2. CHANGE TRACKERS
Date Version Change By Remarks
26 July 2016 0.0 Created MS Requested by IG
27 July 2016 0.1 Added Future Products MS
28 July 2016 0.1 Added Game Jam MS
3. 18.7 19.1
20.5
21.9
22.2
23.8
2.9 3.3 4
31.9
36.8
43.1
0
5
10
15
20
25
30
35
40
45
50
2013 2014 2015
USDBillions
Growth Record
Europe, Mid East, Africa North America Latin America Asia-Pacific
4. The Big
Players:
1 China $22.2Bn
2 Japan $12.3Bn
3 South Korea $4.0Bn
4 SEA $1.5 Bn
5 Australia $1.2Bn
6 India $1.2Bn
7 Taiwan $0.7Bn
8. PROBLEM WITH INDONESIAN GAME
MARKET
CURRENTLY
FOREIGN
PUBLISHERS AND
DEVELOPER CAN
ONLY SEE
INDONESIA AS
A BIG MARKET.
LOCAL TELCO
COMPANIES –AS
GAME NETWORK
PROVIDER- TAKE
A LOT HIGHER
PERCENTAGE
FROM REVENUE
COMPARING TO
THE NORMAL 5%
IN DEVELOPED
COUNTRIES
90% +
MARKET SHARE
BELONG TO
FOREIGN
PRODUCTS.
MARKET SHARE
LOCAL GAME
DEVELOPER ONLY
EARN
1.2%
WHILE
INDUSTRY IN
TOTAL EARN
ONLY UP TO
9.6% MARKET
SHARE.
9. PROBLEM WITH INDONESIAN GAME
MARKET
90%
MARKET
> 5%
90% + market share belong to
foreign products. Local game
developer only earn 1.2% market
share, while industry in total earn
only up to 9.6% market share.
Currently foreign publishers
and developer can only see
Indonesia as a big market.
Local telco companies –as
game network provider- take
a lot higher percentage from
revenue comparing to the
normal 5% in developed
countries
10. POTENTIAL OF
INDONESIAIndonesia holds all kinds of potential to foster a massive game
development industry. It is inexpensive to produce games here,
there is a large pool of talent that is growing strong in gaming
content.
11. PROJECTION OF INDONESIAN ECONOMY
NOW 2030
Economy in the World 16th largest 9th largest
Member of Consuming Class 45 Million 155 Million
Population in City Producing 53% 74% of GDP 71% 74% of GDP
Skilled Worker 55 Million 113 Million
Market opportunity in consumer
services, agriculture & fisheries,
resource & education
$ 0.5 Trillion $ 1.8 Trillion
Source: McKinsey Global Institute
Ecommerce positioned to play an important role in retail and consumer services
12. • Local game industry ecosystem
now grow naturally (read:auto-
pilot)
• Most of local game developer
has launched product globally
Local Game
Developer
Local Game
Publisher
Foreign
Game
Publisher
Foreign
Game
Developer
LOW BUDGET
• Casual Mobile Games
• Casual Web Games
• PC/Console Mid Core
GLOBAL
MARKET
INDONESIAN
MARKET
HIGH BUDGET
• PC MMO Games
• MOBILE MMO Games
Produces
Demands
License Fee & Rev-share
$$$$
Licenses
Produces
Licenses
Sponsors & Rev-share
$$$
Publish & Monetizes
Publish &
Monetize
Sales
$$$$$$
Sales
$$
Sales
$$$$$$
Flow of money Flow of product
INDONESIA GAME INDUSTRY ECOSYSTEM
Flow of product
13. PROBLEM WITH INDONESIA INDUSTRY
ECOSYSTEM
Lack of B2B collaboration among local game developer and local game publisher is caused
by:
1.90% local game developer are small scale companies producing small games
2.Big gap between local game developer quality output and quality demanded by local
publishers
3.Lack of local developers success story hinder local publisher to publish local game
4.Lack of local publisher knowledge and networks to publish in global market
14. LOCAL GAME DEV COMPANY GROWTH
PROJECTION
2015 2016 2017 2018 2019
AAA Scale (Budget > Rp 10M) 0 0 0 1 2
Large Scale (Budget < Rp 10M) 6 12 20 31 45
