NORDIC VR: START UP PITCHES
Over a little more than a year, Silicon Vikings has had two great events on VR, with a US and global focus. But we now thought we would focus more narrowly, and see whether the Nordics can follow up on their considerable success on the gaming front in recent years (with great exits, and lots of growth) and build globally competitive VR companies. We know lots of interesting things are emerging, and this session will highlight the most interesting and innovative developments, and we will have a panel discussion with VR industry leaders (see below). We will also have a number of short pitches by some Swedish VR companies, and our panelists will give them some brief feedback.
NORDIC VR COMPANY PITCHING PARTICIPANTS:
Guru Games--an independent game developer working out of Skövde, Sweden. Creating exceptional experiences and memorable games. Leaving players with more than a short action extravaganza -- CEO, Daniel Ström
Mostly Harmless Games approach is all about creating an experience worth remembering. Making fun and memorable games easy to learn as they are easy to enjoy -- CEO, Alexander Milton
Stenkross Studios is a VR game studio with very strong technological competence, we work with high end tech to develop innovative, fun and technologically advanced games for VR platforms -- CEO, Jimmy Malmer
Lone Hero Studios is an young indie game developer studies from Skövde, Sweden. We create fast games that makes you think on your feet -- CEO, Jiro Yoshida
ThingLink--Over 3 million publishers, teachers, and students use ThingLink's editors to add an information overlay to images, videos, and since 2016--virtual reality. With a growing database of interactive virtual tours and lessons, a large, unique set of image interaction data, ThinkLink is developing new models for 360 degree web navigation -- CEO, Ulla Engeström
Upknowledge--We create immersive Virtual Reality learning solutions for training and marketing. Leaping beyond simple 360 videos, we use game development techniques on the new generation of inexpensive, gaming-focused hardware to revolutionize the professional learner experience -- COB, Timo Lindqvist
PITCH PANELISTS WILL INCLUDE:
- Tipatat Chennavasin--General Partner, The Venture Reality Fund
Greg Castle--Managing Partner, Anorak Ventures
Amitt Mahajan--Managing Partner at Prescence Capital
Timo Lehes--Country Manager US, Beringer Finance
View transcript
Hey, thanks again everyone for being here. Lovely to have you. I'm Tony Caprice, I am head of VR and AR for Unity. I've only been to the company a month, but I have a story to tell. I've been involved in virtual reality for a long time in one way or another. And back in the mid-2000s, I had a little company that built a web plugin that let you do 3D graphics in a web browser. It wasn't for gaming actually, it was for random stuff, but it ultimately ended up being the basis of a virtual world startup that I built and ultimately sold. At the time I was doing that, I caught wind of this company that was doing a web plugin for gaming called Unity. That was around maybe 2007 or 2008, and I thought, okay, that's cool, sort of 2D, but it's doing gaming. Alright, that's cool, web gaming. And then they started doing all these amazing things. They worked with the cartoon network, built a massive multiplayer game based on that. They've done all their IP. I was so impressed by how focused this company was on delivering high quality game content in their browser. And Unity kept growing, and then they started doing console gaming, and mobile gaming. I met David and focused around 2010 or so. We became good friends. I stayed in touch with the company for years. And then VR and AR started exploding a few years ago. And I'll tell you more about their involvement in that. And... All of a sudden Unity was there, powering most of the world with VR and AR. And everywhere you look, there was Unity development going on. And I kind of kept close touch with the folks that I knew here, and was fortunate enough to be invited to come to work here. And I've just been here a month now, but I'm really happy. This is a great place. And Unity is our host tonight, so I'd like to thank Compi for doing this for us tonight. And again, Laura and Lisa, I hope you're here somewhere. And I'm sure this is great. And AirR. This is a great event. Thank you for being part of this. All right, great. So what we're going to do next is a pitch panel. We're going to have six startups pitch their VR game startup ideas to us. And we have a great panel with us, and I'm going to let them introduce themselves. I'll go down the line and name them right now. These are all people I know. I met one of them tonight. Derek Castle, Himalayas, Madhav Magadhan, and Sanjana Vasan. And these folks are all investing in virtual reality. And a lot of them know a lot about games. So startups, you're going to have a great time pitching to them. And the way this is going to work, we're going to do a little bit of a panel first. Everyone's going to introduce themselves, tell you what they do. And then grab each startup to come up and pitch their business. And these folks are going to give them feedback. So with that, I'm going to pass it down the line to Greg. And everyone, tell us about yourselves. Hi, guys. Greg Castle here. Previously, I kind of had two parts to my career. First was being an entrepreneur in an unrelated field in the restaurant industry. Which I was in for six years while living over on the UK. And then in 2010, I joined the video game industry. Working for a small company called Scaleflow, which is a middleware provider. Which was founded by a bunch of guys who ended up going out. We were bought by Autodesk. I was at Autodesk for about three years doing a marketing for a game technology group. And then I started angel investing. And so for the last kind of three years, I've been angel investing. I'm very lucky to have been able to be an angel investor in Oculus. And since Oculus, I've made roughly 30 investments. And I would say VR and AR probably takes up about 60% of my time. If I look at my overall portfolio, I have 30 companies. It's probably only about one-third VR and