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The Concept: Replicating the Success of GRAM GAMES
FoundedDotto – 2009
New concept – not yet
Target Markets Digital gaming
Investors /
Grants
TEYDEP grants
targeted for YR2
Headquarters Istanbul, Turkey
Employees 7
YR1 Targets
1 puzzle game
3-4 prototypes
7 employees
92K USD revenues
400K USD expenses
Break Even YR2
Positive Cash
FlowYR3
Fundraise 400K USD - 2 years
• Our aim is to replicate the success of GRAM GAMES in the Turkish and
global digital gaming markets.
• We plan to utilize the know-how and lessons learned in building,
launching and promoting digital games, accumulated while building up
GRAM GAMES.
• We will be assisted by GRAM GAMES throughout this process, by active
mentoring at the CEO level, as well as via tech support through the
2tones platform, in areas such as game design testing, Apple and
Google Play Store connections, ad revenue management models,
revenue sharing models, and human resources.
• We will further be assisted by Cankaya and Bilgi University teams in
project support and development, as well as government grants such as
TEYDEP.
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The Driver: Upbeat Market, Locally and Globally
• 1 billion plus digital gamers throughout the world, total
market size of 111 billion USD
• 22 million digital gamers in Turkey; Over 50% spend
money on digital games; total market size of 434 million
USD
• Estimated 39 million hours of gaming per day in Turkey
• Turkish gamers ranked 1st in the world with 38.4
minutes per gaming session on social media
• Market share of local firms in Turkish gaming market:
only 5%
• Digital game development is a strategic priority for
Turkey (Development Ministry, 2015-2018 Information
Society Strategy)
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Encouraging Statistics
Active Mobile Social
Accounts
32M
Mobile Connections
70M
Active Social Media
Accounts
40M
Active Internet Users
38M
Total Population
77M
5% growth
since Jan
2014
11% growth
since Jan
2014
2% growth
since Jan
2014
14% growth
since Jan
2014
66% of mobile connections are broadband (3G/4G)
Facebook is the top social media network (26%)
41% of the total population use mobile internet
Average daily use of social media is 2H 56M
Turkish gamers play the longest and pay the most
Source: Eastern Europe’s Digital Games Market, 2014; Superdata; Digital Games Market
Intelligence
Our Team
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Volkan Dinc (CEO and Head of Product Development) is the founder of Dotto. A former consultant to the Minister of External Affairs of the
TRNC and a C-level executive at Fit and Dotto, Volkan has had a successful career in IT consulting, technology ventures and digital
gaming, accumulating valuable experience and know-how that will help in future similar ventures
Emrah Babal (Graphics Design) is an experienced graphic designer who has spent his entire professional career at Dotto, specializing in
mobile platforms. Emrah has provided graphic designs for over 50 games and applications
Mete Gonc (Advisor to the Board) is the co-founder and CEO of ENCODE IT Management & Consultancy. Mete’s corporate management
experience includes local and regional VP mandates at Symantec, CA, and HP, as well as Managing Consultant at Andersen and later E&Y
Gulzemin Uras (IOS Developer) is Dotto’s IOS developer. Gulzemin started to work at Dotto before her graduation from university and has
now performed all of Dotto’s IOS development for the last two years
Meltem Dinc (Project Management) is an experienced project manager. Prior to Dotto, Meltem has worked for AKSA Holding and Fina
Enerji. At Dotto, she has managed important projects with EnerjiSA, Sehir University, Alfemo, and Tatil Sepeti
Mehmet Ecevit (Company Mentor) is the Founding Partner and CEO of Gram Games. Mehmet has created the first Turkish social game,
Sanalika, and has played a pivotal role in the growth of Gram Games in Turkey and the global markets
Us against the Competitors
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Principle Competitors
Peak Games
Gram Games
Mobile Craft
King
Roveo
IMPORTANT NOTES:
• 3-6 large online gaming companies currently active in
Turkey
• The Turkish and Eastern European markets have
significant potential
• For local firms the markets are relatively virgin territory
• The games that we plan on producing will focus on fast
consumption during free and social times
• This will enable us to acquire a large user base, and
hence ad revenues
• Once we gain mastery at this type of game, then we can
move into different game types and revenue-making
methods
Revenue Model
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Primary customer • The digital gamer (online & social media)
How we make money
• Sales channels: Internet and social media
• Types of revenue: In-game advertising, in-app
purchases
• CMO: Promote games to publishers, attract new
users, increase ad sales
Pricing model
• Market driven, focused on adding the costs of
developing, selling and running the gaming
service and an anticipated level of gross margin
Revenue and number
of customers to date• None
Life-time value of an
average customer
(months, USD)
• 117.95 USD, 184 days (Turkey)
• 96.88 USD, 144 days (Eastern Europe)
Strategic Partners
Marketing & Growth Strategy
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Develop multiple prototypes, and obtain constant
market feedback
Keep developing new games every year
Continuously look for and leverage government
grants and strategic investors
Focus on team spirit and working culture
development
Bring in professional CMO and formulate strategy
to continuously acquire new users, increase in-
game ads and in-app purchases
Transfer to professional CEO after making the
company attractive to international investors
Develop and Innovate
• New games
• Prototypes
Acquire new users and
ad revenues
• CMO
• Sales channels
• Social media
Find cash and
investors
• Grants
• Investors
• Professional CEO
Corporate Footprint
5-YR Business Plan
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Year 1 Year 2 Year 3 Year 4 Year 5
# of Games 1 4 6 8 10
# of Employees 7 15 20 22 25
Revenues (USD) 92K 365K 3.000K 5.000K 7.000K
Grant Proceeds
(USD)- 200K 175K - -
Expenses (USD) (400K) (500K) (700K) (900K) (1.000K)
EBITDA (USD) (308K) 65K 2.475K 4.100K 6.000K0
2
4
6
8
10
12
(1,000)
0
1,000
2,000
3,000
4,000
5,000
6,000
7,000
8,000
Year 1 Year 2 Year 2 Year 4 Year 5
Financial Performance
EBITDA Revenues Expenses No of Games
Next 12-24 Months
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Product
• Develop 3-4 new prototypes in YR1
• 1 puzzle game at the end of YR1
• 4 more game launches in YR2
• Level design game in YR2
• Continued product development in YR3
People
• New CMO by the end of YR1
• TEYDEP program specialist in YR2
• Stabilize team and working culture during YR2-3
• Professional CEO at the end of YR3
Performance
• In-game advertising and in-app purchases successfully launched in YR2
• Accumulate knowledge for level design game by YR2
• Company attractive for international investor at the end of YR2 (best case scenario)
Finances
• No profits for the 1st 3 QTRs, possibly whole YR1
• Enter TEYDEP 1507 program in YR2 (75% reimbursement)
• Break even in YR2
• Positive cash flow during YR3
The Fundraise
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Size of fundraise 400K USD
How long does it get us? 2 years
How will we spend it?YR1: Rent, personnel expenses, SW and HW investments
YR2: Additional advertising expenses (acquisition of new users), data analytics expenses
What are our KPI’s?
1 game in YR1, 4 games in YR2
Successfully enrolled in TEYDEP program
Break even in YR2
10-20K USD of ad revenue per day during YR2
What do we need to
achieve before the next
round?
At the end of YR2 the ultimate goal is to have a break-even company that can stand on its own
feet and can produce attractive games for the digital market
How else can you help
us?
Provide feedback on our pitch
Refer us to other potential investors