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The Zero Games
No more pop ups and banners. Plakc provides multiple ad
formats like Native ads, Video ads, VR ads etc.
Investment Pitch
TZG is an advertisement platform
enabling contextual ads in rich media
Plakc enables brands to engage with players at their
immersed moments.
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
206
x1
x3
PLAYER 1
x2
Create a PMP in one DSP and get direct deals from trading desk
Status
Complete
Product Vision
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
Video Games
Programmatic
VR ARVideo
Status
POC Done
Status
In Development
Signed MOU with
Asianet
Status
Future Development
Ad server
SDK
Admin Brand Portal
Developer
Portal
Worldwide Mobile Ad Spend to cross $100 Bn in 2017
Mobile advertising grew 49% in 2016, with a forecast
of average annual growth rate of 26% a year
between 2016-19.
Mobile will account for 64.7% of internet expenditure
and 27% of all expenditure in 2019 - more than all the
traditional media except television put together.
By 2019 we expect internet advertising to
account for 41.7% of global adspend.
2019 The Zero Games Pvt. Ltd. All Rights Reserved
Mobile Internet
27.0%
2016
15.2%
35.5%
16.7%
6.4%
7.3%
18.9%
2019
27.0%
32.6%
12.7%
5.8%
7.1%
14.7%
Desktop Internet
Television
Print
Radio
Outdoor
Source : Zenith
44.6%55.4% 64.6%35.2%81
Bn $
101
Bn $
163
Bn $
89
Bn $
This year internet advertising will overtake
advertising in traditional television to become
the world’s biggest advertising medium, accounting
for 36.9% of total ad expenditure.
C
Gaming is the new mass media because of mobile
31%
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
2016
30.8
2017 2018 2019 2020 2021
Number of video game players worldwide
in 2016, by region
Worldwide, there are over 2 billion gamers, half of
whome come from the Asia-Pacific region alone.
Source : Newzoo,2016
U.S
5.6%4,796 Mn 5,956 Mn
S.E ASIA
37.2
44.2
52.2
60.7
71.0
Gaming
Browsers
Calls
Chat and
VOIP apps
All other activities including social
networking videos, mobile payments etc.
9%
20%
31% 10%
Active time
186
Mins/Day
9%
INRbillion
India’s gaming industry, 2016 CAGR 18.1%
0
10
20
30
40
50
60
70
80
Source: KPMG in India’s analysis and estimates, 2017
INDIA
A majority of the revenue for the mobile gaming is from
advertisements in the form of banner ads, incentive
advertisements and brand placements while in-application
purchase contribute to a small share of revenue pie.
User spending time playing games.
Revenue in the
Mobile Games (US $)
$
CAGR 2017 - 2021
Market volume
in 2021 (US $)
ASIA - PACIFIC
AMERICANS
EUROPE 337 Mn
301 Mn
MIDDLE EAST &
AFRICA
Revenue in the
Mobile Games (US $)
CAGR 2017 - 2021
Market volume
in 2021 (US $)
Indonesia Philippines
1,152 Mn
607 Mn
17.4%
240 Mn
175 Mn
8.2%
Singapore Vietnam
158 Mn 200 Mn
119 Mn
7.3%
148 Mn
7.7%
Malaysia Thailand
162 Mn 206 Mn
119 Mn
8.0%
159 Mn
6.7%
407 Mn
1 Bn
Players
Players consider pop up
ads as irritants as they
interfere with the immersive
gaming experience.
Problems in Current Scenario
Ads don't have a brand impact
as the players focus on closing
the pop up or blinding out the
banners
Gaming Studio
Banner and pop ads drive
gamers away from their
games
Smaller studios have lesser
resources and find it difficult
to sell their native inventory
Hard coding native Ads
require constant updating
which leads to low adoption
Brands
For Native ads, campaign
needs to be coded each time
and makes it non scalable
 
Brands are choosing games
instead of their target audience
2014E 2015E 2016E
275M
380M
145M
Interstatial ads
Google has now forced a decision on
the issue by penalising websites with
intrusive popups. PENALTY
Devices using Adblock software in mobile browsers
INDUSTRY OUTLOOK
Mobile adblock usage is surging internationally
Source : Pagefair,2016
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
PLAKC creates a win win situation
Player
With PLAKC, ads are not an irritant but a part of the
native game environment that enriches the
gaming experience.