AR. But it is an area of great interest to me. I am a real believer. And the transformative nature of what it supplies from a VR perspective. Just the most powerful and impressive game we've ever seen. And very excited to be able to help some of these companies realize their potential. I'm a big supporter, in other words. I'm on the U.S. for a career in finance, which is an eurostore, which is tech investment bank. My background is I was a software company in the first three to nine years that I was working. Coming out of university. After that I turned into finance. I was with AEC.com many years ago. And I didn't come to the NA or tech business software only. In London for a few years. And then I ran a tech firm before coming here in CNN. So I ran one of the university tech funds and did about 30 investments from that fund before moving to initially and we moved five of those companies over to the US. I thought it was good. I didn't have long work with those companies. That's what I did the first couple years. I did some investment here and some investment here and also here in Canada. So one of the techniques is technology. So typically the way it works right now in the RAR process is that our business is very high cycle. So we put a property market and we provide another area of money from ER and AR. Because of what we see in all the technology companies. Another... So whether they make money in digital or in reading, depending on that, we just depend on them having interest in technology instead of buying what we put away. So that's my strength. So that's real growth in terms of how we evolve. I think right now there's a lot of stuff going on here. I agree with the thing that Kimura was saying earlier on in terms of adoption and actually mass market opportunity. But at the same time, we just don't know. So we'll see. We're super excited about this space. My name is . I got my start as a programmer. I was working at a gaming school. I had a job and I had games on the Parallel Engine. So I was working on Parallel Engine for a bit. I was starting my first company, which was a social gaming company. I think it was Marvel. I think the trajectory of it is very much the same. If anyone's thinking about it, I think it was kind of a gaming company. It was more kind of a growth and growth thing. So I started going out like my MBA. So after that, I went and started a company focused on helping other people grow their time for the class. And I was acquired by Google in 2014. I was at Google for a pretty long time. I had a lot of travel pathways for meetings. I had to travel for a while. And while there, I actually went to Norway, where I hung out with my partner Paul Radial, who I think so many of you may know. We started talking about VR and how we're both interested in it. And all throughout the building, we had the idea of, hey, let's start a VR, AR-focused venture fund. So we got together with our third partner, Phil Chen, who's the guy who started the HTC Vive project over at HTC. And we started a VR game. Since then, we've done about 25 deals in both virtual reality and augmented reality. Huge difference in technology from what we've anticipated before. And it's just been awesome. So I'm really excited to hear what the future holds. Hi, everyone. I'm Tim Taft, founder and general partner of the Venture Reality Fund. We're a $50 million fund focused on early-stage AR. I had a mobile game startup once I got the DK1 and said, fuck mobile games. I just want to make VR. Opened up Unity, started building simple, dumb experiments. Accidentally cured myself of my real -life fear of heights in a VR demo I made. And I realized, holy shit, this changes everything. Joined a really shitty VC, helped them with their VR strategy, realized they were terrible, left. Started the Venture Reality Fund. We're now, we've done 15 deals in the space. I've been investing in VR for about a little over two years now. Probably talked to about 1,600 companies at this point all around the world. I love VR. I'm in it at least 30 minutes a day, if not more. And my secret power or my secret weird thing is I'm in partnership in residence for Tilt Brush. So, startups, don't bore tippetack. You'll be in trouble. No pressure. All right, well, here you go. So, got a range of experience, but everyone here focused on the space that we're in. I'm sure you're going to get a lot of great feedback. So, let's just get right into it. As the first presenter ready, you are most in harmless games. Oh, that's right, Karen, you're going to do that? Thank you. I'm going to do the mic. You need a mic? No, no, no. I'm proud of this. I think I'm a jerk. I'm not. So, just kind of to set the scene, we kind of started to meet on stage. And not all people in the world actually know that. And most of the companies don't. The most savviest game companies in the world come from Sweden. And the panelists, of course, know that. But I need to brag about it now. So, pay attention, because the one we're about to listen to, between any one of these, I think you know Minecraft. Minecraft is second to the way you take a university degree. Candy Crush is a really nice game. I'm hoping that you are going to like it. Battle of the Fields. It's really good graphics. And a good video. And these are four of the biggest games in the world. As City Skyline, Big Paradigms, IPO, Gold, Skyrocket. Unravel, Play, and not being able to sit still. And really fast. And that, again, is actually used by one of the team members to create the community. Thank you. And, um, Fuzz and Truck. He said, I'm going to trade out the game between a game arena. And, um, Nick Deason. I don't know exactly the figures for today, but I would say that they are going to support the game. And that's the conference. And, um, Valorite. And, um, Mobile Online Diamond Arena that you actually can see on the screen right now. Based on Unity's release a few months ago. Quite a lot of classic problems. Also from my career. Relations. Very specific. That's the goal for the first person. Something to be ignorant about. That is to say, taking the company to an aviation of almost $150 million. And they have a revenue of $500 million. On that. So, by that time, we just had to set the stage that that's the kind of deal you want. The kind of guys to go and do the business. So, Dr. Nick Deason. Welcome to the game. