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EXECUTIVE SUMMARY
WHO ARE WE?
We are Dream Harvest, An award winning game studio based in Brighton, led by a team with a combined
development experience spanning over 30 years in both AAA and Indie, having worked on some of the
most successful titles of all time.

WHY DO WE WANT INVESTMENT?
• To bring our current game project, NeuroSlicers to market.
• To begin development on CommunitySync, our Community Growth/Viral Marketing/Monetization
  Platform.
• To exploit our NeuroSlicers IP in other ways such as a mobile game, table top board game, comic and
  animation series as well as merchandise.

WHAT IS OUR AIM?
Our Aim is to successfully grow Dream Harvest beyond Indie into one of the most successful global
development studios in the UK. We want to focus on creating online, immersive, narrative driven
experiences for the core market that have ever evolving, growing worlds and deep, creative gameplay
that redefines genres and offers people new ways to play and engage.
The content of this promotion has not been approved by an authorised person within the meaning of the Financial Services and Markets Act 2000 ...
INVESMENT PROPOSAL
               FOUNDERS INVESTMENT                                     TOTAL EXTERNAL INVESTMENT TO DATE
                        £60K                                                          £544K

                                                    OFFERING
                  SEIS INVESTMENT                                                EIS INVESTMENT
         16199 Shares (6.67%) @ £9.26 a Share                          37800 Shares (15.55%) @ £9.26 a Share
                       £150K                                                         £350K
                SUCCESSFULLY RAISED                                       IN PROGRESS - £205K COMMITTED
                   NOW CLOSED                                              £145K AVAILABLE FOR OFFERS
                                                CLOSING 31st MARCH

                                                 NEXT INVESTMENT
                                           LEAD BY OUR KOREAN PARTNERS
                                         60753 Shares (20%) @ £24.69 a Share
                                                   £1.5Million
                                                OPENING APRIL 2020
The content of this promotion has not been approved by an authorised person within the meaning of the Financial Services and Markets Act 2000 ...
PROGRESS TO DATE
     SUCCESFUL PRE-ALPHA TEST             GREW DISCORD COMMUNITY                WON AWARD
 400 Players over 6 weekends V.Positive          400 Members                    Best Graphics,
   Qualitative & Quantitative Feedback        All Organic Growth              Intel Buzz London
                 2018                              2018                             2018

            WON AWARD                          TEAM GROWTH                    SECURED OFFICE
        Best Multiplayer Game               From 4 to 10 Members   Moved Into Office in Brighton, a Major UK
        Casual Connect, London                     2019                        Game Dev Hub
                 2019                                                               2019

          RUNNER UP AWARD                 GREW DISCORD COMMUNITY        GLOBAL PUBLISHER INTEREST
         Best Multiplayer Game,                  860 Members       In late stage talks with major global and
        BIC Festival, South Korea             All Organic Growth              regional publishers
                 2019                              2019                             2019
COMPANY VISION
                          GENRE DEFYING EXPERIENCES FOCUSED
                        ON NARRATIVE DRIVEN MULTIPLAYER GAMES
         COMMUNITY DRIVEN                          MID/CORE MARKET                           CUSTOM TECH
     Working with our community at each       PC / consoles / physical games & deep    Build custom tech to support the
    stage of the production cycle to create      gameplay experiences with high       development of our games with the
          products that players want                      replayability                      potential of licencing.

            EXPLOIT OUR IP                       BUILD PARTNERSHIPS                   BUILD AMAZING WORLDS
     Merchandising to support growth /         Work with amazing partners who can     AAA quality and polish and unique
           awareness of games                          support our growth             visual direction for all our games

     PREMIUM/LIVE SERVICES                      PUSH GENRES FORWARD                    DECENTRALISED TEAM
       Multiple routes of monetisation              Highest level of innovation           Hire top talent worldwide
NEUROSLICERS
CYBERPUNK, AI POWERED, RTS
RELEASE: EARLY 2021
PLATFORMS: PC, XBOX ONE & PS4 INITIALLY
FUNDING STILL TO SECURE: £1.4 Million
NeuroSlicers is a cyberpunk strategy game that combines the online emergent and replayable gameplay and
narrative-driven mechanics of games like Destiny & The Division, with the tactical depth of games like
StarCraft while being easier to pick up and play due to a carefully crafted re-imagination of player
interactions.

