomplish roughly 20% of the job.
Studios must therefore employ extremely specialized, 

experienced, expensive engineers to handle the process.
– Brian Tibbetts, former LucasArts sound designer
"I heard at some studios they process each
dialogue file individually. Could you imagine?!? D:"
– Julian Kwasneski, Founder, Bay Area Sound, 

award-winning voice director for The Walking Dead: The Game
"I'm still honestly not that much better off than I was 20 years ago de-essing
Boston Lowe dialog files for The Dig. Can no one understand that what we all
need is an easy way to work with thousands of files? Instead, we end up using 

Pro Tools, old versions of Peak, QuicKeys, Sample Manager, color tags in the
Finder, and Excel to do what a good feature coder could enable in a few days."
Our Solution
Build a suite of software that works
together to manage and dramatically
improve recording for games.
Develop new technology to significantly
reduce studio hardware and software
investment by integrating external
solutions into our production toolset.
Eliminate the need for highly specialized
and experienced engineers in the 

day-to-day recording process.
Our Solution
Proprietary, patentable technology
New audio formats designed for our needs.
Internet protocols for securely synchronizing 

multiple devices & editing systems.
Integrated VoIP-style talkback technology.
Continuous recording system to ensure 

important performances are always captured.
A brand new solution
Development will be in Objective-C or Swift.
Take advantage of tablets, mobile devices, and
powerful, modern computers to eliminate
specialized recording equipment.
Recording Tool
Replaces Pro Tools, while seamlessly
integrating with script and iPad tools.
Script Tool
Central management of scripts enables
project managers to keep a handle on
the scope of their projects.
Product Overview
Tools for Mac and iPad
Actor, Director, Writer, Engineer iPad Tools
Voice director, engineer, writer, and actor iPad apps each
improve workflow, provide communications between
each role, and maintain a solid pipeline.
Mastering Tool
Adjust and finish dialog in
preparation for delivery.
Editing Tool
Effortlessly edit dialog in a non-destructive,
intuitive system that is seamlessly
integrated into the pipeline.
Product Overview
Tools for Mac and iPad
Delivery Tool
One-touch rendering and delivery of
dialog, including direct transmission of
the files to the client’s project.
Our Advantages
Our Solution
Any recording system can be used.
Seamlessly integrates a Mac recording
system with a script tool and iPads
Evolves the recording process
Junior engineers can be utilized.
Pipeline is managed by software,
eliminating human error.
Production cost savings of at least 

50 hours per project.
Today’s Solutions
Require a $20,000+ complex, modular
recording system.
17 separate pieces of software are
necessary!
Highly trained engineers are required to
setup and run each session.
Prone to human errors, causing major
problems in the pipeline.
Extremely time-consuming due to lack
of automation.
Lollipop makes recording video games easier than taking candy from a baby!
Business Model
Lollipop will be 

licensed to recording studios as a 

monthly or yearly subscription. 

Target pricing is between 

$350-1000 per month.
Cost savings to a studio is 

estimated at $12,000 per month.
The Market
The games industry continues to grow rapidly.
Total
$91.5Bn

+9%
PCs
$33.7Bn

+7%
Consoles
$25.1Bn

+2%
Mobile
$32.7Bn

+35%
Source: NewZoo — The Global Games Market 2015e
The Market
Worldwide, there are more than

144,500 recording studios which have 

revenues of $6.9 billion and 

employ 282,400 people.
But the recording studio market barely supports games.
#ofRecording
StudiosWorldwide
100K
120K
140K
160K
2012
2014
2016
With games industry growth of 9% YoY, the games
industry is extremely appealing to recording studios!
Source: Barnes — 2015 Worldwide Sound Recording Market report
Total Market Size
~$607 Million/year