Reward system where players can earn rewards
playing different games on PLAKC
Native format is non intrusive and makes gaming experience real.
This way studios can generate revenue without irritating the
players
Higher ROI as one player can be exposed to multiple brands
as he keeps playing
Studios need to integrate our SDK only once and native ads can
then be changed dynamically from the server.
Gaming Studio
Brands can create subconscious associations with the gamers
by interacting with them at their immersed moment.
Brands can now focus on choosing the right player demographics
rather than choosing games.
Brands get massive scale as through PLAKC they can reach players
across multiple video games across platforms
Brands
Native advertising is steadily eating
away at non-native mobile display’s
advertising share
Native will make up 57.4% of worldwide mobile display advertising in 2017.
World : Native share of total mobile display advertising (%)
Estimated
2017 2018 2019 2020
Source : IHS,2016
2012 2013 2014 2015 2016
0%
20%
85.8%
14.2%
32.3%
46.1%
51.8% 53.3% 57.3% 60.2% 61.5% 63.2%
67.7%
53.9%
48.2% 46.7% 42.7% 39.8% 38.5% 36.8%
40%
60%
80%
100%
AD
AD
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
Moment Based
Brands can congratulate players at their
achievements building a stronger and positive
bond with audiences
Rewarded Ads
Fill Survey Form Play Branded
Minigames
Watch Video
Players get rewarded for their actions.
PLAKC Ad Formats
Non Clickable Native ads Clickable Native ads
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
BRANDS
DSP
GAMERS
AGENCIES
ADVERTISER
RTB
RESELLER
GAME STUDIOS
Underlying Magic
-
-
Ad server
Gaming Studios integrate our plugin while making games and
designate exclusive Ad spots for PLAKC
Our ad server compares
bidding rates of different
brands to maximize
revenue for both
Publisher and PLAKC.
PLAKC serves Ads to
user based on the profile
of the user and targeting
parameters.
Campaigns are booked in PLAKC server through various sources.
All these campaigns have their targeting details and rate.
Advertiser
PLAKC
Game
Studio
PLAKC pays publishers
60% of revenue after
deducting operational
cost 70%
Brands pay PLAKC for reaching
consumers through our platform
Daily Impressions served and Fill
Rate on the platform are the key
performance metric for PLAKC
KPI
BUSINESS MODEL
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
40%
60%
PUBLISHERS
Target Segment
NEXTWAVE
MULTIMEDIA
CREATIVE
MONKEY
TIMUZ
NAUTILUS
MOONG
LABS
MOONFROG
MULTI TOUCH
STUDIO
OCTROAPPONPLAYIZZON
Studios Agencies
DUMADU
GAMES
NAZARA
EA SPORTS
GAMELOFT
KINGS
SUPER CELL
MINICLIP
KABAM
KILOO
OUTFIT 7
IMANGI CHEETAH
MOBILE
NINTENDO
IGG
AUTOMOTIVE
TELECOM COMPUTING PRODUCTS GOVERNMENT AD SPEND
CONSUMER PACKAGED GOODS MEDIA & ENTERTAINMENT
LEISURE TRAVEL
INDIA
Brands Vertical
RETAIL
2019TheZeroGamesPvt.Ltd.AllRightsReservedC
Revenue so far
Branding Performance + Branding
Sep 2018 Oct 2018 Nov 2018 Dec 2018 Jan 2019*
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
Campaigns executed since February 2017.
In 12Months Revenue generated was
CAMPAIGNS
EXECUTED
GLOBALLY
CPM, CPI, CPC,
CPV & CPCVINR 1.2 Cr.
3Million
and counting ...