A true modernization of the RTS genre, that allows player to engage in the activities they want, across PVP
matches that last on average around 10 – 15 minutes and PVE modes that challenge players in new and
exciting ways.

No matter the types of activities players choose to do, they will be progressing the story, unlocking cool new
stuff, interacting and building relationships with a great cast of amazing characters and most importantly
going on a self directed journey to become the ultimate Slicer.

With a story that spans across an initial 10 – 15 hours but with live-service updates aiming to extend play
time into the 100s of hours, satisfying both story focused and competitive players over the long term.

We think that now is the right time to create NeuroSlicers, where we try to illustrate a future driven by
opposing extremes: desperation vs decadence, poverty vs power, control vs chaos where technology has
become both our saviour and oppressor.
NEUROSLICER BUDGET TO SECURE
£862,365.91                     EMPLOYEE
                                SALARIES
                                                                                 £60,000                 INVESTED
                                                                                                         BY FOUNDERS
£280,000                        OTHER
                                PRODUCTION

£9,200
                                SERVERS &
                                MAINTAINANCE (DEV ONLY)
                                                                                 £544,000                INVESTED BY
                                                                                                         PRIVATE / ANGEL INVESTORS

£18,400                         SOFTWARE &
                                SUBSCRIPTIONS
                                                                                 £800,000 – £1.2Million
£107,081.97
                                OFFICE SPACE,
                                EQUIPMENT & ADMIN                                          PUBLISHER ADVANCE TO SECURE

£130,982                        INTERNAL MARKETING &
                                EVENTS BUDGET

                                                                                              £1.5 Million
                £1,408,029.88
BUDGET TO SECURE FOR: NEUROSLICERS (PC/MAC/LINUX), NEUROSLICERS (XBOX ONE/PS4)
                                                                                  BEING RAISED VIA COMPANY EQUITY INVESTMENT EARLY
                                                                                             2020 – LED BY OUR PARTNERS
  ADDITIONAL BUDGET REQUIRED FOR: NEUROSLICERS (SWITCH & NEXT GEN CONSOLES)
PROBLEMS WORTH SOLVING
PROBLEMS                                       DETAILS                                                                                    SOLUTIONS

 COMPETITIVE ESPORTS MARKET DOMINATED         Many other studios cloning         These popular games           A large community
                                                                                                                                          Create innovative competitive gameplay experiences. Work hand in hand with
                                              games and following short         were built on the back of    needed before esports
     BY A SMALL NUMBER OF GAMES                     term trends                   innovation or MODS                possible
                                                                                                                                          our community in order to make sure we’re making games they want to play.

          COMPETITIVE GAMES ARE                  Large time                     Big skill gaps between       Lack of effective learning   Create supported learning systems powered by user generated content.
                                                                                                               systems and toxicity       Reward positive behaviour and cultivate a community that wants to help each
            HARD TO GET INTO                  commitment needed                         players                within the community       other.

        MOBILE COMPETITIVE GAMES                                                                                                          Take learnings from the mobile market and make sure our games are easy to
                                                  Ease of access                 Player onboarding           Retention mechanics          learn but still retain a high skill ceiling. Have strong retention systems that
            DO THINGS BETTER                                                                                                              keep players wanting to come back for more.

          70% OF PLAYERS PREFER                Find PVP gameplay                  Want a story and           Want to have a feeling       Create unified experiences with deep narrative and progression systems that
                                                                                                                                          blur the lines between online play and traditional solo games.
        SINGLEPLAYER EXPERIENCES                    stressful                     world to explore              of progression

 NARRATIVE IN MULTIPLAYER TITLES IS USUALLY   Used as nothing more                                            Lacking in narrative        Make the narrative experience about the player and their place in the world.
                                              than filler and to set a           Lack of immersion                                        Create a deep and immersive environment for them to discover and allow the
TOTALLY LACKING OR INCREDIBLY WATERED DOWN.             scene                                                       agency                player to contribute to a global and ever-evolving story.

