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Partnership <strong>Deck</strong><br />

2016<br />

Lars Lien<br />

Kristjan Farrugia<br />

Mike Stevens


Introduction<br />

01<br />

<strong>Luckbox</strong> is a<br />

gambling<br />

game<br />

developer<br />

that will develop and launch<br />

massively social<br />

gambling games<br />

for a competitive and hyper-social<br />

esports<br />

generation<br />

The contents of this document are confidential. Please do not distribute without written consent.


The Problem<br />

02<br />

What’s the problem?<br />

The online casino industry<br />

lacks innovation<br />

Big gambling operators are not<br />

effectively targeting<br />

the esports generation<br />

Viritual Currency casinos<br />

lack the safety<br />

of traditional iGaming companies<br />

The contents of this document are confidential. Please do not distribute without written consent.


The opportunity<br />

03<br />

The evolution of<br />

gaming has presented<br />

an opportunity<br />

1990s<br />

2000s<br />

Internet enables online<br />

communication through email,<br />

forums & instant messenger.<br />

Facebook launches and the social media<br />

age begins.<br />

Audience<br />

Gaming becomes<br />

connected. Multidevice<br />

multi-player<br />

era begins<br />

Professional<br />

tournaments<br />

becomes a thing<br />

Esports<br />

explodes<br />

2010 ><br />

New platforms like Twitch change the<br />

way we consume content. Mobile begins<br />

to dominate.<br />

1990s<br />

2000s<br />

2013 ><br />

Opportunity<br />

2005 ><br />

Online gambling explodes across<br />

multiple verticles.<br />

Games<br />

1990s<br />

Online casinos emerge, closely<br />

followed by the poker boom.<br />

Gambling<br />

1960s<br />

The first electronic slot<br />

machines are built.<br />

The contents of this document are confidential. Please do not distribute without written consent.


Size of opportunity 04<br />

How big is the opportunity?<br />

Global gambling market:<br />

£325bn<br />

Global online gambling market:<br />

£28.5bn<br />

The online casino market is HUGE and increasing year-on-year.<br />

Esports is currently volatile and fragmented, offering low<br />

acquisiton costs, solid margins and excellent opportunities for<br />

agressive marketing and rapid growth.<br />

Illegal item betting market:<br />

£278m<br />

All figures are gaming revenue. Sources are:<br />

£278m known and<br />

unregulated item<br />

market.<br />

-£90.3m Regulated/<br />

prohibited markets<br />

(25-40%)<br />

-£61m<br />

Underage players<br />

(22-45%)<br />

Servicable market<br />

Bear: £74m<br />

Base: £126m<br />

Bull: £173m<br />

10x? 25x? 100x?<br />

Growth of products by<br />

accepting real money,<br />

deposits, offering legitimate<br />

service, expansions into<br />

other markets and so forth.<br />

Global: Cardplayer/Technavio<br />

Online: Forbes/MorganStanley<br />

Items: Naurus/Eilers<br />

The contents of this document are confidential. Please do not distribute without written consent.


The Competition 05<br />

Traditional gambling & esports companies<br />

are not solving the problem<br />

Traditional gambling<br />

companies don’t<br />

understand eSports.<br />

Existing eSports<br />

companies lack<br />

gambling and<br />

business expertise.<br />

The contents of this document are confidential. Please do not distribute without written consent.


Meet the team 06<br />

Who can solve it?<br />

Lars Lien<br />

Co-founder & CEO<br />

10+ years experience in games, gambling,<br />

virtual currencies and esports.<br />

Kristjan Farrugia<br />

Co-founder & CTO<br />

Head of Amaya Gaming B2C Web<br />

Development.<br />

Mike Stevens<br />

Co-founder & COO<br />

Professional gambler and<br />

experienced operations manager.<br />

iGaming Ideas<br />

Advisory board member<br />

Multiple award winning startup<br />

incubator.<br />

James McMath<br />

Marketing, PR, Social<br />

15 years experience in<br />

mainstream media.<br />

Robert Camilleri<br />

Business Intelligence<br />

Head of business intelligence, specializing<br />

in gambling & risk management.