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. That's better? Much. All right. Try again. My name is Alex. I'm the CEO of Mostly Harmless Games. A studio working on premium games. With a focus on accessibility and strong core mechanics. Now, we self-published our first title earlier this year on Steam. And now we're diving head first into virtual reality. With our latest title, Munch. So, Munch is a title. It's a fun and simplistic eating-grow game in virtual reality, both room scale and standing. So, let me tell you a bit about Munch. There are plenty of fish in the sea, but few are as hungry as Munch. In Munch, the player controls a small fish using their motion controller and must help Munch grow by eating the smaller fish while avoiding the bigger ones. And that's the entire principle. It's a very simple game. The game only uses one controller and no buttons, making it extremely intuitive and very easy to enjoy. Which ties directly to our market. So we're targeting players that are seeking a light-hearted VR experience for themselves, their friends and their families. For instance here, Lucas, he's just 2 years old. While we don't recommend kids under 10 playing Munch, he has proven to us that almost anyone can enjoy the game. And he's just one of hundreds of kids, and there have also been hundreds of parents that have played Munch at different events and expos. And we've noticed that they're all beyond the game. They're on thrill every time. So, we posted the prototype of Munch on Steam as a public demo exactly 2 weeks ago today now. And we've had more than 4,200 downloads since then. So assuming there are around 200,000 lives out there, that means that more than 2% of the entire market has already played Munch. So now we're looking to collaborate with you to develop the perfect family VR game. All we need to get started is the funding. We're currently available as a playable prototype on the HTC Vive and the Oculus Rift. And we need $250,000 to develop and release Munch as a premium title. While building a community and laying the foundation of a strong VR franchise. And we want Munch to be the main brand asset of this. So, I personally believe that Munch is the start of something great. I think it has the potential to become a VR franchise that will define the early phases of VR gaming. So, we hope that you want to submerge into this journey with us. And if you do, please come and talk to me. I have a demo in my pocket actually. We could go into the demo room over there and give it a try. I hope not to bore you to the top. Thank you so much for listening. Thank you Alex. Yes, presenters, remember to stick to your time slot. Let's go down the line here. We're starting with Greg. I love the concept. And I love the simplicity. I can see it in the gameplay. I can see it being really different. And I think, you know, there are so many people who are going to be trying VR for the first time over the next year or two years. You make the gameplay super simple so you can jump in and you can get in pretty quickly. I think it's going to be a huge asset for you. What is the plan for the funding? Why do you, why raise funding? We're looking for project funding mainly. Because we think the value of this would be an actual product. So the idea is to position ourselves as developers of a franchise that will be notorious to the VR market on different platforms really. We want much to be associated with VR. We are gaming and accessible game. We think we need the funding to, we know we need the funding to create this whole platform with the community and, you know, the, say, the reach of the products themselves. Yeah, I think it's a cool idea. It's simple. Obviously, very good in terms of segmentation. I have some thoughts about how you can actually create like a generational game in VR. It's a lot of two years sold out. I don't think there's another kind of location that we have that we haven't been aided in. In terms of full-factor VR headsets, I don't know. A couple of guys just brought on, like, one of the big pieces to be, just come back to be used in a session within, say, two, three years, I think. That's kind of my biggest thought right now. And probably a few more, like, volume that there is to come. It's really a tough question. We're working a lot with checking out the metrics and trying to get different projections and we get a different number every day. We think that, for our personal, we think that hardcore spending in terms of gaming does not correlate directly to hardcore consuming. I think there's always room for casual experiences on all different kinds of platforms. We think casual gaming, we think mobile phones, is still a $1,000 platform. I think there's huge potential in these kinds of games. Because even if you are a hardcore gamer, you will want something that you can showcase to your friends and family. So we think there's huge potential in these kinds of games. So are you already mobile? We're definitely looking into mobile. We're checking out every platform right now. We have ideas on how to reach any kind of gameplay with much less of a main concept here. So the concept is really good. It's like a 3D autism us or an iO. So that's a really good idea. I think VR should lend itself really well to this idea of all around you, like how it works. I definitely think if you make it work for mobile, there's a... I think we should start there before we go to PC consoles. Okay, great. Because you should just watch everything on the website. That's all. Yeah, I agree with everyone. Thank you. I like the art direction as well. You know, just go to... What platform you should develop on depends on who gives you money. I think you should have enough data right now. What are you seeing in terms of metrics off the 4,000 downloads in terms of, you know, discussion lengths and retention? We've actually held on to the Immoculus demo because of the Touch NDAs. We've also done a new one now. But having tried it, we see