Mid Scale (Budget < Rp 1M) 60 112 183 278 404
Small Scale (Budget < Rp 100Jt) 416 478 550 633 728
416 478
550
633
728
60
112
183
278
404
0
200
400
600
800
1,000
1,200
1,400
Source: https://www.techinasia.com/talk/aim-build-company-unicorn-2/
15. 2015 2016 2017 2018 2019
No. of Game Produced 482 603 753 941 1,177
No. of Commercial Game Dev 150 195 254 330 428
Gross Revenue (in BL Rp) 49 88 159 286 514
0
100
200
300
400
500
600
0
200
400
600
800
1,000
1,200
1,400
LOCAL GAME DEV PRODUCTION GROWTH
PROJECTION
Source: https://www.techinasia.com/talk/aim-build-company-unicorn-2/
16. 2016 2017 2018 2019
Indonesia Game Market Cap 6,292 8,808 12,332 17,264 24,170
Market Share Global Player 5,537 7,223 9,249 11,740 14,502
Market Share Lokal Player 755 1,585 3,083 5,525 9,668
6,292
8,808
12,332
17,264
24,170
-
5,000
10,000
15,000
20,000
25,000
30,000
MarketShareUnitinBillionRpLOCAL GAME MARKET SHARE PROJECTION
Source: https://www.techinasia.com/talk/aim-build-company-unicorn-2/
18. COMPANY OBJECTIVES
1. To complete IP development production
2. To nail co-production projects with global game companies
3. To expand service contracting business unit
4. To establish deeper collaboration with Agate Studio
SHORT TERM:
1. To be an Indonesian character/IP databank
2. To be a master licensor for game developer- related software certification
3. To be a game related content provider for video broadcaster (online and TV)
LONG TERM
19. Game development combines various disciplines
into production in order to
actualize ideas
Business
Design
Art Programming
Software
Company
Application
Visual
Entertainment
Exhibition
GAME
Game developers constantly evolves their skill
based on leading edge technology
Game works by creating interaction with the
audience, hence game can be used as a
behavioral control tool
GAME DEVELOPMENT
20. CORE BUSINESS
Provide full/partly services for game,
animation and illustration related task
3. Service Contracting
Intellectual Property development,
creating full product from concept to
production.
1. IP Development
Join development/production with
other company
2. Co- Production
IP Dev
21. COST ADVANTAGES
Talents
Ability to leverage publishing
infrastructure, gaming
community reach, and R&D
development experience for
Artoncode
Advertising
Know-How
• Most cost-effective talents in
SEA region
• Minimal language barrier to
English
• Fully scalable and established
production pipeline
Guaranteed best price to
advertise within EMTEK Group
(Indonesian leading media)
23. Q2.2012
Faunia Rancher
Released
Q4.2012
Artoncode
Established
Q3.2012
Faunia Rancher Win
INAICTA
Q1.2013
Faunia Paw
Release
Q2.2013
Faunia Paw won Best Mobile Game
Vandaria International Established
by Artoncode and Ami Raditya
Q2.2014
EMTEK invested
in Artoncode
Q3.2014
Harmoni Released
Collaboration with Ace
Edventure on Chemcaper |
ReInventing Education
Q3.2015
Platinum Patner of Bandai Namco
Winterflame funded on Kickstarter
Q4.2015
Asian Poker
Released
Q1.2016
Collaboration with
FingerprintMILESTONE
201
6
201
5201
4201
3201
2
Q2
201
2
Q4
24. COMPANY POSITIONING
Game
Developer Publisher Distributor Retailer End User
Animation
E-sport
Comic
Toys
Education
Indonesia game development industry ecosystem is still
growing, it does not have all the required roles filled in.