Roadmap 07<br />

How will we get<br />

there?<br />

Phase Three<br />

Finalize commercial and<br />

technical B2B preparations.<br />

Add real time esports-betting.<br />

Phase Four<br />

White Label sales to<br />

esports communities and<br />

game sales to traditional<br />

gambling operators.<br />

Phase One<br />

Build and deploy core<br />

gambling infrastructure.<br />

Obtain gaming license.<br />

Launch MVP<br />

Phase Two<br />

Add approx. 1 new casino game per month.<br />

Stablize and Improve Operations.<br />

Offer audience appropriate slots.<br />

The contents of this document are confidential. Please do not distribute without written consent.


Details 08<br />

We will be...<br />

Innovative<br />

18-34 focused<br />

Secure<br />

Real Time Games (RTGs)<br />

Quick loading<br />

Massively social<br />

Highly interactive<br />

Game Types<br />

Unique house-banked games<br />

Unique Player vs Player games<br />

Gamified VIP system (<strong>Luckbox</strong> “openings”)<br />

Business Methodology<br />

4-8 week turn-around for new games<br />

Actively utilize community in new game design<br />

Ability to rapidly scale game production<br />

Built for gamers<br />

Sleek reductive design<br />

Competitive<br />

Community<br />

Targeting gamers<br />

Fully esports-integrated brand<br />

Marketing through esports<br />

Fast-paced and exciting experience<br />

Rewards for gamers<br />

Levels, achievements, status symbols<br />

Jackpots, leaderboards and major wins<br />

<strong>Luckbox</strong>es to win jackpot, cash, bonus and game rewards<br />

For customers<br />

Integrity based approach (do it right & brag about it)<br />

Certified systems, player fund protections<br />

Trusted jurisdiction<br />

For shareholders<br />

0% corporate tax<br />

Monetization from Day 1<br />

Reputable government, legal system, licensing<br />

Scalable & secure infrastructure<br />

Tried & tested at scale (B2C & B2B)<br />

Gambling industry veteran co-founder/CTO<br />

Security overseen by industry leaders<br />

...and a couple of unexpected wins too cool to include here<br />

The contents of this document are confidential. Please do not distribute without written consent.


MVP<br />

09<br />

An example of one of our massively social games. Simple to develop, highly engaging and proven<br />

to be social.<br />

The contents of this document are confidential. Please do not distribute without written consent.


B2C Approach 10<br />

How will we achieve low acquisition<br />

costs?<br />

- Endemic esports marketing; Influencers, Tournaments, Players<br />

- Social & innovative games conducive to viral referrals<br />

- Hugely popular in-game rewards (e.g. Counter-Strike “skins”)<br />

- Attractive (and legal) affiliate partnerships, outcompeting illegal competition<br />

- Twists to “traditional” digital marketing (PPC, SEO, Ad Buys)<br />

- Social Media Marketing: Audience appropriate raffles, giveaways<br />

(game keys, virtual items/currency, etc)<br />

These and other marketing channels are not understood or used appropriately by<br />

the competition in the context of esports, creating gaps for us to exploit.<br />

The contents of this document are confidential. Please do not distribute without written consent.


B2C Projections 11<br />

Projections<br />

Our marketing research indicates the ability to acquire users at even less than £10 if<br />

