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

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Page 1: Kiroo expansion 2017-2020 summary eng

Vision for expansion 2017-2020 «Project Wallbreakers »

*This document is an english translation of an original french one

Page 2: Kiroo expansion 2017-2020 summary eng

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

Page 3: Kiroo expansion 2017-2020 summary eng

Kiro’o Games

Since 3 years, we are a reference in the African video games industry.

Page 4: Kiroo expansion 2017-2020 summary eng

Our Story

Being realistic is always find a rationnal way for a crazy goal.

-- MADIBA Olivier (when he was 21)

Page 5: Kiroo expansion 2017-2020 summary eng

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

Page 6: Kiroo expansion 2017-2020 summary eng

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.

Page 7: Kiroo expansion 2017-2020 summary eng

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.

Page 8: Kiroo expansion 2017-2020 summary eng

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

Page 9: Kiroo expansion 2017-2020 summary eng

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.

Page 10: Kiroo expansion 2017-2020 summary eng

EXPANSION, TARGET, MARKET AND COMMUNITY

Page 11: Kiroo expansion 2017-2020 summary eng

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

Page 12: Kiroo expansion 2017-2020 summary eng

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%)

Page 13: Kiroo expansion 2017-2020 summary eng

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%

Page 14: Kiroo expansion 2017-2020 summary eng

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

Page 15: Kiroo expansion 2017-2020 summary eng

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

Page 16: Kiroo expansion 2017-2020 summary eng

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.

Page 17: Kiroo expansion 2017-2020 summary eng

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

Page 18: Kiroo expansion 2017-2020 summary eng

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

$ -

$ -

Page 19: Kiroo expansion 2017-2020 summary eng

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.

Page 20: Kiroo expansion 2017-2020 summary eng

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 »

Page 21: Kiroo expansion 2017-2020 summary eng

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

Page 22: Kiroo expansion 2017-2020 summary eng

When they get home, they are talking about

Their Kiro’o experience.

They created a lot of memories together,

and they will come again...

Page 23: Kiroo expansion 2017-2020 summary eng

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.

Page 24: Kiroo expansion 2017-2020 summary eng

« 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

Page 25: Kiroo expansion 2017-2020 summary eng

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

Page 26: Kiroo expansion 2017-2020 summary eng

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).

Page 27: Kiroo expansion 2017-2020 summary eng

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

Page 28: Kiroo expansion 2017-2020 summary eng

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”

Page 29: Kiroo expansion 2017-2020 summary eng

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)

Page 30: Kiroo expansion 2017-2020 summary eng

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)

Page 31: Kiroo expansion 2017-2020 summary eng

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.

Page 32: Kiroo expansion 2017-2020 summary eng

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)

Page 33: Kiroo expansion 2017-2020 summary eng

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.

Page 34: Kiroo expansion 2017-2020 summary eng

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.

Page 35: Kiroo expansion 2017-2020 summary eng

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.

Page 36: Kiroo expansion 2017-2020 summary eng

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.

.

Page 37: Kiroo expansion 2017-2020 summary eng

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.

Page 38: Kiroo expansion 2017-2020 summary eng

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

Page 39: Kiroo expansion 2017-2020 summary eng

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

Page 40: Kiroo expansion 2017-2020 summary eng

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

Page 41: Kiroo expansion 2017-2020 summary eng

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.

Page 42: Kiroo expansion 2017-2020 summary eng

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)

Page 43: Kiroo expansion 2017-2020 summary eng

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).

Page 44: Kiroo expansion 2017-2020 summary eng

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

Page 45: Kiroo expansion 2017-2020 summary eng

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.

Page 46: Kiroo expansion 2017-2020 summary eng

THANKS FROM THE KIRO’O TEAM !!!

Page 47: Kiroo expansion 2017-2020 summary eng

www.kiroogames.com

Mail : [email protected]

Phone : +237 699 64 37 54

@KIROOGames / @madibaOlivier