PREMIUM GAMES RISK SMALLER PLAYER BASE,         Many premium multiplayer        Many F2P competitive games   Getting players to spend     Offer our games as premium experiences, but also offer a free2start version
                                              games can suffer with lack of       are pay2win in order to    in F2P games is getting      that gates the progression systems and narrative while still offering access to
  WHILE F2P GAMES RISK LITTLE REVENUE         player base due to initial cost    generate enough revenue.        more expensive           the in game customization shop and core competitive experience.
PRE-ALPHA COMMUNITY GROWTH & FEEDBACK

In 2018 we ran a closed Pre-Alpha over a 6 week period.

During that time we saw accelerated growth in our community, with a
higher level of engagement and the building of a core fan base.

Most importantly during this time we confirmed our target of
attracting a wide variety of players types; Hardcore RTS players,
Competitive players and even those that don’t usually play RTS games
but are looking for a new competitive and / or narrative driven gaming
experience.

The next few slides cover some of our core findings from this test
phase.
PRE-ALPHA ANALYTICS

THE PRE-ALPHA
Just Over 400 Players
Average play time per session: 2h 10min.
2 sessions average per user per day.
Our top player played 45 hours over the 6 weekend period.
Averaging a rating of 4.1 out of 5 stars via our player survey.

                    WITHOUT ANY RETENTION MECHANICS
COMMUNITY GROWTH

DISCORD
400 new members

TWITTER
Over 1000 new followers in under a month

TWITCH
Almost 1000 new followers in under a month

  ALL ORGANIC GROWTH, NO MARKETING EXPENDITURE
USER FEEDBACK
NEW PLAYERS TO THE GENRE
“I haven't played too many other RTS games before as I have never been too interested to
continue, however this one caught my attention much better and I find it way more enjoyable
than the others I've played”

OLDER PLAYERS OF THE GENRE
“I think this game is very different to other RTS games I've played (in a good way) and the
matches are usually a lot shorter which is probably perfect for me because on most days i don't
have a big chunk of time to spend playing one game so knowing i can just hop on here and
have a quick game is amazing.”

HARDCORE COMPETITIVE RTS PLAYERS
“More challenging but less stressful. Making the game competitive with not as many actions
per second required as other games makes me fall in love with NeuroSlicers.”

PLAYERS LOOKING FOR SOMETHING NEW WITH THE GENRE
“More simple, but harder. Macro is always both more fun and more challenging. That’s why i
don’t really enjoy SC2. NeuroSlicers is a real reflection of what a real RTS game should be like.
It’s about strategy, not how many actions I'm capable of doing in a minute.

Real time strategy game is what this genre is called, and therefore it should be focused on, and
only on strategy. That’s all i have to say. Good night devs! And keep up with a excellent work!”
PRODUCT TIMELINE
                                                                                                                                                                                                                                                                                                                                           REINVESTMENT FROM                         REINVESTMENT FROM                         REINVESTMENT FROM
                                                                                                                                                                                                REINVESTMENT FROM                                                                REINVESTMENT FROM
                                                                                                                                                                                                                                                                                                                                               NANOWARS                              NEURONET (PHYSICAL                        NEXUS: THE LAST CITY
                                                                                 PUBLISHER MG                                                                                                      NEUROSLICERS                                                                     NEUROSLICERS
                                                                                                                                                                                                                                                                                                                                             (ANDROID/IOS)                              BOARD GAME)                              (PC/MAC/LINUX/
                                                                                 £800K - £1.2M                                                                                                       REVENUE                                                                      (SWITCH) REVENUE
                                                                                                                                                                                                                                                                                                                                                REVENUE                                   REVENUE                               XBOX ONE) REVENUE

