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Don’t be a sucker! Grab a Lollipop and taste sweet success!
Jory K. Prum | Founder & CEO +47 974 96 289 | [email protected]
Lollip p Aud o
The complete solution for video game recording.
Our TeamJory K. Prum | Founder & CEO
Founder and chief engineer of Studio Jory, an award-winning video game recording company in the San Francisco Bay Area and Oslo, Norway. Previously a sound designer at LucasArts, an audio gun-for-hire at Pixar, a web developer at
Disney, and an electronics tech at Jim Henson’s Creature Shop.
https://www.linkedin.com/in/yrojjory https://en.wikipedia.org/wiki/Jory_Prum
Viking | CTO
We are currently talking to several potential candidates.
Michael Leifer | Chief Marketing Officer
CEO / Managing Director of guerilla PR for the past fifteen years, building markets and cultural movements servicing Fortune 100 clients.
https://www.linkedin.com/in/michaelleifer
– Wilbert Roget II, composer of Lara Croft: Temple of Osiris from an April 2014 discussion in a popular game audio forum about the dearth of tools.
“Sometimes I feel almost envious of folks from back in the ‘cowboy’ days of game audio…
...but then a quick re-read of this thread and you realize we're kind of still in it!”
– Guy Whitmore, Studio Audio Director, PopCap Games,creators of Plants vs. Zombies
“All these years, still talkin' batch processing and loops?
...feels like the 90s”
The Problem
Traditional linear recording, DJ, and delivery tools are used to produce video game dialog.
These tools require significant investment and only accomplish roughly 20% of the job.
Studios must therefore employ extremely specialized, experienced, expensive engineers to handle the process.
– Brian Tibbetts, former LucasArts sound designer
"I heard at some studios they process each dialogue file individually. Could you imagine?!? D:"
– Julian Kwasneski, Founder, Bay Area Sound, award-winning voice director for The Walking Dead: The Game
"I'm still honestly not that much better off than I was 20 years ago de-essing Boston Lowe dialog files for The Dig. Can no one understand that what we all
need is an easy way to work with thousands of files? Instead, we end up using Pro Tools, old versions of Peak, QuicKeys, Sample Manager, color tags in the
Finder, and Excel to do what a good feature coder could enable in a few days."
Our SolutionBuild a suite of software that works
together to manage and dramatically
improve recording for games.
Develop new technology to significantly
reduce studio hardware and software
investment by integrating external
solutions into our production toolset.
Eliminate the need for highly specialized
and experienced engineers in the day-to-day recording process.
Our SolutionProprietary, patentable technology
New audio formats designed for our needs.
Internet protocols for securely synchronizing multiple devices & editing systems.
Integrated VoIP-style talkback technology.
Continuous recording system to ensure important performances are always captured.
A brand new solution
Development will be in Objective-C or Swift.
Take advantage of tablets, mobile devices, and powerful, modern computers to eliminate
specialized recording equipment.
Recording Tool
Replaces Pro Tools, while seamlessly integrating with script and iPad tools.
Script Tool
Central management of scripts enables project managers to keep a handle on
the scope of their projects.
Product OverviewTools for Mac and iPad
Actor, Director, Writer, Engineer iPad Tools
Voice director, engineer, writer, and actor iPad apps each improve workflow, provide communications between
each role, and maintain a solid pipeline.
Mastering Tool
Adjust and finish dialog in preparation for delivery.
Editing Tool
Effortlessly edit dialog in a non-destructive, intuitive system that is seamlessly
integrated into the pipeline.
Product OverviewTools for Mac and iPad
Delivery Tool
One-touch rendering and delivery of dialog, including direct transmission of
the files to the client’s project.
Our Advantages
Our Solution Any recording system can be used.
Seamlessly integrates a Mac recording system with a script tool and iPads
Evolves the recording process
Junior engineers can be utilized.
Pipeline is managed by software, eliminating human error.
Production cost savings of at least 50 hours per project.
Today’s Solutions Require a $20,000+ complex, modular recording system.
17 separate pieces of software are necessary!
Highly trained engineers are required to setup and run each session.
Prone to human errors, causing major problems in the pipeline.
Extremely time-consuming due to lack of automation.
Lollipop makes recording video games easier than taking candy from a baby!