144,576 recording studios

$350/mo ($4,200/yr) subscription
Major Game Market Size
~$54.9 Million/year


13,081 recording studios in major games market

$350/mo ($4,200/yr) subscription
The Market
Studios in 

major games 

market regions
13,081
+6.79%
Canada
863
+9.85%
USA
7,688
+5.27%
Japan
3,056
+8.61%
UK
1,474
+9.16%
Source: Barnes — 2015 Worldwide Sound Recording Market report
Worldwide
recording studios
144,576
+9.81%
How We Will Make Money
Years 1-5
$3.5M
$8.75M
$13.13M
$19.69M
$29.53M
1,000
2,500
3,750
5,625
8,438
Revenues & Customers
Development Timeline
A
Project Scope 

Definition
B
Top Level 

Design
C
Production

Development
D
Marketing &

Release
E
Support &

Bug Fixing
4 months
Determine development
tools, schedule, and
general support
approach.
6 months
Design back end
architecture, market
strategy, define
deliverables, testing &
validation methodology,
release approach, and
milestones. Build
Minimum Viable
Product.
18 months
Recruit and assemble
development team,
design and build
software. Work with
partners to ensure their
needs are met. Test
thoroughly.
Produce marketing
materials, conduct site
visits with potential
customers, showcase at
trade shows such as the
Audio Engineering Society
and Game Developer’s
Conference, and
GameSoundCon.

Fix issues discovered by
customers, redesign
unanticipated design
issues as identified by
customers, provide
ongoing support.
6 months
Phases of Development
Investing
21%
50%
29%
Founder Salaries
Technology Development
Other OpEx
The Ask & Use of Proceeds
We are looking to raise $500K
for Phases A & B (10 months of early development).
Appendix
About the Founder
Jory K. Prum
With 23 years of audio production experience, Jory has focused primarily on video
game sound since 1999, when he joined the LucasArts sound team.
Since departing LucasArts, Jory has worked as a gun-for-hire, creating sound effects,
recording and manipulating voice & music, and mixing cutscenes for games such as
LucasArts' Star Wars: Knights of the Old Republic, Telltale Games' The Walking Dead, The
Wolf Among Us, and Tales of Monkey Island episodic games, Double Fine's Grim
Fandango Remastered and Broken Age, and EA's The Sims 2.
Jory has also worked in post production audio for feature film, as well as commercials.
He has experience with foley, sound design, and mixing. Some notable projects
include Pixar Animation Studio's Academy Award-winning For the Birds, Focus
Features' Academy Award- and Golden Globe-winning Lost in Translation, and 

Sony Pictures' Academy Award- and Golden Globe-winning Adaptation.
Product Overview
Built-in talkback system
Sampler for playing
audio reference
Script display
Recording Tool Mock-up
Audio is always
recording & buffering!
Product Overview
Actor can make
notes on the script
Headphone system
integrated with iPad.
Useful reference materials
available on the actor’s iPad.
Actor iPad App Mock-up
Product Overview
Integrated talkback
uses iPad’s microphone
Director can make notes
that stay with the line
Visual reference for
recorded takes of a line
Director iPad App Mock-up
Product Overview
Integrated talkback
uses iPad’s microphone
Trigger reference 

recordings for actor
Define takes, hide cruft 

to make take selection easier
Engineer iPad App Mock-up
Lollip p
The complete solution for video game recording.
Don’t be a sucker! 

Grab a Lollipop and taste sweet success!
Jory K. Prum | Founder & CEO
+47 974 96 289 | jory@lollipopaudio.com
Aud o

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Jory Prum's Lollipop Audio - Investment Pitch Deck

