About the author
Mariusz Gąsiewski
CEE Mobile Gaming and Apps Lead @ Google | "Insight guy" | Investor
Journal 6 Mariusz Gąsiewski October 30
How to find investors? Especially in gaming/mobile gaming, which are much more challenging industries than they used to be 1-2 years ago?
I saw a lot of articles/discussions about a deck having “x” or “y” slides with “z” font numbers that could be presented during “a” minutes. I thought it could be useful for some people.
From my personal experience (I was working with gaming startups and investors quite a lot, was connecting startups with investors, investors with startups, and was an Angel investor in a few investments), those pieces of advice are useful but they miss the main point. I thought it could be useful for some people/startups, not only from the gaming space (although by my experience I am focusing on that industry).
It seems to me that investors (at early stage) consciously or unconsciously are looking at 2 main factors:
To simplify, you could imagine a matrix of four potential areas:
This area is dominated by VCs. In gaming Specialized VCs are especially active here (VCs that put focus on gaming or sometimes make just gaming investments as they have strong knowledge about the industry, strong networking in the industry) or specialized Angels from the industry (i.e., founders who did an exit and are investing in the industry, people with strong industry experience that have access to bigger funds).
This group is looking for exceptional returns, so it is investing in something that is quite unique, and has a chance to create a totally unique experience (i.e., a known genre for a new audience or a mashup of genres). So, finally, the investments from that pool usually sound like this:
The idea is to focus on something that can earn tens of millions or even hundreds of millions USD per year. That is why here investments are relatively high as well (I mean as for SEED stage).
Of course, the risk in such approaches is very high, so investments from that bucket (to decrease that risk) are done mostly among industry veterans, people with strong experience from leading companies (i.e., someone who was Head of Product at Playtika creates a company with the previous Head of Marketing at Huuuge Games and Head of Monetisation of King). Once you do not have strong experience from well known gaming companies it is hard to enter this quarter.
One of reasons why investments of general VCs in gaming is at much lower level than it used to be (and very high % of that investment was in that quarter) is the fact that:
In that bucket, you can see two main groups:
The group that is active in that bucket are Angels. Angels invest at a very early stage in people they know. Those Angels are not necessarily from the industry. They invest in people they know, people they believe in. Of course, investing at an early stage is very risky in general.
The reason I added it to this bucket is that here we have much smaller investments (than in bucket 1) in teams that can create really good experiences at better efficiency/lower cost/with much longer runway vs in the first bucket (teams that do not have nice offices, don’t go to expensive conferences, can work 14 hrs a day to achieve specific result).
Again, here we are talking about doing good, sometimes niche products that will not be the next Archero, Royal Match or Frozen City, although they can still be very profitable (at much smaller scale than in bucket 1).
The 2nd group that is very active here are publishers. Of course publisher is not really an investor as it cares mostly only about specific project (less about a company as the whole), although it is very important part of financing in gaming.
Publishers focus here less on knowing the team, more on early metrics of the projects, initial experience of MVP. Avoiding in many cases categories that are very competitive, expensive to test/grow (i.e., RPG or Strategy).
The model is pretty simple here: you look at average metrics in the specific types of games and comparing it with early metrics of the project and early CPIs of the project you assess its potential – i.e., good games in Merge can have 45% D2 retention so once you have D2 35-40% at MVP stage, then it is really good signal for this project). As the guidance data from experience, previous projects, market is used (ie. retention data based on Google Play data for MMORPG)
Source: MMORPG Genre Report
At the attached chart, you’ll find ranges for Day 2 retention rates (where the install day is considered Day 1)
In general, this is the best place to be. Everyone wants to be there. Of course, “easier said than done…” Often we are still talking about much lower potential than in bucket 1. It is just the ratio of potential to risk that can be really good.
I see the following groups in that bucket (with different types of deals):
From my experience, publishers (rather those ones that think more long-term) generally try to enter that area trying one of the following types of discussions:
This bucket is becoming more and more common among conservative investors, especially among those investors who did a lot of investments in 2020 and 2021. Because of market sentiment (not necessarily because of the conditions of the investments), a lot of their investments are now worth much less than they were 2-3 years ago.
They need extremely good deals or to wait for market sentiment towards gaming to improve in order to make their LPs less worried about their money. Especially since a lot of funds have much lower money availability than they advertise externally. I mean, they gather money from LPs’ commitments gradually over many years, so now they sometimes have problems gathering promised commitments (especially after some deals that have much lower valuations now than at the moment the investment was done). For that reason, I see more and more VCs focusing more on the risk aspect than on the potential aspect (especially once they have exhausted a major share of their fund and are getting prepared for raising the next fund).
As access to capital is pretty low now (especially in mobile gaming), there are a lot of VCs looking for extremely good deals. So they sit on their money waiting for deals that either don’t exist or happen very rarely (and as those VCs are not part of the industry, they have a pretty low chance of observing such deals, so finally they haven’t had any investments in gaming for the last 2-3 years).
Additionally some of those VCs moved towards deals at later stage where specific minimum revenue is required, financial metrics play important role (so it is easier to asses potential and risk).
In some ways, it is an extension of the first bucket. In this case, we are talking about decreasing potential risk by one of the following methods:
Here we are talking more about private equity and angels with bigger pockets (remembering that here deal values/investments are higher than in bucket 2). They leverage much higher flexibility in deal structure than VCs, and a much simpler approach towards due diligence, etc. Most often cases:
No investor likes to be in this bucket, so no one goes there consciously. In my opinion, in gaming/mobile gaming, this bucket is taken by projects that are:
Of course, this is just my subjective view on the investment market, where many things have been simplified. Here is my last advice for teams looking for investment:
About the author
CEE Mobile Gaming and Apps Lead @ Google | "Insight guy" | Investor
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