Monthly Active Users Units Sold
Native Ads
Brands
TM
Brands & Network Partners
0
5
10
15
20
25
30
35
Revenue$(inthousands)
Performance + Branding
Campaigns Revenue
And many more Brands. . . And many more Network Partners. . .
$ 5,000
$ 15,000
$ 35,000
$ 20,000
$ 30,000*
PLAKC Cutting edge advantage over competitors
Native Banner
Native Click
Moment Based Ads
Video Ads
Rewarded Ads
VR Ads
AR Ads
Mobile
Console/PC
Programatic
Location IndiaIndiaNorth America
MEDIUMADFORMAT
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
2010 2015 2016 2021
North America
Latin America
Asia Pacific
Europe West
Taking all of these types together, Digital TV Research estimates
that the worldwide OTT market was worth $29.41 billion
last year, and will reach $64.78 billion in 2021. The market
research firm expects AVOD to overtake SVOD in revenue by 2020.
So we are talking about a sizeable market, though still relatively small
in comparison with a video industry which generates, according to the
Boston Consulting Group, around $500 billion of annual revenues.
Content production accounts for around $240 billion of that, according
to the same source. This is paid for by fees that come from
multichannel pay TV subscriptions plus advertising, public sector
funding and licence fees.
Video
Source : Broadband TV News, 2016
Source : Zenterio, 2016
2019TheZeroGamesPvt.Ltd.AllRightsReservedC
Global OTT TV &
video revenue
forecasts by
region ($ million)
Market size and comparison with traditional digital TV
OTT
Advertising
with TZG
0
5000
10000
15000
20000
25000
$29.41 Bn $64.78 Bn
2015 2021
Worldwide
OTT Market
$500 Bn Video Industry
$240
Bn
(annual revenue)
Content production
accounts
(according to SNL Kagan in 2105)
Sales
Ops
Technical
Support
Game
Partnership
FUNDS USAGE
GROSS REVENUE PROJECTION
TEAM SIZE
Financials
0 3 6 9 12 15
Seed Round (15 April, 2015)~ USD 460K
Raising for
Series A
USD
4 Mn
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
Salary Marketing InfrastructureOps Advance
for Rights
2017-18 2018-19
2017-18 2018-19
2017-18 2018-19
0%
10%
20%
30%
40%
50%
60%
Q1
2017-18
Q2
2017-18
Q3
2017-18
Q4
2017-18
Q1
2018-19
Q2
2018-19
Q3
2018-19
Q4
2018-19
0
0.5
1.0
1.5
2.0
inMillion(USD)
Founder Team
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
Ex- VP sales and Marketing
at Telelabs Communications,
APM & Executive officer at
Spoken Tutorial IIT Bombay.
More than 5 years experience
in Software sales and distribution
CEO
An IIT Bombay drop-out.
Passionate Game Developer.
A Multi-Language
Programmer and Algorithm
Developer. Skills include
core technologies
like C, C#, Java, Python et all.
Project management experience
of over five years. Freelance web
designer/developer. Skills
include core programming.
IIT Kharagpur, IIM Calcutta,
technocrat at heart worked in
Citibank London, and
Mindworks Global as VP
operations for 5 years.
Co-founded Reliable records
and Blazingtrail Technologies.
Provides business direction to
The Zero Games.
Key Investors Advisors Key Employees
Arjun Chadha
(Managing Partner at
Sixth Sense Ventures)
Japan Vyas
(President, Playizzon Gaming
Studio)
Xerxes Mullan
(VP, Ad Platform at ZPlay)
Randy Barrenscott
(Co-founder, Inceptra
Lifestyle)