  • 1. Don’t be a sucker! 
 Grab a Lollipop and taste sweet success! Jory K. Prum | Founder & CEO +47 974 96 289 | jory@lollipopaudio.com Lollip p Aud o The complete solution for video game recording.
  • 2. Our Team Jory K. Prum | Founder & CEO Founder and chief engineer of Studio Jory, an award-winning video game recording company in the San Francisco Bay Area and Oslo, Norway. Previously a sound designer at LucasArts, an audio gun-for-hire at Pixar, a web developer at Disney, and an electronics tech at Jim Henson’s Creature Shop. https://www.linkedin.com/in/yrojjory https://en.wikipedia.org/wiki/Jory_Prum Viking | CTO We are currently talking to several potential candidates. Michael Leifer | Chief Marketing Officer CEO / Managing Director of guerilla PR for the past fifteen years, building markets and cultural movements servicing Fortune 100 clients. https://www.linkedin.com/in/michaelleifer
  • 3. – Wilbert Roget II, composer of Lara Croft: Temple of Osiris from an April 2014 discussion in a popular game audio forum about the dearth of tools. “Sometimes I feel almost envious of folks from 
 back in the ‘cowboy’ days of game audio… ...but then a quick re-read of this thread 
 and you realize we're kind of still in it!”
  • 4. – Guy Whitmore, Studio Audio Director, PopCap Games,
 creators of Plants vs. Zombies “All these years, still talkin' batch processing and loops? ...feels like the 90s”
  • 5. The Problem Traditional linear recording, DJ, and delivery tools 
 are used to produce video game dialog. These tools require significant investment and 
 only accomplish roughly 20% of the job. Studios must therefore employ extremely specialized, 
 experienced, expensive engineers to handle the process.
  • 6. – Brian Tibbetts, former LucasArts sound designer "I heard at some studios they process each dialogue file individually. Could you imagine?!? D:"
  • 7. – Julian Kwasneski, Founder, Bay Area Sound, 
 award-winning voice director for The Walking Dead: The Game "I'm still honestly not that much better off than I was 20 years ago de-essing Boston Lowe dialog files for The Dig. Can no one understand that what we all need is an easy way to work with thousands of files? Instead, we end up using 
 Pro Tools, old versions of Peak, QuicKeys, Sample Manager, color tags in the Finder, and Excel to do what a good feature coder could enable in a few days."
  • 8. Our Solution Build a suite of software that works together to manage and dramatically improve recording for games. Develop new technology to significantly reduce studio hardware and software investment by integrating external solutions into our production toolset. Eliminate the need for highly specialized and experienced engineers in the 
 day-to-day recording process.
  • 9. Our Solution Proprietary, patentable technology New audio formats designed for our needs. Internet protocols for securely synchronizing 
 multiple devices & editing systems. Integrated VoIP-style talkback technology. Continuous recording system to ensure 
 important performances are always captured. A brand new solution Development will be in Objective-C or Swift. Take advantage of tablets, mobile devices, and powerful, modern computers to eliminate specialized recording equipment.
  • 10. Recording Tool Replaces Pro Tools, while seamlessly integrating with script and iPad tools. Script Tool Central management of scripts enables project managers to keep a handle on the scope of their projects. Product Overview Tools for Mac and iPad Actor, Director, Writer, Engineer iPad Tools Voice director, engineer, writer, and actor iPad apps each improve workflow, provide communications between each role, and maintain a solid pipeline.
  • 11. Mastering Tool Adjust and finish dialog in preparation for delivery. Editing Tool Effortlessly edit dialog in a non-destructive, intuitive system that is seamlessly integrated into the pipeline. Product Overview Tools for Mac and iPad Delivery Tool One-touch rendering and delivery of dialog, including direct transmission of the files to the client’s project.
  • 12. Our Advantages Our Solution Any recording system can be used. Seamlessly integrates a Mac recording system with a script tool and iPads Evolves the recording process Junior engineers can be utilized. Pipeline is managed by software, eliminating human error. Production cost savings of at least 
 50 hours per project. Today’s Solutions Require a $20,000+ complex, modular recording system. 17 separate pieces of software are necessary! Highly trained engineers are required to setup and run each session. Prone to human errors, causing major problems in the pipeline. Extremely time-consuming due to lack of automation. Lollipop makes recording video games easier than taking candy from a baby!