Business Model
Lollipop will be licensed to recording studios as a monthly or yearly subscription.
Target pricing is between $350-1000 per month.
Cost savings to a studio is estimated at $12,000 per month.
The MarketThe games industry continues to grow rapidly.
Total $91.5Bn
+9%
PCs $33.7Bn
+7%
Consoles $25.1Bn
+2%
Mobile $32.7Bn
+35%
Source: NewZoo — The Global Games Market 2015e
The Market
Worldwide, there are more than144,500 recording studios which have
revenues of $6.9 billion and employ 282,400 people.
But the recording studio market barely supports games.
# o
f Rec
ordi
ng
Stud
ios
Wor
ldw
ide
100K120K
140K160K
20122014
2016
With games industry growth of 9% YoY, the games
industry is extremely appealing to recording studios!
Source: Barnes — 2015 Worldwide Sound Recording Market report
Total Market Size ~$607 Million/year
144,576 recording studios
$350/mo ($4,200/yr) subscription
Major Game Market Size ~$54.9 Million/year
13,081 recording studios in major games market
$350/mo ($4,200/yr) subscription
The Market
Studios in major games
market regions 13,081
+6.79%
Canada 863
+9.85%
USA 7,688
+5.27%
Japan 3,056
+8.61%
UK 1,474
+9.16%
Source: Barnes — 2015 Worldwide Sound Recording Market report
Worldwide recording studios
144,576 +9.81%
How We Will Make Money
Years 1-5
$3.5M
$8.75M
$13.13M
$19.69M
$29.53M
1,0002,500
3,7505,625
8,438
Revenues & Customers
Development Timeline
A Project Scope
Definition
B Top Level
Design
C Production
Development
D Marketing &
Release
E Support &Bug Fixing
4 months
Determine development tools, schedule, and
general support approach.
6 months
Design back end architecture, market
strategy, define deliverables, testing &
validation methodology, release approach, and
milestones. Build Minimum Viable
Product.
18 months
Recruit and assemble development team,
design and build software. Work with
partners to ensure their needs are met. Test
thoroughly.
Produce marketing materials, conduct site
visits with potential customers, showcase at trade shows such as the
Audio Engineering Society and Game Developer’s
Conference, and GameSoundCon.
Fix issues discovered by customers, redesign unanticipated design issues as identified by
customers, provide ongoing support.
6 months
Phases of Development
Investing
21%50%
29%Founder SalariesTechnology DevelopmentOther OpEx
The Ask & Use of Proceeds
We are looking to raise $500K
for Phases A & B (10 months of early development).
Appendix
About the FounderJory K. Prum
With 23 years of audio production experience, Jory has focused primarily on video game sound since 1999, when he joined the LucasArts sound team.
Since departing LucasArts, Jory has worked as a gun-for-hire, creating sound effects, recording and manipulating voice & music, and mixing cutscenes for games such as LucasArts' Star Wars: Knights of the Old Republic, Telltale Games' The Walking Dead, The Wolf Among Us, and Tales of Monkey Island episodic games, Double Fine's Grim Fandango Remastered and Broken Age, and EA's The Sims 2.
Jory has also worked in post production audio for feature film, as well as commercials. He has experience with foley, sound design, and mixing. Some notable projects include Pixar Animation Studio's Academy Award-winning For the Birds, Focus Features' Academy Award- and Golden Globe-winning Lost in Translation, and Sony Pictures' Academy Award- and Golden Globe-winning Adaptation.
Product Overview
Built-in talkback system
Sampler for playing audio reference
Script display
Recording Tool Mock-up
Audio is always recording & buffering!
Product Overview
Actor can make notes on the script
Headphone system integrated with iPad.
Useful reference materials available on the actor’s iPad.
Actor iPad App Mock-up
Product Overview
Integrated talkback uses iPad’s microphone
Director can make notes that stay with the line
Visual reference for recorded takes of a line
Director iPad App Mock-up
Product Overview
Integrated talkback uses iPad’s microphone
Trigger reference recordings for actor
Define takes, hide cruft to make take selection easier
Engineer iPad App Mock-up
Lollip p The complete solution for video game recording.
Don’t be a sucker! Grab a Lollipop and taste sweet success!
Jory K. Prum | Founder & CEO +47 974 96 289 | [email protected]
Aud o