that the experience and the reactions to them have been the same. And we did some close testing with around 60 or 70 people, like just overlaying. And the Oculus experience and the HTC Vive experience was just disappreciated. Yeah, I say just hit up HTC or Oculus or Google. It's project funded. Very cool. Will you shout out? Yeah, I was going to echo what Tim and Ted said. Make sure you talk to HTC and Oculus and Google. They're all actually funding projects like this, and they do good. And I'll wait until we're done. All right. Any other last thoughts here from the panel? Okay, great. So, Karen, are you going to introduce everybody or should I go off the secrets from here? Go ahead. Great. Thank you, Alex. Thank you so much. That was pretty hard work, too. Okay, next up is Lone Hero Studios. Are you ready? Okay. This is good. Perfect. So, when you speak of a movie you see or a book that you read, you don't say, I touched a bullet. With games, there's one key difference. Players imagine themselves as the character. They are the character. And there are games that take this one step further. They are the Lone Hero. My name is Yiru Ishida. I'm the CEO and co-founder of Lone Hero Studios. We're a team of six from Sweden, and we've just released our first game. And afterwards, we've done some VR titles. We've actually done architectural visualizations and made fast-paced games for Swedish Sim, who is Scandinavia's largest producer or supplier of full-scale entertainment systems for video games. So, moving on. We describe our players as focused, fierce, and fast-thinking. And right now, we're working on a game called Hellmentals, a game where you punch fireballs, block with rock walls, and move in order to dodge. And we've actually had players say, I touched a fireball, not referring to the button they push, but their action. Their very movement in the world where they were just a moment ago. We don't just make games. We create experiences. We build worlds. And we make our players think on their feet. We've all seen the numbers, and we're in this for the long run. And this year, in 2020, the market is growing, and we want to grow with it. We have a long-term plan. And in order to evolve with the market and stay agile on such a dynamic market, we're starting off with shorter premium productions. And what we need is $350,000 to make our vision a reality. And if this is of interest to you, come see me afterwards. My name is Hideo Yoshida. I'm from Lone Arrow Studios. Thank you. So I think the game looks interesting. The concept looks really interesting. You know, I used to play quite a bit of Street Fighter. And I, as opposed to Lisa, So you might want to, I would think about potentially use a background. I don't know if that's an issue, but I think it's kind of an honor to talk about games. Talk about games. Yeah. But the presentation was good. The visuals look really solid. It's a game that I would probably want to play. Yeah, I think the, I like the fact that it's using the platform. You can use it on the platform. You can turn it into a game. And that's one of the things that I'm looking for in VR is not only like doing a hack to VR, but actually, you know, without some of the other development games, they're already going to be made into the platform. And, you know, I think that's always a game that is, a game that is, a game that's really cool. Yeah. Next slide. So, let's see. This is the first plugin. I think I'm going to go with the marketing. Mostly marketing. I guess that's the way to get customers. It's a game argument. No, it's not completely yet, but we do have some funds in the company already. So most of this is self-funded. So, something you may want to consider and advice for anyone doing games in VR or in general is that, you know, there's K-Star, there's also this thing called Circle Fig, which allows you to go and essentially raise funding in terms of equity to answer your game. And one of the things they do really, really well is handle the market. So, those guys are interesting to talk to. I'm happy to have a video of you guys as well. Yeah, thank you. So, I want to flesh out what the game was a little bit more. I think one of the things, you know, I like that you have the physicality in it in the next picture, but knowing, like, if you're making a game, making sure that there's infinite gameplay. Because one of the problems I feel like right now, there are a lot of game developers that are like, okay, they still have this, like, packaged game model. We're going to build this game. It's going to be 10 levels. We're going to sell it. And then you're like, okay, well, once people go through that, what's the replayability? How do people get back to it? And just making sure they have a good solution for that is going to be important. The other thing I'd recommend too is if it's a game that has this kind of physicality in it, I think it'd be very good for the VR arcades. And especially, you know, checking out what's going on in China, a bunch of the VR arcade guys are actually looking to fund game projects that would fit their model. And so going after that market, you know, adding in kind of multiplayer, you know, one versus one, where you kind of have that kind of physicality, I think it'd be really good for that space. And most, just like Mountain, we do have a playable if anyone would try it. Arcade Hall is something we really consider as a special work in the Swedish Games as before. So, yeah, it's nice feedback. All right, great. Thanks very much, folks. And now, Oren, that was a lovely video. We hope it will work. Great, you can do the demo. Excellent. On to ThingLink. Uli, are you ready to come up and present? Yes. Okay. Perfect. By the way, Swedish, happy Independence Day, ThingLink to you. So I started building ThingLink with the idea that whenever you move in a visual environment, you should be able to put the things around you, people, things to know more about them. So we decided to build easy editors to add a web overlay on top of images and videos. Now also 360 images, so you can add these nice little hotspots. And... into a wonderfully engaging interactive experience. So we have... We