  • 13. Business Model Lollipop will be 
 licensed to recording studios as a 
 monthly or yearly subscription. 
 Target pricing is between 
 $350-1000 per month. Cost savings to a studio is 
 estimated at $12,000 per month.
  • 14. The Market The games industry continues to grow rapidly. Total $91.5Bn
 +9% PCs $33.7Bn
 +7% Consoles $25.1Bn
 +2% Mobile $32.7Bn
 +35% Source: NewZoo — The Global Games Market 2015e
  • 15. The Market Worldwide, there are more than
 144,500 recording studios which have 
 revenues of $6.9 billion and 
 employ 282,400 people. But the recording studio market barely supports games. #ofRecording StudiosWorldwide 100K 120K 140K 160K 2012 2014 2016 With games industry growth of 9% YoY, the games industry is extremely appealing to recording studios! Source: Barnes — 2015 Worldwide Sound Recording Market report
  • 16. Total Market Size ~$607 Million/year 
 144,576 recording studios
 $350/mo ($4,200/yr) subscription Major Game Market Size ~$54.9 Million/year 
 13,081 recording studios in major games market
 $350/mo ($4,200/yr) subscription The Market Studios in 
 major games 
 market regions 13,081 +6.79% Canada 863 +9.85% USA 7,688 +5.27% Japan 3,056 +8.61% UK 1,474 +9.16% Source: Barnes — 2015 Worldwide Sound Recording Market report Worldwide recording studios 144,576 +9.81%
  • 17. How We Will Make Money Years 1-5 $3.5M $8.75M $13.13M $19.69M $29.53M 1,000 2,500 3,750 5,625 8,438 Revenues & Customers
  • 18. Development Timeline A Project Scope 
 Definition B Top Level 
 Design C Production
 Development D Marketing &
 Release E Support &
 Bug Fixing 4 months Determine development tools, schedule, and general support approach. 6 months Design back end architecture, market strategy, define deliverables, testing & validation methodology, release approach, and milestones. Build Minimum Viable Product. 18 months Recruit and assemble development team, design and build software. Work with partners to ensure their needs are met. Test thoroughly. Produce marketing materials, conduct site visits with potential customers, showcase at trade shows such as the Audio Engineering Society and Game Developer’s Conference, and GameSoundCon.
 Fix issues discovered by customers, redesign unanticipated design issues as identified by customers, provide ongoing support. 6 months Phases of Development
  • 19. Investing 21% 50% 29% Founder Salaries Technology Development Other OpEx The Ask & Use of Proceeds We are looking to raise $500K for Phases A & B (10 months of early development).
  • 21. About the Founder Jory K. Prum With 23 years of audio production experience, Jory has focused primarily on video game sound since 1999, when he joined the LucasArts sound team. Since departing LucasArts, Jory has worked as a gun-for-hire, creating sound effects, recording and manipulating voice & music, and mixing cutscenes for games such as LucasArts' Star Wars: Knights of the Old Republic, Telltale Games' The Walking Dead, The Wolf Among Us, and Tales of Monkey Island episodic games, Double Fine's Grim Fandango Remastered and Broken Age, and EA's The Sims 2. Jory has also worked in post production audio for feature film, as well as commercials. He has experience with foley, sound design, and mixing. Some notable projects include Pixar Animation Studio's Academy Award-winning For the Birds, Focus Features' Academy Award- and Golden Globe-winning Lost in Translation, and 
 Sony Pictures' Academy Award- and Golden Globe-winning Adaptation.
  • 22. Product Overview Built-in talkback system Sampler for playing audio reference Script display Recording Tool Mock-up Audio is always recording & buffering!
  • 23. Product Overview Actor can make notes on the script Headphone system integrated with iPad. Useful reference materials available on the actor’s iPad. Actor iPad App Mock-up
  • 24. Product Overview Integrated talkback uses iPad’s microphone Director can make notes that stay with the line Visual reference for recorded takes of a line Director iPad App Mock-up
  • 25. Product Overview Integrated talkback uses iPad’s microphone Trigger reference 
 recordings for actor Define takes, hide cruft 
 to make take selection easier Engineer iPad App Mock-up
  • 26. Lollip p The complete solution for video game recording. Don’t be a sucker! 
 Grab a Lollipop and taste sweet success! Jory K. Prum | Founder & CEO +47 974 96 289 | jory@lollipopaudio.com Aud o