          SEIS + FOREIGN                                                                             EIS + FOREIGN
          INVESTMENT                              EIS INVESTMENT                                                                                                                                                                                                                                                       SERIES A ROUND
                                                                                                     INVESTMENT
          £300K                                   £250K                                                                                                                                                                                                                                                                £XXM
                                                                                                     £1.5M

         Q1 2019             Q2 2019              Q3 2019          Q4 2019       Q1 2020            Q2 2020          Q3 2020          Q4 2020           Q1 2021           Q2 2021               Q3 2021            Q4 2021               Q1 2022            Q2 2022              Q3 2022             Q4 2022           Q1 2023              Q2 2023              Q3 2023              Q4 2023                Q1 2024            Q2 2024
                                                                                                  NeuroSlicers                                                         NeuroSlicers                                                                       NeuroSlicers                                              NanoWars                                   NeuroNet                                Nexus: The Last City
                                                                                                PreAlpha Phase 2                                                          Launch                                                                        (Switch) Launch                                              Launch                                     Launch                                       Launch
                                                                                                  March 2020                                                         Q1 2021 – Q3 2021                                                                 Q1 2022 – Q3 2022                                        Q4 2022 – Q2 2023                          Q2 2023 – Q4 2024                           Q3 2024 – Q1 2025
                                                                               NeuroSlicers                                                                                                   The Keeper’s                           Salvation No More                      Crash And Burn                                                                                                                                                              ????
                                                                             PVP Test Phase 2                                                                                               Domain DLC Launch                           DLC Launch                             DLC Launch                                                                                                                                                            DLC Lau
                                                                              January 2020                                                                                                  Q2 2021 – Q4 2021                        Q4 2021 – Q2 2022                     Q2 2022 – Q4 2022                                                                                                                                                      Q1 2021 – Q

NeuroSlicers                                                                                                                                                  NeuroSlicers
(PC/Mac/Linux/Xbox One) Development (14 – 18 months remaining)                                                                                                (PC/Mac/Linux/Xbox One) Revenue Generation (3 years +)

                                                                                                                                                              NeuroSlicers                                                                     NeuroSlicers
                                                                                                                                                              (Switch) Development (16 – 18 months)                                            (Switch) Revenue Generation (3 years +)

                                                                                                                                                                                                                                                Nano Wars                                                 Nano Wars
                                                                                                                                                                                                                                                (iOS / Android) Development (12-20 months)                (iOS / Android) Revenue Generation (3 years +)

                                                                                                                                                                                                                                                Nexus: The Last City                                                                                                                          Nexus: The Last City
                                                                                                                                                                                                                                                (PC/Mac/Linux) Development (28 - 36 months)                                                                                                   (PC/Mac/Linux) Revenue Generation (3 years +)

                                                                                                                                                                                                                                                                                                                                                                                              The Mendax Proxy
                                                                                                                                                                                                                                                                                                                                                                                              (PC/Mac/Linux) Development (18 - 20 months)

                                                                                                                          The Keeper’s Domain DLC                                 The Keeper’s Domain DLC
                                                                                                                          Development (8 – 12 months)                             Revenue Generation (3 years +)

                                                                                                                                                              The Keeper’s Domain DLC                                      The Keeper’s Domain DLC
                                                                                                                                                              Development (8 – 12 months)                                  Revenue Generation (3 years +)

                                                                                                                                                                                                       The Keeper’s Domain DLC                                      The Keeper’s Domain DLC
                                                                                                                                                                                                       Development (8 – 12 months)                                  Revenue Generation (3 years +)

                                                                                                                                                                                                                                                                                                                                                                         ???? DLC                                                       ???? DLC
                                                                                                                                                                                                                                                                                                                                                                         Development (8 – 12 months)                                    Revenue Generation

                                                                                                                                                                                                                                                                                                                                                                                                                    ???? DLC
                                                                                                                                                                                                                                                                                                                                                                                                                    Development (8 – 12 months)