also decided that it should not take more than five minutes to create a cool interactive image. By the way, tracking data of all the interaction in real time. So we have a team of 16 people. We've built so far three editors that are currently used by a little bit over 3 million users, education, product marketing. They're reaching about 40 million people per month. And we've built a SaaS, nice SaaS business that's growing about 10% per month, just surpassing a monthly revenue of 120K, which was a breaking news. We're very happy about that. So, but I think that there's a big opportunity, especially in our case, lies in education and 360 publishing, because out of the 2 million educators we have now 75,000 students have our new 360 editor in their hands. What they're doing is they're creating about 200 virtual tours or stories per week. This number is going to go up to 200 per day soon when we launch our tablet editor. We're raising, maybe around 3 million, to do two things. First of all, next year we're going to release a full 360 publishing platform that will help our users to create a kind of 360 virtual universe. Our strengths are that we're already a profit, we have a profitable SaaS business. We have very active content creator community. Most importantly, I'd say, it's important we have millions of high quality images with interaction data and metadata, so we can teach any other machine learning system. And we have very experienced, agile, wonderful team. Thank you very much for listening. What platforms is the product running on? So this is totally mobile. So Android iOS, so it's a mobile editor and you can view them anywhere. You can even share it interactive to Facebook. Really strong presentation. Yes. I take note, I like the initial, getting the crowd into it. Independence Day, making sure everybody's up. That's a neat little trick. It doesn't work for everybody. These are even in the state too. I'm just going to continue to answer. Yeah, that doesn't hurt. It's true. So I think that's a neat little trick. When you first started talking, I've seen a bunch of other platforms that do similar things. And immediately I was like, okay, tell me why you're different. And I think you went right into that, which is great. You know, kind of just powerful slides and single points just telling people kind of why you're different, which I thought was really fun. I guess the one thing that I would want to see is I would probably want to see some kind of a landscape slide, something that has some kind of a matrix on it that should really differentiate yourself from where you differentiate yourself from the other guys out there. I don't like prematurely bringing editors into presentations, generally, but at the end of the day, somebody is going to invest if you are fishing for investment. And people are going to look over that information anyway. So I'd rather you tell the narrative and tell us why you're different. But other than that, really strong discussion. Thanks. Also, it's been interesting for us because, as I say, so far, we've built our SaaS business and there we have different competitors, you know, computers, and they can die. But now, the 360 editor has really changed everything. So now it's like a new landscape. And it's always nice when we talk about this and somebody says, oh, so you're like the Minecraft? That's a great comparison. It's something that you said. It's all new to us. Yeah, I think the presentation is great. I think when you're at that level where you're really saying, oh, this is 3 million, the number of questions that we've asked are also much more having to do with the . I mean, all those days, they're asking for a new . This is my home computer, right? So I think my professional way of thinking, the questions that came to mind were, well, okay, we need to use this as the very best in terms of traction, you know, On the monetization side, it also raises some questions, like, what is the future of the . And to users, or the . And maybe we'll . I don't know. Or something that happened beyond this. And you should have . That's just . That would be great. The other one would be when you talk about that vertical markets, like, . That a, you know, is that a . Is that a . Maybe a shape . Maybe a change in the model. Does that have . Is that not . So, I guess, yeah, most of my questions are around what your previous ask for business is, right? So, like, if it's not . It's just a . Yeah. Okay. So, and then, I guess, the second question I have is, like, what is the, kind of, who's that cohort user that's going to act? What are they using it for? Why they . Yeah. And, you know, as I said, I think 2% of the . I believe it's okay. I mean, we're actually pretty happy with that. That's what we're trying to do. We have all the education and we have all the . Now, these three things to . What I've been learning, or I think that would be pretty much focused on education, actually, because that's our strongest . There are so many different kinds of monetization opportunities there that, you know, frankly, I started mapping them out, but I do feel there's also two or three . I mean, even with the numbers out there, but I believe we're in, you know, actual numbers, and then, you know, thinking about . But, yeah. So, we haven't really monetized, started monetizing 360 in the modern . That's one of the . And, you know, we have our own data to assume . So, I'm not sure I did a talk presentation, although, I felt like at the very end, you know, you kind of bring up a whole different point. So, one of them was a little confused on collecting data. You said there's going to be some, you know, deep learning, some machine learning that you can apply against that data set. What is the data that you're collecting? How is it different? I mean, especially if it's just 360 photos, the navigation in 360 environment has to be completely different. How you can help it by knowing where your young people have been, by knowing what others, what kind of content others can see, and also by knowing something about the image. So, it's smarter recommendation algorithms and smarter navigation in general. I frankly, I believe