The Studio develops mobile games "Fonvayv"

Project description

Our project is a game Studio based in the realities of the gaming industry. At this point we can describe our main development trends as:

· Commitment to the development of the database of game projects aimed at creating a gaming community, which is developing and improving each game.

· The desire to create game projects, focused on competition between players (PvP), as well as the ability to create alliances and other gaming enterprises.

· A willingness to create projects that will meet the development trends of e-sports worldwide, i.e. projects where the result is primarily influenced by the skills of the player.

These trends dictated by the fact that over the last couple of years, many game genres out of the market due to lack of demand, and new game genres appear almost every year and occupy leading positions in the tops of sales. For example, Pokémon Go Royal and Clash are in the top 5 most profitable games, and was launched in the last year and a half. You can also note the growing demand for smartphones, which obviously increases the number of people playing mobile games.

Under changing reality, we also implied the transition to the new mechanics of interaction with the player. At the moment each user prefers to see in the game is not "killing" time, and the product that gives him the opportunity to touch the community with its rules and groups. In this regard, an increasing number of genres begins to develop in the field of augmented reality and eSports.

Our main advantage is that large companies focused on the development of already established titles and indie studios don't have enough resources to develop powerful, competitive, projects. In this situation, we have enough space to develop those games that will fit the overall trends in digital entertainment, as well as to experiment with new genres, not afraid of pressure from the "sharks" of the market. Moreover, we as a team, behind which more than 8 years of experience in the development of video games, can highlight the most emerging sectors of the industry and to work competently with them, thereby occupying a leading position in the global trends of mobile games.

Additional information

Our team

Game designer (Raimkulova Julia): 28 years total experience in the gaming industry and theatre/film for over 8 years. 5 years working in one of the largest game studios in the CIS (Kama games), author of articles about game design, the author of a number of indi projects, including projects "Stronghold of the Empire" and "Element".

Artist and creative Director of the project (Tchaikovsky Denis): 30 years, art Director of the project "Mysterious house" (Top 5 games of the category puzzle), several consecutive years was the art Director GameInsight (the most famous and age game studios in the CIS), as head of the art Department Crazy Panda studios (the creators of the most popular poker in the CIS). Total experience of over 10 years.

The head of the Studio (dashinski Vladislav): 22 years, author of two indi projects, one of which reached the top 15 in the category "Puzzles" in Russia. More than 3 years of experience in game design, last year and a half working on a game project of "European media group" as a leading game designer and producer of the project.

Market analytics

At the moment the main target market is CIS market, with a primary focus on audience from 21 to 32 years as this audience at this point is the most solvent audience in the segment.

The whole mobile games market is developing rapidly the last 2-3 years, the growth of turnover every year, billions of dollars (http://app2top.ru/industry/newzoo-ob-em-ry-nka-mobil-ny-h-igr-k-kontsu-2016-go-sostavit-36-9-mlrd-78004.html)

It is also very rapidly evolving mobile market in Russia, thanks to investment from the big campaigns and the increasing demand for smartphones (http://app2top.ru/industry/mobil-ny-j-ry-nok-rossii-obzor-prognozy-i-rekomendatsii-53438.html).

In summary, the project submitted a detailed report on the market, with tables and graphs

The uniqueness of the project

At the moment, the major competitors of our project can be divided into several conditional groups:

·

The Studio, which occupied a niche (for example, a Studio may serve Blizzard and Hearthstone – this game has the niche of card games, and is unlikely soon to be able compete with it).

·

The Studio who are just starting their development (in fact the same as we, for the reason that they have also no encumbrance of large projects and plenty of freedom of action).

·

The big studios selling their main projects. This is bad for us for the reason that such schools have the greatest amount of influence on the market, and coupled with the huge amounts it can give them the opportunity to "crush" under itself, still not occupied niches.

In order to correctly around each of the possible competitors, we need to employ a strategy of maximum expansion, that is, to try to take those genres that are currently evolving, and to do it as quickly as possible. And not to make games that can compete with large projects for their CA, in order not to lose a large number of players at the start.

With proper use of expertise and resources, we have a good chance to gain a foothold in the market, the role of the "pioneers" of some of the game genres. Such conclusions can be drawn according to the report

Mail.ru stating that over the past 3 years, the players are "settled" in the basic genres of the market, and happily respond to new arrivals (such as the famous "Pokémon Go" and "C. A. T. S." on the Russian market).

Monetization sources

At the moment the only current sales model is to implement digital copies through the stores of the different platforms of mobile devices (Googple play, AppStore, etc.)

When designing a system of earnings, we orientirueshsya at the most popular modern models of monetization of games. In particular, we adhere to the propagation model free-to-play, and profit with the help of a mechanic of "slack wax" (It's popular in Asian countries, the method of monetization in which a player for a specific amount and receives a random item; a Good example can serve as boosters in Hearthstoneи the Treasury in the popular DotA2) and purchase the full and expanded versions of the initial product. It is also worth noting that each genre, which includes games with other players, gives you the opportunity to earn money by selling all sorts of social-status goods, and gifts to your friends in the group (clan, Guild, etc.). Detailed and interesting information about various methods of monetization that are actively used now you can learn their articles of our colleague (https://habrahabr.ru/post/220969/).

In addition, we are also planning to develop its own system of advertising, which will be able to filter all advertising messages and to maintain high rates of views and transitions.

Sales strategy and marketing

The basic steps for development of the company the following:

1. Start development of the first product

2. Finished the game after 6-8 months after launch

3. Test run in 10-12 months after launch

4. The release of the project after 14-15 months after the start of the project.

5. Evaluation of results and approval of the plan of further development after 17-19 months after the start of the development of the first product.

The main driving force of development of any game Studio is creating a community of fans and lovers, by which it is possible to develop the project, and to enter other markets. Thus, our main goal is not just advertising the product and attraction of players to the development process of the project. For these purposes, we plan to develop the social aspects of our games, feedback from users and a platform for interaction of all players simultaneously.

With the successful implementation of the test run on the territory of the CIS, we will be able to reach larger markets, in particular Asia and the USA. With enough traffic, we will have the opportunity to develop several areas of development, focusing on each audience segment.

Thus, we are able to build a flexible company structure, where a game designer will not just be responsible for content development, but also pre-plan the mechanics of monetization, and working with communities. Through this approach, we will always be able to quickly affect the game function, and build the marketing Department in direct contact with the development Department.

Project detailed information is available to investors after authorization.

Project detailed information is available to investors after authorization.

Translated by "Yandex.Translator"
Project No. 36109
Created on: 25.07.2018

Russia, Moscow Oblast, Moscow


Project price: 130 000 000

Investments volume: 40 000 000


Stage: Idea


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Contact details of entrepreneur

Dashchinskiy Vladislav Stanislavovich

Russia, Moscow Oblast, Moscow
Informational technologies, Entertainment/TV/Media