kiroo expansion 2017-2020 summary eng
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Vision for expansion 2017-2020 «Project Wallbreakers »
*This document is an english translation of an original french one
First Professional
video game studio based in Central
Africa region
Kiro’o Games
One game released on PC Aurion: Legacy of the Kori-Odan A team of 20 Members
since 2013
Our Vision, Inspire, Awake
Kiro’o Games
Since 3 years, we are a reference in the African video games industry.
Our Story
Being realistic is always find a rationnal way for a crazy goal.
-- MADIBA Olivier (when he was 21)
2003 – 2005 : Play with your cards
13 years ago,
Despite our hard environment, we
decided to learn how to create games by
using graphics from others games, and
focus on screening and coding
2013 : Fundraising Odyssey and opening of the studio
No investment firm trusted us, so we decided to create our own fundraising process. After 6 months, we opened our studio the 2nd December 2013.
2014-2016 : Birth of the African-Fantasy with Aurion
After 2 years and 4 months, with a complete game design rookie team, 1,600 hours without electricity We released the 1st African-Fantasy RPG for PC and we got international recognition for the quality. The game is already in the Hollywood pipes because of our good scenario.
2003 2005 2013 2016 Kiro’o smashed
the wall of training
Kiro’o smashed
the wall of funding
Kiro’o smashed
the « exotic » wall
That’s why we are
professionnals Wallbreakers
since 13 Years
Industrialisation -> Innovation -> Disruption -> (What’s next ?)
What’s next ?
We want our next move to be linked to the next era in Business. What is the next step after the actual « Disruption fashion » ? Let’s see what we plan to do to find the answer.
EXPANSION, TARGET, MARKET AND COMMUNITY
Build and Manage a community of 18.7 Millions Users
On the fast growing market of smartphone’s users with less than 40 years old :
From 2017 to 2020 Kiro’o wants to
Cameroon; Ivory Coast; Senegal; Burkina Faso; Benin; Ghana; Guinea Conacry; Rwanda; Ethiopia; Kenya; Nigeria; South AFrica
In 12 sub-saharians Africans countries,
17 millions to 47 millions (50% of total smartphones users in the 12 countries targeted),
using our games and services
20%
Of big gamers
80% of passive gamers
Play once per week
Play 4 times per week
18.7 millions of users are divided as follows :
Segmentation objective of our Community
*Passive gamers constitute 80% of our community
*We’ will focus our attention on Big gamers who represent 20% of our community given the fact that we will derive the majority of our revenues from them.
>> 3.7 millions of big gamers (20%)
>> 15 millions of passive gamers (80%)
14 - 19 Puberty 20 - 29
45% 30 - 40
22%
41 and above
8%
Relation between the generations in our target
Under 14 years ???%
*We don’t have access to the statistical age data of those under 13 because they don’t possess a Facebook account. Nevertheless, in Africa, most of them handle
tablets and exploit their elder’s smartphones.
*It is difficult and even impossible in Africa to reach a teenager who is not a geek at the base. He have others
interest (puberty implications).
*Our core target will therefore be made of those aged from 20 – 29.
*Blue lines portray inflential relations between generations:
younger ones inform adults and parents meanwhile those aged from 20 – 29 inform the younger ones and productives (>=30)
via word of mouth.
*Green lines portray the purchasing power of the productive African who buys for younger ones and teenagers and the
young African adult (20 – 29) who buys for himself.
19%
But in Africa you are productive at 30 and you buy only what you need or what you luv,
(not what you desire)
So if we build a loving relationship with the young Africans of today
60% of Africans Smartphone's
users are now under 30
… In 10 years when they will all be more than 30 we will be a family brand and they will consume
our games and services with their relatives (like star wars, coca cola, Pokemon in USA)
$ =>
>> People fall in love with your brand if it makes them feel better
[20-29]
[30-39]
Success = Love
In 10 years if they are not productive, Kiro’o will not have the profitable community we want.
That’s why more than distract them, we must inspire and support them
on their own paths
Young Africans are surrounded by negativity. This may lower their chance to
become productive.
Remember The Kiro’o story ? we know how to achieve great goals
in a negative environment
WE CAN SHOW THEM
2003 2013 2016
To build with them A community where their
inspiration/motivation/Access to opportunities Are the focus of our work.
We must
Share our « Wallbreakers » mindet and values to those who use our games and services.