(Vice President at
D. E. Shaw & Co.)
(IFC Director for
Manufacturing,
Agribusiness, and
Services in Asia)
Amit Dhawan
CTO
Nishanth Kottapalli
CSO
Adesh Sarwan
CCO
Chetas Bhardiya
Vipul Prakash Shashi Borade
(Reliance Digital)
Sales
Kushal Sanghvi
Global Business Director
Amit Gaosandhe
(IIT Bombay)
Full stack developer
Saquib Alam
arjun@thezerogames.com
adesh@thezerogames.com
India
Thank You
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
1009, 10th Floor
Samarth Vaibhav
Oshiwara, Andheri(West)
Mumbai-400 053, INDIA
Singapore
531A Upper Cross
Street, #04-95,
Singapore 051531
www.thezerogames.com

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Native In game Ads platform

  • 1. The Zero Games No more pop ups and banners. Plakc provides multiple ad formats like Native ads, Video ads, VR ads etc. Investment Pitch TZG is an advertisement platform enabling contextual ads in rich media Plakc enables brands to engage with players at their immersed moments. 2019 The Zero Games Pvt. Ltd. All Rights ReservedC
  • 2. 206 x1 x3 PLAYER 1 x2 Create a PMP in one DSP and get direct deals from trading desk Status Complete Product Vision 2019 The Zero Games Pvt. Ltd. All Rights ReservedC Video Games Programmatic VR ARVideo Status POC Done Status In Development Signed MOU with Asianet Status Future Development Ad server SDK Admin Brand Portal Developer Portal
  • 3. Worldwide Mobile Ad Spend to cross $100 Bn in 2017 Mobile advertising grew 49% in 2016, with a forecast of average annual growth rate of 26% a year between 2016-19. Mobile will account for 64.7% of internet expenditure and 27% of all expenditure in 2019 - more than all the traditional media except television put together. By 2019 we expect internet advertising to account for 41.7% of global adspend. 2019 The Zero Games Pvt. Ltd. All Rights Reserved Mobile Internet 27.0% 2016 15.2% 35.5% 16.7% 6.4% 7.3% 18.9% 2019 27.0% 32.6% 12.7% 5.8% 7.1% 14.7% Desktop Internet Television Print Radio Outdoor Source : Zenith 44.6%55.4% 64.6%35.2%81 Bn $ 101 Bn $ 163 Bn $ 89 Bn $ This year internet advertising will overtake advertising in traditional television to become the world’s biggest advertising medium, accounting for 36.9% of total ad expenditure. C
  • 4. Gaming is the new mass media because of mobile 31% 2019 The Zero Games Pvt. Ltd. All Rights ReservedC 2016 30.8 2017 2018 2019 2020 2021 Number of video game players worldwide in 2016, by region Worldwide, there are over 2 billion gamers, half of whome come from the Asia-Pacific region alone. Source : Newzoo,2016 U.S 5.6%4,796 Mn 5,956 Mn S.E ASIA 37.2 44.2 52.2 60.7 71.0 Gaming Browsers Calls Chat and VOIP apps All other activities including social networking videos, mobile payments etc. 9% 20% 31% 10% Active time 186 Mins/Day 9% INRbillion India’s gaming industry, 2016 CAGR 18.1% 0 10 20 30 40 50 60 70 80 Source: KPMG in India’s analysis and estimates, 2017 INDIA A majority of the revenue for the mobile gaming is from advertisements in the form of banner ads, incentive advertisements and brand placements while in-application purchase contribute to a small share of revenue pie. User spending time playing games. Revenue in the Mobile Games (US $) $ CAGR 2017 - 2021 Market volume in 2021 (US $) ASIA - PACIFIC AMERICANS EUROPE 337 Mn 301 Mn MIDDLE EAST & AFRICA Revenue in the Mobile Games (US $) CAGR 2017 - 2021 Market volume in 2021 (US $) Indonesia Philippines 1,152 Mn 607 Mn 17.4% 240 Mn 175 Mn 8.2% Singapore Vietnam 158 Mn 200 Mn 119 Mn 7.3% 148 Mn 7.7% Malaysia Thailand 162 Mn 206 Mn 119 Mn 8.0% 159 Mn 6.7% 407 Mn 1 Bn
