Presentazione standard di PowerPoint - Zenko...

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Diamonst Augmented Reality RPG Augmented Reality RPG

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Page 1: Presentazione standard di PowerPoint - Zenko Gameszenkogames.com/wp-content/uploads/2017/05/Diamonst-AR-Pitch...operative systems and future AR devices like the Microsoft Hololens,

Diamonst Augmented Reality RPG

A u g m e n t e d R e a l i t y R P G

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The Problem

Videogames are an amazing medium to convey emotions and they are able tomake you live marvelous adventures, but their experiences are confined in avirtual world and the players in their rooms, leaving them with a feeling ofisolation from the real world.Popular Augmented Reality games like Ingress or Pokémon GO lack of manyfeatures traditional games have, like a single player campaign or a competitiveplayer versus player mode, many are disappointed by the current offer andafter the huge initial success, they stopped playing.

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The Solution

We want to make the most immersive Augmented Reality mobilegame ever done with all that features clearly expected by theplayers like:

- A deep strategic combat system that allows combos and strategicmoves.

- A single player campaign/story mode, we want to make them livea real Augmented Reality Adventure!

- PvP, online and face-to-face multiplayer duels.

- Classic RPG mechanics like a leveling system based on exp. pointsearned during the battles (and more).

Furthermore, we want to use the most modern six degree offreedom AR technologies to enhance the feeling of realism.

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An Unique Marvelous AR Adventure

We want to make you live a gaming adventure in the real world!Thanks to the modern Augmented Reality technologies, the feeling ofimmersion is unmatchable by any other game, creatures, human charactersand objects looks real because they appear in 3D in front of you.

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The Business Model

Our business model follow the mobile games industry standards:

«Free-to-play»

Revenues are generated by in-app purchases and reward videos:- 2 main types of in-app purchases:

vanities (esthetic accessories and customization for thecharacters)

time savers (help you reach a goal faster or easier)- Reward videos give in game rewards (currency/items)

The stores keep their share (30%) and turn the remaining to us.

We get the revenues from the advertising videos.

Parternship with other companies for events or special monstersspawn locations will be taken in consideration after launch.

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The Competition

We are at the dawn of the Augmented Reality Games market and so in this field thereare few competitors, Diamonst has an unique positioning because it mix the traditionalRPG mechanics with the GPS and Augmented Reality features.

The previsouly mentioned Pokèmon Go, along with other minor games, share the GPSelements, but their core gameplay features are so different that set them apart if weconsider the traditional gaming segments.Other traditional RPG games lack the geolocalization and the Augmented Reality aspectsthat make Diamonst an unique experience.

Our competitive advantage reside in the depth of the gameplay mechanics and in theuse of the GPS features for narrative purposes (location based story mode).

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Target Market and go-to-market strategy 1/3

Mobile AR could become the primary driver of a 108$ billion AR/VR market by2021 (underperform $94 billion, outperform $122 billion) with AR taking thelion’s share of $83 billion and VR $ 25 billion (DigiCapital).

The consumer segment will be dominated by AR and VR games throughoutthe forecast, with total spending reaching $9,5 billion in 2021 (IDCC).

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Target Market and go-to-market strategy 2/3

Our target segment:

- Teenagers and young adults 13-30

- Mainly male (70-80%)

- Mobile and console gamers, collectible card games players.

Already players of RPG games like Pokemon, Digimon, DragonQuest, Final Fantasy, card games like Yu-gi-oh, Hearstone, Magic,and location based games like Ingress and Pokemon GO.

According to the Pokemon GO downloads, the potential marketsize is higher than 500 million users.

Ingress, another location based game, reached the 14 milliondownloads in less than 3 years.

An average RPG mobile game can reach 1 milion downloads in itsfirst year.

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Target Market and go-to-market strategy 3/3

Go-to-Market strategy:

The gaming industry is comparable to the movie industry when itcomes to the go-to-market strategy, a marketing campaign pre-launch is essential to gain traction for the «day one» (the first dayon the market) and to reach a mass effect in order to create a goodplayer base.

Trailers and teasers video of gameplay/combat/story sessionsalong with reviews from videogames journalists are the way to gofor the gaming market.

Gaming exhibitions and video from famous youtubers are anothergood marketing tools that we are planning to use.

We are also planning a Kickstarter campaign as both funding andmarketing tool.

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Technology

We are currently building Diamonst using the game engine Unity 3D alongwith the Augmented Reality plug in Vuforia.

Unity is the most flexible and optimized engine on the market for mobilegames, it allows us to develop the game for all the current mobileoperative systems and future AR devices like the Microsoft Hololens, theMeta headset and for Google Tango devices.

Vuforia has won the «best tool» award for four consecutive years at theAuggie Awards, and we are testing the new AR SDKs ARKit for iOS andARCore for Android.

An announcement trailer for the game can be seen here:

https://youtu.be/MnXuGaDjee0

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Financial Roadmap - Worst Case Scenario

Downloads and revenues for the Worst Case scenario are calculatedaccording to the data from Geomon, a location based game thatshares some core features with DIAMONST that passed the 1 miliondownloads threshold in 2013 before being retired from the stores (LokiStudio, the company that developed it, has been acquired by Yahoo).