This means game developer often has to pro-actively fill in
another role to achieve more.
25. OPPORTUNITIES TO BE EXPLORED
Game
Developer Publisher Distributor Retailer End User
Animation
Film
Comic
Toys
Education
Artoncode has the experience to develop IP/characters all
the way from pre-production for short animation series
development
End Goal:
To create IP/characters that can be translated to
merchandise through animation, games and other story
telling media
26. OPPORTUNITIES TO BE EXPLORED
Game
Developer Publisher Distributor Retailer End User
Animation
Comic
Toys
Education
E-sport
Artoncode as content provider to enhance gaming
tournament videos, and creating story packaging to
promote both gamers and players
End Goal:
Creating one-stop visual entertainment for local gamers
and game enthusiasts
27.
28. DOTA | CS >> Hardcore e-Sport [150 million people in the worlds]
Imagine the e-Sport with Midcore player. Artoncode may have the chance to create that kind of
community with ICE, CYBERIA, & VIDIO.COM.
29. RULE INDONESIA, RULE THE WORLD
Imagine 1 IP with Series on TV, Game, Community,
Place to Hang Out & Play, Streaming. The Grand
Scale to get Indonesian Digital Market.
Creating a lifestyle
IP development
Game development
Community and
E-sport
Community and
Social Media
Acquisition and
Lifestyle via TV Series, Comic, Toys,
Merchandise, etc
30. NETWORK
SouthPeak Games
Video game company
(Missing Link)
SouthPeak Games is a video game
publisher of titles including
STRONGHOLD3 and VELVET
ASSASSIN in Europe and North
America.
Nintendo Co., Ltd. is a
Japanese multinational
consumer electronics
company headquartered in
Kyoto, Japan. Nintendo is the
world's largest video game
company by revenue
goGame PTE. LTD.
Singapore-headquartered
mobile games publisher.
goGame’s one-stop-shop
service handles customer
support, marketing, analytics,
payment, user acquisition and
other time-consuming
processes into a single
platform
.
Bandai Namco
Entertainment Inc.
is an arcade, mobile and
home video game
publisher, based in Japan.
The company also publishes
video, music and other
entertainment products
related to its video game
IPs.
33. FAUNIA RANCHER
Genre Pet and Ranch Simulation
Platform Mobile
Release 2012
Over 50,000 downloads
Achievements
• Apps Store top 20 simulation
• Apps Store top 94 apps
• Winner INAICTA 2012
• Winner Sparx Up 2012
ARTONCODE PRODUCTS
ASIAN POKER: CAPSA BANTING
Genre
Multiplayer Online
Chinese-Poker Game
Platform Mobile
Release 2014
Over 30,000 downloads
HARMONI
Genre Sing-a-long Applications
Platform Mobile
Release 2014
Over 50,000 downloads
Achievements
• Winner of APICTA 2013 and 2014
• Indonesia Game Dev Representation at
TGS 2014
34. JKT48 PUZZLE STAGE
Genre Match-3 Puzzle
Platform Mobile
Release 17 March 2016
Project of
Over 50,000 download
ARTONCODE PRODUCTS
POINT BLANK X (US)
GUN BULLET X (JP / CHN)
Genre Shooting
Platform Arcade
Release 2016
Project of:
CHEM CAPER
Genre RPG Chemistry Edugame
Platform Mobile
Release March 2016
Co-Production Partners
ACE Edventures (Malaysia)
Artoncode (Indonesia)