  • 5. Players Players consider pop up ads as irritants as they interfere with the immersive gaming experience. Problems in Current Scenario Ads don't have a brand impact as the players focus on closing the pop up or blinding out the banners Gaming Studio Banner and pop ads drive gamers away from their games Smaller studios have lesser resources and find it difficult to sell their native inventory Hard coding native Ads require constant updating which leads to low adoption Brands For Native ads, campaign needs to be coded each time and makes it non scalable   Brands are choosing games instead of their target audience 2014E 2015E 2016E 275M 380M 145M Interstatial ads Google has now forced a decision on the issue by penalising websites with intrusive popups. PENALTY Devices using Adblock software in mobile browsers INDUSTRY OUTLOOK Mobile adblock usage is surging internationally Source : Pagefair,2016 2019 The Zero Games Pvt. Ltd. All Rights ReservedC
  • 6. PLAKC creates a win win situation Player With PLAKC, ads are not an irritant but a part of the native game environment that enriches the gaming experience. Reward system where players can earn rewards playing different games on PLAKC Native format is non intrusive and makes gaming experience real. This way studios can generate revenue without irritating the players Higher ROI as one player can be exposed to multiple brands as he keeps playing Studios need to integrate our SDK only once and native ads can then be changed dynamically from the server. Gaming Studio Brands can create subconscious associations with the gamers by interacting with them at their immersed moment. Brands can now focus on choosing the right player demographics rather than choosing games. Brands get massive scale as through PLAKC they can reach players across multiple video games across platforms Brands Native advertising is steadily eating away at non-native mobile display’s advertising share Native will make up 57.4% of worldwide mobile display advertising in 2017. World : Native share of total mobile display advertising (%) Estimated 2017 2018 2019 2020 Source : IHS,2016 2012 2013 2014 2015 2016 0% 20% 85.8% 14.2% 32.3% 46.1% 51.8% 53.3% 57.3% 60.2% 61.5% 63.2% 67.7% 53.9% 48.2% 46.7% 42.7% 39.8% 38.5% 36.8% 40% 60% 80% 100% AD AD 2019 The Zero Games Pvt. Ltd. All Rights ReservedC
  • 7. Moment Based Brands can congratulate players at their achievements building a stronger and positive bond with audiences Rewarded Ads Fill Survey Form Play Branded Minigames Watch Video Players get rewarded for their actions. PLAKC Ad Formats Non Clickable Native ads Clickable Native ads 2019 The Zero Games Pvt. Ltd. All Rights ReservedC
  • 8. BRANDS DSP GAMERS AGENCIES ADVERTISER RTB RESELLER GAME STUDIOS Underlying Magic - - Ad server Gaming Studios integrate our plugin while making games and designate exclusive Ad spots for PLAKC Our ad server compares bidding rates of different brands to maximize revenue for both Publisher and PLAKC. PLAKC serves Ads to user based on the profile of the user and targeting parameters. Campaigns are booked in PLAKC server through various sources. All these campaigns have their targeting details and rate. Advertiser PLAKC Game Studio PLAKC pays publishers 60% of revenue after deducting operational cost 70% Brands pay PLAKC for reaching consumers through our platform Daily Impressions served and Fill Rate on the platform are the key performance metric for PLAKC KPI BUSINESS MODEL 2019 The Zero Games Pvt. Ltd. All Rights ReservedC 40% 60% PUBLISHERS
  • 9. Target Segment NEXTWAVE MULTIMEDIA CREATIVE MONKEY TIMUZ NAUTILUS MOONG LABS MOONFROG MULTI TOUCH STUDIO OCTROAPPONPLAYIZZON Studios Agencies DUMADU GAMES NAZARA EA SPORTS GAMELOFT KINGS SUPER CELL MINICLIP KABAM KILOO OUTFIT 7 IMANGI CHEETAH MOBILE NINTENDO IGG AUTOMOTIVE TELECOM COMPUTING PRODUCTS GOVERNMENT AD SPEND CONSUMER PACKAGED GOODS MEDIA & ENTERTAINMENT LEISURE TRAVEL INDIA Brands Vertical RETAIL 2019TheZeroGamesPvt.Ltd.AllRightsReservedC
