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The content of this promotion has not been approved by an authorised person within the meaning of the Financial Services and Markets Act 2000. Reliance on this promotion for the purpose of engaging in any investment activity may expose an individual to a significant risk of losing all of the property or other assets invested.
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.
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
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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