Profitability Indicators Year 0 Year 1 Year 2 Year 3

Equity 1.500.000,00

Downloads 0,00 1.000.000,00 1.200.000,00 1.440.000,00

Revenues 0,00 1.242.786,89 3.970.032,79 7.242.727,87

Total Costs 721.111,00 1.357.825,57 1.839.096,07 2.648.620,66

EBITDA -721.111,00 -115.038,69 2.130.936,72 4.594.107,21

Taxes 0,00 0,00 658.459,45 1.419.579,13

Profit (Loss) -721.111,00 -115.038,69 1.472.477,27 3.174.528,08

ROS 0,00 -0,09 0,54 0,63

ROI -0,48 -0,08 1,42 3,06

ROE -0,48 -0,08 0,98 2,12

Global Performance -1,48 -1,56 -0,58 1,54

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Financial Roadmap – Realistic Case Scenario

Downloads and revenues for the Realistic Case Scenario are calculatedaccording to the data from Ingress, another popular location based gamemade by Niantic Inc.

In this case we simulated a big growth in the second year and a decreaseof new downloads in the third.

Profitability Indicators Year 0 Year 1 Year 2 Year 3

Equity 1.500.000,00

Downloads 0,00 1.000.000,00 8.000.000,00 4.000.000,00

Revenues 0,00 1.242.786,89 13.456.065,57 31.825.901,64

Total Costs 721.111,00 1.357.825,57 8.736.882,95 13.450.817,38

EBITDA -721.111,00 -115.038,69 4.719.182,62 18.375.084,26

Taxes 0,00 0,00 1.458.227,43 5.677.901,04

Profit (Loss) -721.111,00 -115.038,69 3.260.955,19 12.697.183,23

ROS 0,00 -0,09 0,35 0,58

ROI -0,48 -0,08 3,15 12,25

ROE -0,48 -0,08 2,17 8,46

Global Performance -1,48 -1,56 0,62 9,08

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Financial Roadmap – Best Case Scenario

Downloads and revenues for the Best Case Scenario are calculatedaccording to the downloads data of Pokèmon GO 10 months after itsrelease.

This case should be taken in consideration for a succesful situation and it’srealistic in the mobile game market.

We like to dream big.

Profitability Indicators Year 0 Year 1 Year 2 Year 3

Equity 5.000.000,00

Downloads 0,00 10.800.000,00 12.960.000,00 15.552.000,00

Revenues 0,00 13.347.737,70 46.368.826,23 91.171.617,05

Total Costs 721.111,00 7.952.571,48 15.361.709,18 28.513.416,72

EBITDA -721.111,00 5.395.166,23 31.007.117,05 62.658.200,33

Taxes 0,00 1.667.106,36 9.581.199,17 19.361.383,90

Profit (Loss) -721.111,00 3.728.059,86 21.425.917,88 43.296.816,43

ROS 0,00 0,40 0,67 0,69

ROI -0,14 1,08 6,20 12,53

ROE -0,14 0,75 4,29 8,66

Global Performance -1,14 -0,40 3,89 12,55

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The Team

Alessandro Pedron – FT Project Manager – Founder 60%

Second level degree in Marketing & Comunication at Ca’ FoscariUniversity of Venice

Alessio Rizzi – FT 3D modeler – Founder 5%

Master in computer graphic at Big Rock School

Andrea Bettin – FT 2D modeler – Founder 5%

Art school graduated, master in Illustration at Comics School of Padua

Isabella Foffi – FT 3D modeler – Founder 5%

Master in computer graphic at Big Rock School

Eggon s.r.l.s. – technical partner – 20%

Mobile app and cloud storage specialist

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Current status e Assets

In 2015 we won a 40.000€ governmental app contest («APP ON –Creativi Digitali») and we developed «A.R. Warriors» with a Romancompany called Acrm Net as our incubator.

Despite the excellent feedback from the press and the players(nominated among the bests indie games at Milan Games Week ‘15and more than 100.000 downloads on the stores in a year), thecompany shutted down the project.

At August 2016 we won another 12.000€ governmental start upcontest («Start APP 3.0») and in December 2016 we opened our owncompany to pursuit the project.

A first playable demo is already published on the Android store(http://bit.ly/2y41QJm) with a solid 4,1/5 rating and enthusiasticreviews, we are upgrading our iOS version with ARKit and we willpublish it soon.

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Summary and call-to-action

We are currently promoting our app and looking for investors to develop the full game.

We are willing to sale up to 40% of our company shares depending on the ammount of the investments.

Funding goals:

- Minimum: 1.000.000€

- Ideal: 2.500.000€

- Optimal: 5.000.000€

With more founds we can develop a better game with more charactersand features and use extra money on promotion and community building campaigns.

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Start up & contacts

www.zenkogames.com

[email protected]

Object of the business:

Augmented Reality Mobile Games & Apps

Our Mission:

Zenko Games delivers immersive Augmented Reality experiences for mobile platforms and headsets leveraging the power of storytelling, location-based services and the interactivity of videogames