that in three years' time, most of the kids will be navigating 360 environment with their own personal learning system. And for that, you need, you know, for smart recommendation, you need data like this. And I think that's How's the 360 content being created right now? Are you mostly doing that in-house or are you actually doing that with all of your content creation projects? We do nothing in-house. All is user generated content. And mostly it's created in classrooms. There are like teacher advocates, hundreds of teacher advocates. Did you go to phone based? Are they using new cameras? How are they actually making the... You know what, the most popular 360 camera or app they're using is Google Street View. And then they're annotating what was treated in each of the things. They also use and so forth. But there's going to be more apps. And soon all of us will have a 360 camera in our phones. And then that. All right. Thank you, Thingly. That was great. Thank you. Next up, we have UpKnowledge. We have fans here. We're going to bring it in. Thank you. Thank you. Thank you. Thank you. Thank you. My name is Tim O'Linton. I'm a founder and the chairman of the Board of UpKnowledge. We use immersive VR gaming technology to create learning solutions for enterprise clients. I personally have over 20 years experience in professional training. And I see that a sizable portion of that 300 million market will switch to VR. Mainly because it allows you to do much more meaningful work and it also lets you learn about products that are not available physically. And it also allows you to... It's the first technology, actually, that allows you to really use a computer to automatically assess skill levels. It's actually really easy to understand. So if you do something in VR, a couple of times, then take off your headset and do it in real life, your brain is fooled into thinking that you're already done. So that's the essence of learning. So we are providing service, but we're also making middleware that fills in the gaps in what's needed to get us there to make this actually work. Including virtual AI-based trainer bot, if you will, that guides you through your learning. We've got here a mobile solution if you want to take a look. And you're welcome to visit us tomorrow at VRX, where we're going to launch a viable solution that tells or trains you how to use a welder or to weld. Thank you. So what stage are you guys at right now? Are you working with corporations to build off one, two sample projects? I guess for me, I've got a couple of companies that are doing this. And what they do is they're working with companies and they're kind of this service model. Are you guys still in the service model stage or have you found a thing that now you can become scalable? Yeah, what we are looking to fund or the funding options for are to actually spin off this middleware we've developed that actually makes all this possible. And does the middleware sit in Unity or? It sits in Unity. Thank you. So I think this is one of the areas where we're making money today for this B2B training. So I think you're definitely in the right space. And it really comes down to like Kip said, whether or not you're a service provider or whether or not you're providing a platform for lots of other people to kind of create their own modules. That being said, are you targeting more, do you think this could be video based or is it going to be actually like interactive like 3D? Definitely interactive. So we looked at the video options but interactive is the key. The video doesn't provide that. Is there a way for like zero or a lot of 10 or first? It's the hope is like, it's actually really wide. The greatest selling point that we found is that most companies are launching products and before they actually get any of those units to their channels, they have the needs to train the channel. So basically, VR is the only way to do that. They haven't had a solution before this. And the bigger and the more expensive products you have, the more likely you are to benefit from this. I agree. Yeah, that's interesting. I mean, I can actually do the training without shipping the goods. So that's a great, a tricky noise for distribution channels. I think that's cool. I think one of my questions would be, is the platform actually a set of a product? I think it's the volume. Sure enough, there's actually an identifiable. Then I think it's something without you that we would want to monitor. So it's not like a positive or a positive first thing. We can ask the question. I agree. Could be that or not. On the maturity level, we are now at the stage that when we execute our plans, we are at the spot where the market is there. Sorry, so again, who's your customer in that scenario? The, how we see the enterprise market developing is that there's some, there's a seven time period where the service provider model is where you go into. It's similar to what happened to eLearning like in the last 15 years. So first enterprises were actually contracting agencies to rebuild their tools to do that in-house. And once they get that, those are actually the big sellers. We're still looking at the options, but I'm not going to, going for us, it's best we figure it out. Okay. Yeah, well, I mean, the amount and what the funds are going to be used for are a hard decision. I think the scale, the scale question was, is one that, that I can't keep on as he discussed, totally agree with the thesis and the period that we're in. So I think that's something that we're going to have to think about. All right. Thank you. All right, great. We're talking about it later. It's wonderful. And that was our knowledge. We have a few more startups. Thank you. Thank you, So I've got a song. I will play it on mic. Here's the mic. Oh, he's got one. Hello. Hi. I am Gimel, the CEO of Stable Studios from the Upland Media. We will become one of the largest VR games companies in the world. Wired by Team of Six, straight out of Tech University of Chalmers, we joined up with the gaming creator to take on the challenges of this awesome new VR technology. We looked at the market and realized that real-time strategy in VR is wanted