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Digital Game Development -...

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Digital Game Development
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Digital Game Development

In Partnership with

3

The Concept: Replicating the Success of GRAM GAMES

FoundedDotto – 2009

New concept – not yet

Target Markets Digital gaming

Investors /

Grants

TEYDEP grants

targeted for YR2

Headquarters Istanbul, Turkey

Employees 7

YR1 Targets

1 puzzle game

3-4 prototypes

7 employees

92K USD revenues

400K USD expenses

Break Even YR2

Positive Cash

FlowYR3

Fundraise 400K USD - 2 years

• Our aim is to replicate the success of GRAM GAMES in the Turkish and

global digital gaming markets.

• We plan to utilize the know-how and lessons learned in building,

launching and promoting digital games, accumulated while building up

GRAM GAMES.

• We will be assisted by GRAM GAMES throughout this process, by active

mentoring at the CEO level, as well as via tech support through the

2tones platform, in areas such as game design testing, Apple and

Google Play Store connections, ad revenue management models,

revenue sharing models, and human resources.

• We will further be assisted by Cankaya and Bilgi University teams in

project support and development, as well as government grants such as

TEYDEP.

4

The Driver: Upbeat Market, Locally and Globally

• 1 billion plus digital gamers throughout the world, total

market size of 111 billion USD

• 22 million digital gamers in Turkey; Over 50% spend

money on digital games; total market size of 434 million

USD

• Estimated 39 million hours of gaming per day in Turkey

• Turkish gamers ranked 1st in the world with 38.4

minutes per gaming session on social media

• Market share of local firms in Turkish gaming market:

only 5%

• Digital game development is a strategic priority for

Turkey (Development Ministry, 2015-2018 Information

Society Strategy)

5

Encouraging Statistics

Active Mobile Social

Accounts

32M

Mobile Connections

70M

Active Social Media

Accounts

40M

Active Internet Users

38M

Total Population

77M

5% growth

since Jan

2014

11% growth

since Jan

2014

2% growth

since Jan

2014

14% growth

since Jan

2014

66% of mobile connections are broadband (3G/4G)

Facebook is the top social media network (26%)

41% of the total population use mobile internet

Average daily use of social media is 2H 56M

Turkish gamers play the longest and pay the most

Source: Eastern Europe’s Digital Games Market, 2014; Superdata; Digital Games Market

Intelligence

Our Team

6

Volkan Dinc (CEO and Head of Product Development) is the founder of Dotto. A former consultant to the Minister of External Affairs of the

TRNC and a C-level executive at Fit and Dotto, Volkan has had a successful career in IT consulting, technology ventures and digital

gaming, accumulating valuable experience and know-how that will help in future similar ventures

Emrah Babal (Graphics Design) is an experienced graphic designer who has spent his entire professional career at Dotto, specializing in

mobile platforms. Emrah has provided graphic designs for over 50 games and applications

Mete Gonc (Advisor to the Board) is the co-founder and CEO of ENCODE IT Management & Consultancy. Mete’s corporate management

experience includes local and regional VP mandates at Symantec, CA, and HP, as well as Managing Consultant at Andersen and later E&Y

Gulzemin Uras (IOS Developer) is Dotto’s IOS developer. Gulzemin started to work at Dotto before her graduation from university and has

now performed all of Dotto’s IOS development for the last two years

Meltem Dinc (Project Management) is an experienced project manager. Prior to Dotto, Meltem has worked for AKSA Holding and Fina

Enerji. At Dotto, she has managed important projects with EnerjiSA, Sehir University, Alfemo, and Tatil Sepeti

Mehmet Ecevit (Company Mentor) is the Founding Partner and CEO of Gram Games. Mehmet has created the first Turkish social game,

Sanalika, and has played a pivotal role in the growth of Gram Games in Turkey and the global markets

Us against the Competitors

7

Principle Competitors

Peak Games

Gram Games

Mobile Craft

King

Roveo

IMPORTANT NOTES:

• 3-6 large online gaming companies currently active in

Turkey

• The Turkish and Eastern European markets have

significant potential

• For local firms the markets are relatively virgin territory

• The games that we plan on producing will focus on fast

consumption during free and social times

• This will enable us to acquire a large user base, and

hence ad revenues

• Once we gain mastery at this type of game, then we can

move into different game types and revenue-making

methods

Revenue Model

8

Primary customer • The digital gamer (online & social media)

How we make money

• Sales channels: Internet and social media

• Types of revenue: In-game advertising, in-app

purchases

• CMO: Promote games to publishers, attract new

users, increase ad sales

Pricing model

• Market driven, focused on adding the costs of

developing, selling and running the gaming

service and an anticipated level of gross margin

Revenue and number

of customers to date• None

Life-time value of an

average customer

(months, USD)

• 117.95 USD, 184 days (Turkey)

• 96.88 USD, 144 days (Eastern Europe)

Strategic Partners

Marketing & Growth Strategy

9

Develop multiple prototypes, and obtain constant

market feedback

Keep developing new games every year

Continuously look for and leverage government

grants and strategic investors

Focus on team spirit and working culture

development

Bring in professional CMO and formulate strategy

to continuously acquire new users, increase in-

game ads and in-app purchases

Transfer to professional CEO after making the

company attractive to international investors

Develop and Innovate

• New games

• Prototypes

Acquire new users and

ad revenues

• CMO

• Sales channels

• Social media

Find cash and

investors

• Grants

• Investors

• Professional CEO

Corporate Footprint

5-YR Business Plan

10

Year 1 Year 2 Year 3 Year 4 Year 5

# of Games 1 4 6 8 10

# of Employees 7 15 20 22 25

Revenues (USD) 92K 365K 3.000K 5.000K 7.000K

Grant Proceeds

(USD)- 200K 175K - -

Expenses (USD) (400K) (500K) (700K) (900K) (1.000K)

EBITDA (USD) (308K) 65K 2.475K 4.100K 6.000K0

2

4

6

8

10

12

(1,000)

0

1,000

2,000

3,000

4,000

5,000

6,000

7,000

8,000

Year 1 Year 2 Year 2 Year 4 Year 5

Financial Performance

EBITDA Revenues Expenses No of Games

Next 12-24 Months

11

Product

• Develop 3-4 new prototypes in YR1

• 1 puzzle game at the end of YR1

• 4 more game launches in YR2

• Level design game in YR2

• Continued product development in YR3

People

• New CMO by the end of YR1

• TEYDEP program specialist in YR2

• Stabilize team and working culture during YR2-3

• Professional CEO at the end of YR3

Performance

• In-game advertising and in-app purchases successfully launched in YR2

• Accumulate knowledge for level design game by YR2

• Company attractive for international investor at the end of YR2 (best case scenario)

Finances

• No profits for the 1st 3 QTRs, possibly whole YR1

• Enter TEYDEP 1507 program in YR2 (75% reimbursement)

• Break even in YR2

• Positive cash flow during YR3

The Fundraise

12

Size of fundraise 400K USD

How long does it get us? 2 years

How will we spend it?YR1: Rent, personnel expenses, SW and HW investments

YR2: Additional advertising expenses (acquisition of new users), data analytics expenses

What are our KPI’s?

1 game in YR1, 4 games in YR2

Successfully enrolled in TEYDEP program

Break even in YR2

10-20K USD of ad revenue per day during YR2

What do we need to

achieve before the next

round?

At the end of YR2 the ultimate goal is to have a break-even company that can stand on its own

feet and can produce attractive games for the digital market

How else can you help

us?

Provide feedback on our pitch

Refer us to other potential investors


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