Achievements
Featured at Google IO
Exhibitioned at GDC and GameCon
35. JUMP PACA PACA!
Genre Action Puzzle
Platform Android
Release 20 March 2016
Play Store Rating:
ARTONCODE GAME JAM
MOCHI KUJI
Genre Action Puzzle
Platform Android, iOs
Developed June 2016
Release TBA
PUPPY TOWER
Genre Tower Stacking
Platform Android
Developed June 2016
Release TBA
Game Jam products are games created within 3 (three) days in an semi-annual internal event challenge to the company’s employees
37. 8 years experience in managing
game industry
15+ years experience in
gaming industry
8years experience in tech-
industry
Business Process Analyst
Founder of Cyberia Digital Lounge |
Cyber-cafe by Telkom
Commissioner, BLISSINDO
B.Com (Accounting Finance), University
of Melbourn
Game Dev Director of Ace
Edventure – Kuala Lumpur
Founder of Stormidea Kreasindo -
Jakarta
2006-2009 Co-Founder of Red Eye
Studio Singapore
1999-2003 Studio Head of
Matahari Studio
Commissioner, BLISSINDO
B.Com (Accounting Finance),
University of Melbourne
B.IS (Information System)
University of Melbourn
ANTON BUDIONO
CTO
INDRA GUNAWAN
CEO
ANTONIUS BONG
CFO
38. Founder of Tiket.com
Founder of Wayang Force
Founder of PhaseDev
Founder of Bouncity
Founder of Lintas Berita
B.Sc. (Computer Science) British
Columbia Institute of Technology
14+ years experience in game
industry
5 years experience in gaming
industry
8years experience in tech-
industry
HENRY DARMAWAN
PUBLISHING EXPERT
MARLIN SUGAMA
CREATIVE LEAD
WENAS AGUSETIAWA
ADVISOR
2007- 2015 Co-Founder of Main Studio
(creative digital content developer)
2014 Winner ASEAN Character Award, Japan
2010 Screen Category Finalist- British Council
IYCE
2009 Winner of TELKOM Indigo-preneur
2002-2006 Co-Founder/Producer Altermyth
Studio (Game Developer)
Creator of COMBO Arena
Founder of Matchstick Dream
Studio
2011 Project Manager of Area G
Pte. Ltd. [game studio]
2009 Winner of Best Young
Director Award – Citrapariwara
(advertising awards)
40. No Project Target Revenue (in USD) Profit Margin
1 Winterflame Production 250 K
2 Co-production 500 K
3 Services 300 K
Total 1050 K 40%
FINANCIAL TARGET
Period Revenue (in USD) Profit Margin
2015-2016 410 K 30%
41. Description
2015 2016 2017 2018
(in USD)
Cash InFlow 410 1,050 2,500 5,000
Cash OutFlow 465 995 2,110 3,230
Game Dev and R&D 280 600 750 850
Game Publishing 50 155 1,000 2,000
Rent and Utilities 20 40 60 80
Events and Other Expenses 115 200 300 300
Cash Burn (55) 0 390 1,770
CASHFLOW PROJECTION
42. ROADMAP
Q3 Q4 Q2 Q3 Q4 Q2 Q3
2016 2017 2018
IP Development
USD 250,000
Service /
Co-Production
USD 500,000
AAA
Triple A Colaboration
Service /
Co-Production
USD 300,000
Service /
Co-Production
USD 1,000,000
IP Dev /
Co-Production
Game with revenue of
USD 100,000 / day
Q1 Q1
43. FUTURE PRODUCT- WINTERFLAME
WINTERFLAME: THE OTHER SIDE
Genre Adventure Puzzle Platformer
Platform Steam, PC, Mac
Target Audience Young Adults (RT PG 13)
Est. Playing Time
(per part)
2 (two) hours
Est. Total Playing
Time
6 (six) hours
Release
Part 1: Forest and Ruins
Part 2: Heights and Waterarc
Part 3: Cradle
Achievements
Funded at Kickstarter $ 71K CAD
Greenlit by Steam
Most Promising - IGS 2014
Most Promising – GDG 2015
45. FUTURE PRODUCT- WINTERFLAME
Fuze Game Co.,Ltd
Beijing internet entertainment
company focus on TV game
console product design,
development and gaming
operation.
Publishers looking forward to the game release:
Gambitious BV
is the first global crowd-
financing platform exclusively
for games.
Aspyr
The Greatest Mac publisher on
Earth, ever.