                                                                                                                                                                                  The NeuroNet                                                                                                                                                       The NeuroNet
                                                                                                                                                                                  (Physical Board Game) Development (24 months)                                                                                                                      (Physical Board Game) Revenue Generation (3 years +)
THE CORE TEAM
                JUSTIN FRENCH                                                              SVEN HERRMANN
                Founder / CEO / Creative Director                                          Founder / CTO / Programmer
                12 Years experience                       45.26% SHARES                    18 Years experience            16.46% SHARES
                Producer and Project Manager on several indie titles                       Technical lead on multiple projects. Incredible
                Game Audio Engineer working on top AAA games, previously worked doing
                business consulting for musicians / bands and ran a recording studio and   knowledge of technologies and complex system design.
                music production business. Also worked as a Tech / Games Recruiter.
                                                                                           Projects for: Piranha Bytes, Schweizer Fernsehen
                Projects for: Bioware, CD Project Red, Lionhead

                MILCHO MILCHEV                                                             LOIC BRAMOULLE
                Lead Designer / Programmer                                                 Art Director / Designer
                7 Years experience                         5.66% SHARES                    Over 8 Years experience         0.10% SHARES
                Launched multiple games as well as publishing a book                       Art Director on several animation films as well as
                on games programming before he left University.                            Animation, Concept and 3D work on several AAA games.
                Projects for: Edge Case Games, Pact Publishing                             Projects for: Ubisoft, Harebrained Schemes, Disney
THE CURRENT TEAM
           DANIEL ELMS                                                          TARL ARMSTRONG
           Composer / Narrative Designer                                        Community Manager
           Has composed music for numerous BAFTA, Academy Award and             Tarl has been working as a community manager over the past few
           Emmy nominated productions by the British Film Institute,            years supporting indie studios providing advice on how to curate their
           including additional music for Ridley Scott’s “Taboo” and            audiences and support active growth of their community. He has
           “11.22.63” by J.J. Abrams. Dan’s exposure to blockbuster             supported a number of indie studios such as Dean Hall. Tarl has
                                                                                also worked with a number of content creators grow and maintain their
           scripts and narrative also place him in a unique position to bring
                                                                                audience. Most recent work was with the Lone Wolf IP..
           that quality to our writing team.

           DANNY WADESON                                                        SCOTT BREBNER
           Lead Narrative Designer / Writer                                     Technical Content Designer
           Danny is perhaps best known for his work on the hugely               Scott previously worked for Exsurgo Rehab Ltd, a company
           anticipated cinematic cyberpunk game ‘The Last Night’. He’s          creating experimental games and hardware technology for
           also worked on the hit CGC Duelyst, plus Abandon Ship, Harold        the Rehabilitation of patients who had suffered neurological
           Halibut, and many more. He’s also a widely published games           injury. Scott was the only game designer and programmer on the
           journalist and world building expert.                                company’s projects. Scott is also an avid D&D DM, having written
                                                                                a wide variety of campaigns with reworked game mechanics.

           FRANCISC APOSTU                                                      ALICE DUNDGEON
           UX/UI & Systems Designer                                             Illustrator & Junior 3d Artist
           Francisc is an industry veteran with over 12 years of industry       Alice is the newest member of the Dream Harvest team. She
           experience, 6 of which was working at Ubisoft on games such as       recently graduated from the University of Northampton after
           Watch Dogs 1 and 2, Assassins Creed and more. He is also a           studying a BA in Games Art. Alice’s unique illustrative style
           fellow entrepreneur, having been CEO at his own indie game           jumped out to us, which can be seen here: www.molpokolov.com.
           studio, NoMoons where they successfully launched a game              She has brought some much needed balance to the team and
           called MindNight.                                                    having been taken under Loic’s wing, will become a real asset.
GAMES WE’VE WORKED ON
OTHER COLLABORATORS

          ANTONY JOHNSTON                                                     RYAN KLAVERWIEDE
          Narrative Consultant                                                UX/UI Designer
          New York Times bestselling graphic novelist, author, and games      Graphic Artist/Designer with 10+ years experience working
          writer with more than fifty published titles. The Charlize Theron   within video game development, branding, apparel, and any form
          movie ATOMIC BLONDE is based on his graphic novel THE               of illustrative graphic design. Visual Design Lead at Bungie on
          COLDEST CITY. His epic series WASTELAND is one of only a            their Destiny 1 and 2 Team and worked as a graphic designer on
          handful of such longform achievements in comics. His first video    Halo 2.
          game, DEAD SPACE, redefined a genre.