because hardly anything is in the making. People have been crying out about this all over LinkedIn. Imagine StarCraft on a virtual table, right in front of you, like this VR game is at the ready. According to industry reports, strategy is the most sold genre on games. If we had an overlay looking at VR games on Steam right now, we can see the strategy to get with role-playing games as a great under-representation. Sorry. We reacted on this market opening and started making our guests for VR. The game has generated an overwhelming and positive feedback rate. And this is the game I will show you. So, the table is made with a VR, a natural VR interaction in mind. Just grab a building from the construction book and place it wherever you want it. Control your troops with a single touch and shrink yourself down to become part of the action. So, we have the team, we have the market opportunity, and we have the product. We are looking to raise $300,000 to accelerate our product towards the market. And establish a brand. Thank you for listening. And I will be around with that. So, if you have any questions, please come talk to me and I can tell you more. Thank you for not showing another zombie shooting game. I would love to see a little bit about the team and why you guys are the ones to ask you on this. It's one of those things where an RTS game can be very expensive to make. So, 300k seems pretty cheap. I guess it depends on how much you want to build out. But, talk to me a little bit about how much you really think it's going to be or how much you're going to build out and what level is that going to be. Is there so much across the RTS genre? Are you trying to start half, diablo, all of those games, or does it have to come again? So, we actually have a big price scope. We are looking at $1 million single-player campaign and offering supporters' permission and players' permission as well. And we are planning three races with about 50-60 units each. That is what we plan for the initial release. My actual thing was, yes, there's a large strategy to table top the game. There's something really compelling about seeing something so small in front of you and just probably all around you. Is there an edge genre? So, I think you definitely hit the edge genre. understripped right now. The aggregate, if it had the first minutes that stuck out to you, is that our game is going to be really expensive to tell them how it's going to be, especially if you're doing multiplayer. So, you're probably going to want to increase it. Yeah, same thing. I like the market analysis. I'm going to go out this and it's not served. Yeah, I think I'm working on a better strategy with the multi-game model. just the same way we were here a couple of years ago. Right. So, we have the last year goal. If the next, you know, what's the group on here? Are you going to be able to do it every day? That's something that's meaningful and you have to wait for what you can offer from the staff. So, that's kind of also the same consideration about taking off and moving forward. Yeah, to Tiff's point, more information about more information, just more information in general and making sure that you're not going to have to go out something that's really important. Yeah, I think that's So, that's Yeah. it's really important that into account it's not a bad thing. So, let's go actually try to deliver on all three platforms. Have you got a favorite out of those? I'm going somewhere with this, but let's start with that. Do you think you're going to go out on all three of those? Next, yes. For all who come from them. And we built the entire game with the remote platform in mind. So, we can actually very easily make cross-platform not only between to be able to pay on the platforms but also to be able to pay more the platforms. Sure, got it. But each one of the platforms to the shipping data to the internet. Make it with the internet? On a new network. I don't know. Well, okay. That's fine. That's okay. That's all right. We have a big tent. We have a big environment here. It's okay. So, you're actually able to deploy on all this somewhat easily. You can go cross-platform between the three of them from a technical standpoint, right? But each one has different shipping requirements, right? Different shipping requirements and different and get through the process. So, each one of those is going to cost you money, right? So, you might want to in time, you might want to think about one of those platforms as being the first one you go out on and really focus on that with such a small raise we're talking about here. And I also agree you probably want to go get more money. And for my money, I'd probably say the Rift is actually the best platform for doing this because it's a tabletop RTS. All right. You're on the vibe but you're not going to be standing up late and both move around with the controls but the room is awesome if you put it like that. So, if you want to play it like out of ammo or something that you can walk around and do stuff, you can ask if you do that. Is that you? Yeah, I don't know. I would think really hard about that and focus on really making it a killer experience on one and save yourself time in it if you already have my personal two cents with me to go for the Rift on this. Ideally suited for tabletop stuff. All right. Thanks very much. Thanks, Russ. Oh, wait, hold on. Sorry. We need to make sure it collapsed. No, Tiff, you can chime in. One thing too, I feel like with the gesture controls, this is an opportunity for you to get more people into an RTS that don't play RTSs right now. So, think about the audience that you want. Do you want the hardcore RTS guys or do you want to open this up? And I feel like it's going to be tough to serve hardcore RTS guys because they know they breathe but to get people that are like, oh, I've never done an RTS before but now it's much easier when you use gesture control and voice control and it's much more approachable or it just feels fun. And I feel like the tower defense game for the Oculus really showed that where it was like not that great of a tower defense game, honestly, and the hardcore people didn't care