gdc online - bootstrapping 101

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Bootstrapping 101: How college kids built a thriving game company in under 3 years Justin Beck Co-Founder and CEO PerBlue, Inc @PerBlue @JustinKBeck

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Page 1: GDC Online - Bootstrapping 101

Bootstrapping 101: How college kids built a thriving game company in under 3 years Justin Beck Co-Founder and CEO PerBlue, Inc

@PerBlue @JustinKBeck

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Why am I here today?

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Infect you with the virus of entrepreneurship.

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How did this start?

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Sleep!

My life @ Microsoft

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The real cost is not just time.

Stress

Focus

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Microsoft offered me a great job.

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Take M$ job or continue to bootstrap?

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Why did I turn down the job offer?

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Mobile Opportunity

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Microsoft will always be around.

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The real value isn’t the money.

Education

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Let’s Compare

Start Up Job Corporate Job

2080 Hours

Job Satisfaction Extreme Misery

Fun People Bad Boss

$35K $70K

Is more $$ worth more misery and less satisfaction?

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Don’t let upfront cash buy you.

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Getting Offered Really Early Money

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Terms That Stink

• Small investment

• 1 board seat out of 3

• 10% share of the company

• Preferred Stock – protective provisions

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We didn’t trust them.

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We’re officially Bootstrapping.

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Assembling the team

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Stock Options

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How do stock options work?

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Early Stage Employee Stock Options

• Really low price per share

• PT work .1% for a year

• FT work .4%-.8% for a year

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Key to compensation: Good outcomes for the company and employees.

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Why did people choose this?

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After 11 months of development…

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We still weren't shipped.

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We have to ship.

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Kingdoms Send Messages Crafting Mines Caves Warp travel Armories Crystal Oil Weather Towers Leveled Weapons Ranged Weapons Pets Mini games Trading Merchants Mingling Female character Flags

Spells Water Event feed Alliances Geotargetted marketing Ranged weapons Magic Web view Tutorial Customizable items Item naming Territory naming Sheep Avatar customization Dungeons Collect Gold Payment Subscriptions Tradeposts Claiming Land

Invites Cities Global chat Quests Giant turtles Scrolls Grove Rankings Kill Monsters Hats Research Academies Armories Societies Oxen Sign Posts Flowers Statuses Larva Plants

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The easiest way to kill your company is by not killing features.

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We launch!

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Some Context

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“Got a lot of potential.”

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“I don’t have enough creatures in my circle.”

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“I am sick of driving around.”

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People don’t move.

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“I hit my neighbor’s cat while driving because I was playing PK.”

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How do we make a location-based game not so... location-based?

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Sh*t.

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There is more to location than just being there.

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We adjusted our strategy.

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Bam

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We’re broke.

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When you’re out of money, the ship stops.

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Initial Revenue Model: Subscription Based

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This was before Virtual Goods were pop culture.

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But we were scared of a pay wall.

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Where players spend Food is important.

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Virtual Goods Expenses

Purchase Swag

Level Up

Refine Oil

Customize Weapons

Change Skill

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Tradepost

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We had the revenue model.

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We needed money to launch.

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How can we fund this?

Angel or VC round

Start doing contract work

Friends and Family round

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Friends and Family

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Friends and Family: Important Things

• Can spend the money • Family reunions won’t turn violent

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Family and Friends Terms

• $72,000

• Common Stock

• 3.5% of the company

• Very Trusting and Trustworthy people

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The night before launch…

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It Worked!

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Raising Growth Capital

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Raising Growth Capital

• We were profitable

• We employed 7 full time people

• Increasing cash flow

• Had a solid team

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Many investors asked us to move to CA.

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Perks of being in the Bay

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Perks of not being in the Bay

Madison, WI

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Pros & Cons

San Francisco Madison, WI

Excitement / Buzz

Access to Funding

High Cost of Living

Low Cost of Living

Far from the Bay

Great Talent Pool

Retention is Easy

Focus

Very Competitive Harder to Raise Funding

Biz Dev is Difficult

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The Results

• Oversubscribed

• Looking for $300k, total of $800k raised

• Good investors that are trustworthy

• 40% West Coast, 60% Midwest

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Scaling Revenue

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Niche products have more legs than you think.

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Stay Laser Focused

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Starting multiple new products with small teams didn’t work.

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Things that worked

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Improving new player experience

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Optimizing profitable features

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Improving referral systems

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Improving payment flow

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Investing in ROI positive marketing

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Scaling Customer Acquisition

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Cost of User Acquisition < LTV of customer

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Cash flow growth is awesome.

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35 20 12 7

Employees Revenue

We reused $800k to grow our team 3 times.

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2011 Results

• 3.4x revenue growth

• 2x DAU growth

• Record new accounts

• Record daily revenue

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What are we working on now?

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Benefits of this strategy

• Build a “Parallel” brand

• Shorter dev time

• Stick to our strength

• Stackable revenue streams

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Virtual Goods Expenses

Purchase Swag 37%

Level Up 22%

Refine Oil 15%

Customize Weapons 16%

Change Skill 10%

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Player Graph

2010

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Our Users Our Users

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Our Revenue

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Our Revenue

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• Finding my dream job

• Creating jobs for others

• Learning a TON.

• Entertaining millions

• Spreading the virus!

The Results

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Go forth, bootstrap!

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Justin Beck

[email protected]

@PerBlue @JustinKBeck