done so correctly.<br />

Model parameters:<br />

Year 1 (LTV £160)<br />

Q1<br />

Q2<br />

Q3<br />

Q4<br />

Total<br />

New Users<br />

4000<br />

11,000<br />

16,667<br />

20,000<br />

51,667<br />

CPA year 1: £20 -> £35<br />

CPA year 2: £40 -> £55<br />

CPA year 3: £60 -> £85<br />

Revenue<br />

EBITDA<br />

£465k<br />

-£265<br />

£1,603k<br />

£477k<br />

£2,720k<br />

£1,012k<br />

£3,429k<br />

£1,284k<br />

£8,215k<br />

£2,508k<br />

User month 1 > 2 Retention: 20%<br />

User month 2+ Retention: 50%<br />

Affiliate acquisition: 0<br />

Organic growth: 0<br />

Year 2 (LTV £200)<br />

Q1<br />

Q2<br />

Q3<br />

Q4<br />

Total<br />

For comparison, a casino competitor is<br />

currently achieving the following LTV:<br />

Global Avg: €550<br />

SE €390<br />

NO €640<br />

FI €360<br />

DACH €350<br />

BR €640<br />

New Users<br />

Revenue<br />

EBITDA<br />

Year 3 (LTV £240)<br />

26,250<br />

£5,562<br />

£2,167k<br />

Q1<br />

33,333<br />

£7,044k<br />

£2,827k<br />

Q2<br />

42,000<br />

£8,887k<br />

£3,451k<br />

Q3<br />

49,091<br />

£10,561k<br />

£3,972k<br />

Q4<br />

150,674<br />

£32,055k<br />

£12,421k<br />

Total<br />

This is quite standard for the industry.<br />

New Users<br />

52,564<br />

62,088<br />

63, 922<br />

79,412<br />

257, 985<br />

Notes:<br />

Revenue<br />

£11,809k<br />

£15,839k<br />

£17, 107k<br />

£19,981k<br />

£67, 737k<br />

LTV = Life time value<br />

CPA = Cost Per Acquisition/New User<br />

EBITDA<br />

£4,045k<br />

£5,961k<br />

£5,998k<br />

£6,017k<br />

£22, 021k<br />

EBITDA is after gaming duties<br />

The contents of this document are confidential. Please do not distribute without written consent.


B2B approach 12<br />

Business to business<br />

opportunities<br />

Item betting<br />

sites who want a<br />

regulated product.<br />

Esports websites<br />

looking to monetize<br />

their web traffic.<br />

B2B Product<br />

Games<br />

Sub-licenses<br />

White-label<br />

Traditional iGaming<br />

sportbooks & casinos.<br />

iGaming turnkey<br />

operators<br />

The contents of this document are confidential. Please do not distribute without written consent.<br />

Other businesses<br />

looking to diversify<br />

their brand.


Financing 13<br />

Our goal<br />

In return<br />

To raise a £2 million seed round<br />

This will pay for:<br />

- Gambling infrastructure & licensing<br />

- Development, launch & marketing<br />

- Several massively social gambling games,<br />

including new type of esportsbook<br />

- Offices, equipment & admin expenses<br />

- Development, marketing & operations staff<br />

- Significant buffer for unexpected events<br />

You are investing in a team of industry<br />

veterans with many years of operational<br />

gambling experience.<br />

We are well equipped at navigating difficult<br />

legal & regulatory waters, and have a large<br />

network of high quality specialists (licensing,<br />

marketing, sportsbook, operations++) we know<br />

want to work with us.<br />

To conclude, our gambling and esports<br />

experience ensures we will achieve great early<br />

acquisition cost on a hugely scalable business<br />

model.<br />

The contents of this document are confidential. Please do not distribute without written consent.


Contact page<br />

14<br />

Thank you for your time!<br />

We are happy to answer<br />

any questions you may have.<br />

Lars Lien<br />

Chief Executive Officer<br />

Mike Stevens<br />

Chief Operating Officer<br />

Kristjan Farrguia<br />

Chief Technology Officer<br />

lars@luckbox.com<br />

https://mt.linkedin.com/in/larslien<br />

mike@luckbox.com<br />

https://mt.linkedin.com/in/mjstevens80<br />

kris@luckbox.com<br />

https://mt.linkedin.com/in/kristjanfarrugia<br />

The contents of this document are confidential. Please do not distribute without written consent.


Appendix - The audience 15<br />

Gaming Audience<br />

809 million gamers<br />

globally are aware of what<br />

eSports is.<br />

eSports Audience<br />

226 Million regularly<br />

watch or are involved in<br />

eSports events.<br />

Estimated total gamers (globally)<br />

1.908bn<br />

Source: Newzoo eSports global report Jan 2016<br />

The contents of this document are confidential. Please do not distribute without written consent.


Appendix - Market forecast 16<br />

Real Money<br />

players (2015)<br />

Source: Eilers Research, LLC.<br />

Fantasy eSports<br />

590k<br />

2020 Projections<br />

Base case<br />

19.4m players<br />

23.5bn annual bet<br />

volume<br />

1.81bn betting industry<br />

revenues.<br />

eSportsbooks<br />

(items)<br />

3.2m<br />

Bear case<br />

17.4m players<br />

12.7bn annual bet<br />

volume<br />

996m betting industry<br />

revenues.<br />

eSportsbooks (RM)<br />

1.72m<br />

Bull case<br />

32.5m players<br />

42.9bn annual bet<br />

volume<br />

3.3bn betting industry<br />

revenues.<br />

The contents of this document are confidential. Please do not distribute without written consent.


This is the end of the document. The contents of this<br />

document are confidential. Please do not distribute without<br />

written consent.

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