for it but new people that have never played tower defense felt like, oh, this tower defense in VR was magical. So, think about that when you're figuring out your audience. Yeah. When we considered doing it for PSVR as well, we were thinking we figured it's an awesome opportunity to bring strategy to consoles which have had that kind of game in forever, forever. That's great. Thanks, Ted Cross. Last but not least, we have Guru James. Guru James, if this is livre for him, but habitually so does, is à Unf protection. in the temple. And when he comes home after work, he likes to play. The problem is he's been a gamer for a long time, and now family, career, and everything, he comes in the way. So he might have one or two hours to game each week. And he has a Steam catalog filled with free money that allows him to play 40 to 60 hours to play. So that's where we play. At your games, we compete with people that don't have as much time to play. So Minos and all of his allies can actually have time to finish their games. As an example of this, we launched the Duce's Battle game earlier this year. It's a first-person horror game set in ancient Greece. It's been downloaded more than 240,000 times. Make for the most popular horror game on Steam for the first half of 2016. And we noticed something. When we launched this game, we saw an overlap of interest between VR and horror, and especially for our kind of games. Shorter experiences with high quality. Over 70% of our target audience are either buying a VR this Christmas or are using it. At least that's what we're saying, according to them. As a company, we launched four games on four different platforms. We're used to working with new, experimental technology. We've been involved with VR since 2015. We work with some of the best in the industry. Unfortunately, Tom has left, but I'm sure he'll be with us that I'm not in this company. We have Google IP, and we have learned a lot of work in this company. So we want to take what we've learned and create something great in VR. That's why we're launching Medusa VR in the second quarter of 2017. We're doing a seed round now for 400,000. But those who are interested in investing in intense and story-focused experience can be here. I'm Daniel Ström, CEO of VR Games. Thank you so much for listening. Thank you! Thank you, Daniel. So, I think you hit on something that I've been waiting for a very long time. Which is people realizing they cannot be four hero games. So, it's really just hard work and not my genre. I'm a hero player, it's based on my soccer as well. But, I think that is actually super interesting and also something that can apply directly ... we were talking about earlier was with VR and Ks. Because, especially if you have a game over, it's a little more present. Alright, keep going. So, love the macro. Congratulations, that's a sound scene. I guess we'll move on to the next one. This one. I guess the one thing I'm curious about is how does the gameplay work? Most of the horror games, especially in VR, are kind of first person, and they use the controller to move, because a lot of the best part of horror is running away from the scary thing. Right now, moving in VR causes half-bodies to get sick. So how are you designing around that, or how are you thinking about your gameplay design and addressing mobility? It's great to get some technical questions just about the camera. So, motion sickness is a big challenge for us. We looked at other horror titles, especially Stop Coming Out of the Touch now. We've been lucky enough to get some previews of titles coming out of the Touch. And they have some extensive solution for that, so we're looking at that. So basically, we're looking for people to go with some vision. Yeah, I love the fact that you chose the horror category. So one of the first games that I played on Oculus was one of the horror games there. I think the thing was genuinely scary, and actually kind of a shit experience in terms of what are the things from the previous panels that would actually create that wow. That was the thing. And also, everything else was kind of annoying, kind of a hack. This was when you get a stop and change, and you're in that genre, right? And we're on VR, and we get through these three. It's terrifying. It's terrifying. One of the challenges we actually had was making less scary and really intense and story. Right. Put something in someone's face, they scream, and they pull out the headset, and then they're not paying their payment anymore. Yeah, it's a compliment. I have to admit, I kind of removed it as well after a while. It's that bit, but I can't say it would happen. But I think my other comment would be, I like this one, but I don't know. I think your graphics, you know, all done, I think that's interesting to me as well. Filming two sound logs in five seconds you're really good at. Thank you. Stylistically I thought the presentation was fantastic. I think a lot of the work that you have there. And the story that you told and everything, I guess if you've got a game that's already out there that people like to have some gameplay, I would be interested in knowing a little bit of gameplay in there. And that would probably also solve some of the questions that Tip raised beforehand, just to give you a little better idea. Another thing that you can do is, you have so many downloads, it would be very interesting to see if the switch was flip-crading, and if you were monetizing what that could have. So there was some kind of extrapolation involved. So that's a very good suggestion. Thank you. That's a way to get into that. But it's hard to show a VR game that you can just edit for. I think Synchros is a great way of showing that. Excellent. Great job, Hoover Games. Thank you, Steve. Little catalyst here, Greg. Getting a lot of it. And to the tap, give it up for him. Applause. And let's hand it back over to our hosts here. Aaron, do you want any closing remarks? Do I need this? No, actually, I don't have so much closing remarks to give. I actually just thank you, Steve, for hosting this session. And having us all here has been awesome. So I thank you, and thank you to Tony. Applause.