Headup Games GmbH &
Co. KG is a video game
publisher company located in
Düren, Germany. Headup
Games has published games
including LIMBO for several
platforms. PC and Mac, as well
as iOS and Android.
46. FUTURE PRODUCT- WINTERFLAME
Dev Stage Due Date Technical Deliverables Content Deliverables Prerequisite Requirements
First playable demo 15 Juni 2016 • Main features accessible
• UI/UX fully functioning
• Myuu’s Journal sample
• Gauntlet- Zroot
• Complete 4 (four) playable puzzle from
Forest
• 1 puzzle with Zroot (power-up gauntlet)
Part 1- Alpha November 2016 • All features accessible
• Myuu’s Journal part 1 complete
• Gauntlet- Zroot and Voltex
• Forest and Ruins complete puzzle set
(approx. 50 puzzles)
• Additional content in Myuu’s Journal
Immediate publisher’s deal after demo
Part 1- Beta December 2016 Shippable bug part 1
Part 2- Alpha June 2017 • All features accessible
• Myuu’s Journal part 2 complete
• Gauntlet- Air Hole and Bobble
• Air Hole and Bobble complete puzzle set
(approx. 50 puzzles)
• Additional content in Myuu’s Journal
Part 1 release on-time
Part 2- Beta July 2017 Shippable bug part 2
Part 3- Alpha January 2018 • All features accessible
• Myuu’s Journal part 3 complete
• Cradle complete puzzle set (approx. 25
puzzles)
• Additional content in Myuu’s Journal
Part 2 release on-time
Part 3- Beta Febuary 2018 Shippable bug part 3
Release March 2018 Part 1-3 Gold version
**all timeline is subject to change depend on the pre-requisite completion
47. HARMONI SERIES
Genre Children Educational Application
Platform Apple
Target OS: iOS 6.0 and up
Device: iPhone 4- iPhone 6S
iPad 2
Android
Target OS: Android 4.1 and up
Minimum
Requirements
Memory RAM 512MB
Space 1024MB
Language: Primary: Bahasa Indonesia
Secondary: English
Screen Ratio Safe frame 4:3 – Optimum frame 16:9
Monetization Ads and Premium
FUTURE PRODUCT- HARMONI
49. FUTURE PRODUCT- HARMONI
Dev Stage Due Date Technical Deliverables Content Deliverables Assumptions
Harmoni Jukebox- Alpha May 2016 Main features working properly • Game flow
• Play song
• Auto-play
Harmoni Jukebox- Beta June 2016 Additional features working properly • Shop
• Parental lock
• Social media sharing
Harmoni Jukebox- Release TBD All features working and tested
Feedback from “value potion”
Harmoni ABC- Alpha July 2016 Main features working properly • Game flow
• All alphabets and all animals asset
done
• Auto-play
• 4 mini games (letter, animals,
puzzle, make-a-word)
• Temporary BGM, SFX and VO
Harmoni ABC- Beta Aug 2016 Added outsourcing result • Sound and music implemented BGM, SFX and VO are outsource to
a third party
Harmoni ABC- Release Aug 2016 Tested
Harmoni Short 1 Aug 2016
Harmoni Short 2 Aug 2016
**all timeline is subject to change depend on the pre-requisite completion
50. ROYALE FLUSH
Genre Mobile Card Game
Platform Apple
Target OS: iOS 6.0 and up
Device: iPhone 4- iPhone 6S
iPad 2
Android
Target OS: Android 4.1 and up
Minimum
Requirements
TBA
Language: Primary: English
File Size 75 MB
Pricing Freemium
(Free-to-Play with in-game purchases)
FUTURE PRODUCT- ROYALE FLUSH
51. FUTURE PRODUCT- ROYALE FLUSH
Dev Stage Due Date Deliverables Deliverable’s Requirements
Phase 1 1 Nov 2016 • Base game and UI
• Floor system
• FB login and social features
• Chat pre-set & emoticon
• Player Rating Value system
• Mission system
• Bot system
• Auto-solver
• VIP Point
All project’s specification for phase 1 are accepted
and confirmed before 1 August 2016.