Sharing Values depends on the ability to launch a culture
More than computers they launched the geek culture
More than just albums, They launched the Gangsta Rap Culture
More than shoes, Nike launched the cullture of Transcendance
trought sports
Just Coffee… but they got us all
Inspire/Motivate/Support youngs users today through our games and services.
While Evolving with us, a real luv connection is created.
Sharing and spreading Wallbreakers culture
When they become productive, they consume our products with relatives.
$ ++++
$ -
In summary Kiro’o will create a positive disruptive
cycle on our community
$ -
$ -
How this will happen in reality :
there is The TULI Family at home.
Each member is using a Kiro’o game or service
Nkosana is watching
Kiroo Mindset changes videos
on Youtube (coaching videos).
Andile is playing
AURION on his PC.
An Action game
teaching him about
leadership
Lebo is using KIROO MOM an
app to reward Koki on her
favorite game because koki is
doing her homework.
Selam is watching a funny
Kiroo Anime about
entrepreneurship in
African conditions
Nazeem is playing
Aurion on his
smartphones just
for fun.
There, they can meet the developers and talk to others users
About jokes in the games and give their feedbacks on the services.
The TULI Family get out for a common experience
to an « Apero Kiro’o »
Apero Kiro’o offers many activities for fun and mentoring
Andile get a Making-Of booklet
for gamedesign. The booklet
explains him how his studies
are related to the game creation.
Selam et Koki won
Erine Kori-Odan dolls
which gives them
confidence on their natural
beauty
Nazeem get creativity challenges and
win some wallbreakers goodies.
Motivation Talk
and Networking
between wallbreakers
and parents
When they get home, they are talking about
Their Kiro’o experience.
They created a lot of memories together,
and they will come again...
Digital
Economy
Mobile games
(Serious,
Casual)
Core games
(PC, Consoles
and VR)
Videos
(Mindsets, Animes) « Social and digital » activities
Production and
distribution of
our goodies
Entertainment and
Mentoring
spaces
Kiro’o Games will focus on the brown axis,
the others activities will be realized with partnerships across Africa and the world.
To create this inspirational experience, We must built a complete Ecosystem
around our brand and focus on the Customer Relationship.
« Wallbreakers » is designed by us, for us only Africans Games studio
Western
Studio
(King, Rovio,
Gameloft, etc) Assets MALIYO KULUYA LUMA FREE LIVES LETI WORK’D GAMESOLE KIRO’O
Game Dev PC / console X X X X X X Graphics 2D X X X X X X X X Graphics 2D HD X X Graphics 3D X X X X Games on Android/IOS X X X X X X X X
International Recognition in
the game industry (gaming
press, etc)
X X X
African product for African
Audiences
X X X X X
Big investment when they started x X X X
Studio break-even x X X X Max de communication X X X X X X Qualité produit (retour positif des joueurs) X X X X
BUSINESS UNDERSTANDING X X X X X X X X Innovation-driven X X X Population maîtrisant le jeu vidéo X X X X X X X X Réalité Virtuelle et Réalité augmentée X X
WESTERN PUBLISHER X X X X
CUSTOMER REAL WORLD
EXPERIENCE
X
* The orange cells in Kiroo column represents technical skills we will acquire in the expansion * *The Brown Assets represents what is needed to disrupt the African Gaming Market
Goods and services per age group
*Seniors will be mainly interested by serious game (relaxing) and Mindset
videos (motivation, etc.).
*Users under 20 will be interested by casual and core games. Serious games don’t concern them.
*Our core target will have access to all goods and
services.
Goodies
Casual game
Core games
Cartoons Entertainment
Casual game
Economie numérique
Digi-social Mindset videos
Numerical economy
Casual game
Minset videos
Goodies
Serious game
14 - 19 Puberty 20 - 29
45% 30 - 40
22%
41 and above
8%
Under 14 years ???%
19%
Entertainment
Entertainment
2017 – 2020 : What we will deliver.
A Catalog with at least 3 big mobiles games brands
(Core Gamers, Casual , Serious)
A communication focused on customer relationship
(Apero Kiroo, goodies gift, etc.)
Create base for community management on each targeted
country.
Create partnerships for each axis.
Scale Up the sales of the PC games in Africa (200k sales) .
2 mini anime video series (mindset and fun).
What We have already done for that vision You are probably telling yourself : « They want to do too much things, it is impossible ».
Let us give you a friendship advice, Never say that to a wallbreaker
In 4 month we have prototyped This vision in Cameroon to build Trust for future partners.