          AMELIE BEAUDROIT                                                    KELVIN HUYNH
          UX Researcher & Narrative Designer                                  VFX Artist
          Holding a Masters in cognitive and social psychology as well        VFX artist at Riot Games on League of Legends. Kelvin has been
          as being an all round creative. Amelie has worked with a wide       working in the industry for the past 6 years doing a mixture of
          variety of Indie Studios helping solve key User Experience issues   3D prop and VFX art. He's worked on a variety of interactive
          around interaction, narrative design and player engagement.         projects while at 5D Studios including a VR project for the
          She now works for Ubisoft while still supporting us and our User    Sundance Film Festival.
          Research needs on NeuroSlicers.
SUPPORT/ADVISORY TEAM
          ELLA ROMANOS                                                             OSCAR CLARKE
          Production Consultant                                                    Live Service Consultant
          Ella’s background is in programming and user experience design, and      Oscar Clark is consultant specializing in project-based Executive
          production, fundraising and company strategy. Awarded finalist in the    Production. A pioneer in social games services since 1998, he
          ‘Innovator Of The Year’ category for Women In Technology Awards,         was Vision Lead for British Telecom's Wireplay, one of the first
          named in Develop’s ‘Top 30 under 30’, been a finalist in the TIGA        online games communities, Global Lead for Digital Games at
          Awards Leadership category and twice listed in MCV's UK Top 100
                                                                                   Hutchison Whampoa (3UK) and Home Architect for
          Women in Games including as a finalist in the ‘Business Woman of the
                                                                                   PlayStation®Home.
          Year’ category.

          ADAM BETTERIDGE                                                          HRVOJE MITIC
          Business Development Consultant                                          Business Development Consultant
          Since 1998, Adam has played various crucial roles in the successful      Director/Co-Founder at GamesCo. London, an independent game
          financing of nearly 60 media productions with aggregate budgets of       developer support consultancy company from London, UK.
          over £250million, as Executive Producer and Producer. Amongst these
          include the Oscar nominated film MARGIN CALL. In video games, Adam
                                                                                   Broad industry experience includes Game Production and
          provided consultancy services to various UK/ US companies such as
                                                                                   Financing, Art Direction, UI & UX design, Online Advertising and
          Blazing Griffin, Bossa Studios, Cloud Imperium, Codemasters, Ingenious
                                                                                   Project Management.
          Group & Premiere Picture.

          DANNY WOO                                                                RICK NAHM
          Business Strategy Advisor / Investor                                     Business Development Consultant / Investor
          Founder and CEO at GTR. He has 10+ years experience in business          Rick has vast experiences in growing new businesses for global
          strategy development from small/medium to industry-leading               expansion. He has over 14+ years of managerial experience in
          companies such as Samsung and NHN. Most recently, he has built           the field of corporate strategy, business development and
          his professional career as a venture capitalist participating in a       operations covering a range of business areas in gaming
          15 Million dollar game fund investing into early stage game              publishing and monetization from leading corporations such as
          startups at NHN Investment.                                              Electronic Arts, Naver, Hangame and Samsung Electronics.
THE STUDIO
FIND OUT MORE
SOCIAL
          press.dreamharvest.co.uk          youtube.me/dreamharvestgames
          twitter.com/dream_harvest         facebook.com/dreamharvestgames
          instagram/dreamharvestgames       linkedin.com/company/9244461
          twitch.tv/dreamharvestgames       discord.gg/neuroslicers

CONTACT   justinfrench@dreamharvest.co.uk
          twitter.com/just_in_dreamer
          07530199890
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