Phase 2 1 Feb 2017 • Tournament system
• Mini-games
• Daily reward
• Leaderboard
• Theme setting and shop
All project’s specification for phase 2 are accepted
and confirmed before 1 November 2016.
Phase 3 1 May 2017 • Custom game
• Facebook game version
• CMS
All project’s specification for phase 3 are accepted
and confirmed before 1 February 2017.
**all timeline is subject to change depend on the pre-requisite completion
52. Offline Marketing- Popular Magazine:
• Create an exclusive tournament sponsored by Popular Magazine. The preliminary will be held online, with a high stakes
qualification. This will encourage people to buy their way up to join the tournament.
• The top finalist will be invited to an offline event, where they play the last leg of the tournament accompanied by the
Popular Models.
• Create a stand where people can play strip poker against a Popular Model if they download the game or buy an in-game
item.
FUTURE PRODUCT- ROYALE FLUSH
53. TAP TAP BATTLE
Genre Multi-player action tapping mobile game
Platform Apple
Target OS: iOS 6.0 and up
Device: iPhone 4- iPhone 6S
iPad 2
Android
Target OS: Android 4.1 and up
Minimum
Requirements
Memory RAM 512MB
Space 1024MB
Language: Primary: English
Screen
Ratio
Safe frame 4:3 – Optimum frame 16:9
File Size TBA
Pricing In-App Purchase
FUTURE PRODUCT- TAPTAP BATTLE
54. FUTURE PRODUCT- TAP TAP BATTLE
Dev Stage Due Date Technical Deliverables Content Deliverables Assumptions
Tap Tap Battle - Alpha Oct 2016 Game flow working properly
All mini-games delivered
Single player scoring
• Sign in/Sign up
• Category randomizer
• 18 mini-games
• 6 tutorial (1 each category)
Production starts August 2016
Tap Tap Battle- Beta Nov 2016 Multiplayer features
Leaderboard
• Friend invite and friends list
• Opponent search
• Challenge random opponent or
friend list
• Sharing content
Connectivity and Sharing TBD Integration with BBM • Login connect
• Broadcast and direct message
sharing
• Link to auto-status change
Tap Tap Battle- Gold TBD All features working properly and
tested
Depend on previous milestone
delivery time
**all timeline is subject to change depend on the pre-requisite completion
55. FUTURE PRODUCT- TAP TAP BATTLE
Online Marketing:
• In-game event – on monthly basis, the game provide objectives for
player to achieve, such as high-score, play certain category, play
against required number of opponents
• Social media sharing
• BBM timeline sharing
• BBM broadcast or direct message sharing
Offline Marketing:
• Offline competition (e-sport event)
• TapTap battle game community
56. SCIENCE SIMULATOR
Genre Virtual Reality Game
Platform Windows
Target OS: Windows 7 and up
Minimum
Requirements
Nvidia GTX 970 Graphic card,
HTC Vive or Oculus rift
Language: Primary: English
File Size 1.2 GB
Pricing Premium
FUTURE PRODUCT- VIRTUAL REALITY
57. FUTURE PRODUCT- VIRTUAL REALITY
**all timeline is subject to change depend on the pre-requisite completion
Product Duration Deliverable Requirement
Virtual Field Trip 6 Months • Virtual reality app using
Google Cardboard
• Teacher guide application
• Core analytics
• 3 sets of trip
• Test device for development.
• Content for the trips.
Science Simulator 9 Months • Virtual reality app using
HTC Vive or Oculus Rift
• Teacher application side for analytics
• 3 sets of experiments
• Test device for development.
• Content for the experiments.
58. FUTURE PRODUCT- VIRTUAL REALITY
• VR for Education is targeted for schools interested in
giving its student extraordinary learning experience.
• Schools that want to be ahead of the curve of
normal education can leverage the novelty of VR.
59. “It's not the big that eat the
small...
It's the fast that eat the slow”