Since September 2016 we are already working as “walbreakers”
Activities for the Creation of Mobiles Games (From September 2016 to December 2016)
•Conception of the Studio’s First Serious Game (Le responsable). • Conception of our mobile game catalog game « wallbreaker Hero » •Realization of the game Aurion for Smarphones (being processed)
Activities for the Creation of Games for PC and Console (From September 2016 till December 2016)
•Debug and optimisation of our PC Game : AURION Legacy of the Kori-Odan
•Internal portage of our PC Game on Xbox One. (being processed)
Activities for the Creation of Videos and Cartoons (From September 2016 till December 2016)
•Making of Episode 0 of the animated series Kiroo Rebuntu (mindset change video)
•Signature with Big Fear Film for Aurion’s prospection at Hollywood.
Activities for Distribution and Goodies of our brands
(From September 2016 till December 2016)
•Production of 600 DVD for sale in Cameroon and the creation of a distribution channel with local super markets. •Creation of our goodies( tee-shirt, mug, caps). •Beginning of partnership to manufacture the doll of the Queen of Zama (Heroin in Aurion)
Activities counting for Entertainment and mentoring spaces (From September 2016 till December 2016)
• 4 Kiro’o Apero prototypes realized in ours stands and end of year exhibitions. •Selfies competition of clients holding the hero’s spear of the Game Aurion (spear crafted by us). •The founder of the studio exposed our vision at 4 international conferences.
Activities counting for Digital economy (From September 2016 till December 2016)
• Building of an advertising business model relevant to Africa for our upcoming mobile games. •Contracted partnership with the biggest avertising regulator in Cameroon. •Partnership with WECASHUP for the monetization of our games via Mobile money.
Digital and Social Activities (From September 2016 till December 2016)
• Increase in the number of followers facebook from 17k to 24k. •Constant publication process on facebook, twitter and Instagram. •Creation of the #wallbreakerDiary hastag to share our vision and test public interest. •Creation of a SAV via whatsapp for our cameroonian clients.
We know how to organize/train/recruit a team to make our vision become a reality with short delay and little money.
We can scale up to a continental level with mentoring and financial boost.
.
2017 – 2020 : Strategic expansion per phase.
Phase 1 – 6 months Scale Up the mother Base
(Technical base in Cameroon)
Phase 2 – 12 months Launching in Francophone countries
Phase 3 – 12 months Expanding in Anglophones
countries
Phase 4 – 12 months Expanding in East Africa.
The estimated costs of this vision are
52 million USD in 4 phases (42 months)
to build this community of 18.7 million users.
EXPENSES SUMMARY OF KIROO EXPANSION (in USD)
Phase 1 Phase 2 Phase 3 Phase 4 TOTAL EXPANSION ($)
Human Ressources ($) 322,200 1,255,091 2,093,782 2,577,600 6,248,673
Equipments ($) 1,714,370 671,700 955,160 764,210 4,105,440
Events/Ads/Goodies/Network/Legal ($) 190,500 2,110,500 10,803,500 25,202,000 38,306,500
Fixed Cost ($) 292,628 780,000 1,119,540 1,265,543 3,457,711
2,519,698 4,817,291 14,971,982 29,809,353 52,118,324
Cost per type of expenses and phases
HUMAN RESSOURCES EVOLUTION FOR KIRO’O GAMES EXPANSION
Phase 1 Phase 2 Phase 3 Phase 4
>> TOTAL 83 124 178 197
>> 75% of the cost will go on communication for community building and management
*The estimated cost there is for a « nuclear » advertising campaign across Africa, they will be optimized between inter-phases
The estimated returns are 67.8 million USD if we monetize the community correctly.
SUMMARY OF INCOME FOR KIROO (in USD)
Phase 1 Phase 2 Phase 3 Phase 4 TOTAL EXPANSION
($)
User’s number Evolution 64,000 2,122,000 10,278,450 18,763,680
NanoTransaction and registration Income (Africa) 96,000 5,092,800 21,584,745 33,774,624 60,548,169
NanoTransactions/Registration Income (USA/Europe) 0 25,464 246,683 1,125,821 1,397,968
Advertising Income 704 19,098 82,228 131,346 233,375
Direct sales Income 6,400 212,200 1,027,845 3,752,736 4,999,181
Income on PC Games Sales Aurion in AFrica 0 480,000 192,000 0 672,000
103,104 5,829,562 23,133,500 38,784,527 67,850,693
>> We will mainly focus on freemium (Nano-transaction)and registration fees per weeks or months
>> The rentability model must be agile to enable us to adapt quickly on the unknown African Market .
>> We are partners with WeCAshUp and Telecoms to monetize ours games through Mobile Money, Direct
Billings.
>> A big Buzz in Africa will also give a little audience worldwide in the African Diaspora and western users who
want something new
>> We aim for a high valuation with our customer base
Balance during the expansion.
BALANCE VIEW PER PHASE ( USD)
Phase 1 Phase 2 Phase 3 Phase 4 BALANCE EXPANSION ($)
>> Total Income per Phase(A) 103,104 5,829,562 23,133,500 38,784,527 67,850,693
>> Total Expenses per phase(B) 2,519,698 4,817,291 14,971,982 29,809,353 52,118,324
BALANCE PER PHASE (A-B) -2,416,594 1,012,271 8,161,519 8,975,174 15,732,369
>> This is an idealistic view (remember Facebook, twitter, Amazon after 4 years). These firsts 4 years
are just the launching phase for a plan which will be at his peak with a 10 years generation.
>> More than profit, the main goal will be to get the community, and to get data on the ground for the
African markets realities.
103 104
5 829 562
23 133 500
38 784 527
67 850 693
2 519 698 4 817 291
14 971 982
29 809 353
52 118 324
-2 416 594
1 012 271
8 161 519 8 975 174
15 732 369
-10 000 000
0
10 000 000
20 000 000
30 000 000
40 000 000
50 000 000
60 000 000
70 000 000
80 000 000
Phase 1 Phase 2 Phase 3 Phase 4 BALANCE EXPANSION ($)
Gains Dépenses Balances
Fundraising per series objective
Depending on the gains at previous phases, our needs in fundraising for 42 months will vary according to : • A Minimum of 23 million dollars: If we reinvest the income from the previous phases in the spending of the actual phases. •A Maximum of 52 million dollars : If the fundraising covers all the spendings (case study of Instagram with zero gains before takeover)
7,336,989 dollars counting for Series A budget for phases 1 and 2 during 18 months represents actual direct need.
FUNRAISING PREVISION BY SERIES
(In USD)
RECALL OF GAINS,
COST AND BALANCE PER PHASE
Min Max Costs Income Balance
Series A (18 months for Phase 1 & 2) 7,336 989 7,336,989 7,336,989 5,932,666 -1,404,323
Series B (12 months Phase 3) 9,039,316 14,971,982 14,971,982 23,133,500 8,161,519
Series C (12 months for Phase 4) 6,675,853 29,809,353 29,809,353 38,784,527 8,975,174
>> TOTAL FUNDRAISING IN 3 SERIES A,B,C 23,052,157 52,118,324 52,118,324 67,850,693 15,732,369
The budgets will be optimized among different phases depending of the customer experience acquired.
Kiro’o Aperos are in fact R&D for
=
Merchandising
Kiro’o centers
Better customer relations
Innovative advertising
registration
New relevant and innovative services
Perspectives after obtaining 18.7 million users
Kiro’o Centers will be a feasibility study for parcs later on
With such a client base
we will be more
attractive for buyouts
by giants like
Google/Disney/
Facebook/ etc
(Exit strategy)
Administrative structuration for the expansion
Kiro’o Senegal
Kiro’o Nigeria
Kiro’o Ivory Coast
Kiro’o ###
Kiro’o Ethiopia Kiro’o Francophone Africa
(Regional Base)
Kiro’o Games Cameroon (Mother Base and Technical studio)
Kiro’o Games USA The Fundraising company and the one eligible for
valuation and financial markets for IPO later
- We are open to better structuration suggestion which can make us achieve our goals.
- We want to open a Kiro’o company in USA (we are open for other suggestions) to raise the funds and be eligible for dynamic stocks exchanges in mid and long terms (IPO in 10-15 years is a goal).
We strive for more than Money
- Networking and Mentoring for technology transfert. And international management skills
- Partnership with an investment firm compatible to our vision which will manage the fundraising.
Seeds for success
Industrialisation -> Innovation -> Disruption -> INSPIRATION
We think we are already in the next era in Business
Beyond the financial goal, Wallbreaker is an ideologic challenge.
We want to demonstrate the economic power in the human awakening.
THANKS FROM THE KIRO’O TEAM !!!
www.kiroogames.com
Mail : madiba@kiroogames.com
Phone : +237 699 64 37 54
@KIROOGames / @madibaOlivier
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