  • 10. Revenue so far Branding Performance + Branding Sep 2018 Oct 2018 Nov 2018 Dec 2018 Jan 2019* 2019 The Zero Games Pvt. Ltd. All Rights ReservedC Campaigns executed since February 2017. In 12Months Revenue generated was CAMPAIGNS EXECUTED GLOBALLY CPM, CPI, CPC, CPV & CPCVINR 1.2 Cr. 3Million and counting ... Monthly Active Users Units Sold Native Ads Brands TM Brands & Network Partners 0 5 10 15 20 25 30 35 Revenue$(inthousands) Performance + Branding Campaigns Revenue And many more Brands. . . And many more Network Partners. . . $ 5,000 $ 15,000 $ 35,000 $ 20,000 $ 30,000*
  • 11. PLAKC Cutting edge advantage over competitors Native Banner Native Click Moment Based Ads Video Ads Rewarded Ads VR Ads AR Ads Mobile Console/PC Programatic Location IndiaIndiaNorth America MEDIUMADFORMAT 2019 The Zero Games Pvt. Ltd. All Rights ReservedC
  • 12. 2010 2015 2016 2021 North America Latin America Asia Pacific Europe West Taking all of these types together, Digital TV Research estimates that the worldwide OTT market was worth $29.41 billion last year, and will reach $64.78 billion in 2021. The market research firm expects AVOD to overtake SVOD in revenue by 2020. So we are talking about a sizeable market, though still relatively small in comparison with a video industry which generates, according to the Boston Consulting Group, around $500 billion of annual revenues. Content production accounts for around $240 billion of that, according to the same source. This is paid for by fees that come from multichannel pay TV subscriptions plus advertising, public sector funding and licence fees. Video Source : Broadband TV News, 2016 Source : Zenterio, 2016 2019TheZeroGamesPvt.Ltd.AllRightsReservedC Global OTT TV & video revenue forecasts by region ($ million) Market size and comparison with traditional digital TV OTT Advertising with TZG 0 5000 10000 15000 20000 25000 $29.41 Bn $64.78 Bn 2015 2021 Worldwide OTT Market $500 Bn Video Industry $240 Bn (annual revenue) Content production accounts (according to SNL Kagan in 2105)
  • 13. Sales Ops Technical Support Game Partnership FUNDS USAGE GROSS REVENUE PROJECTION TEAM SIZE Financials 0 3 6 9 12 15 Seed Round (15 April, 2015)~ USD 460K Raising for Series A USD 4 Mn 2019 The Zero Games Pvt. Ltd. All Rights ReservedC Salary Marketing InfrastructureOps Advance for Rights 2017-18 2018-19 2017-18 2018-19 2017-18 2018-19 0% 10% 20% 30% 40% 50% 60% Q1 2017-18 Q2 2017-18 Q3 2017-18 Q4 2017-18 Q1 2018-19 Q2 2018-19 Q3 2018-19 Q4 2018-19 0 0.5 1.0 1.5 2.0 inMillion(USD)
  • 14. Founder Team 2019 The Zero Games Pvt. Ltd. All Rights ReservedC Ex- VP sales and Marketing at Telelabs Communications, APM & Executive officer at Spoken Tutorial IIT Bombay. More than 5 years experience in Software sales and distribution CEO An IIT Bombay drop-out. Passionate Game Developer. A Multi-Language Programmer and Algorithm Developer. Skills include core technologies like C, C#, Java, Python et all. Project management experience of over five years. Freelance web designer/developer. Skills include core programming. IIT Kharagpur, IIM Calcutta, technocrat at heart worked in Citibank London, and Mindworks Global as VP operations for 5 years. Co-founded Reliable records and Blazingtrail Technologies. Provides business direction to The Zero Games. Key Investors Advisors Key Employees Arjun Chadha (Managing Partner at Sixth Sense Ventures) Japan Vyas (President, Playizzon Gaming Studio) Xerxes Mullan (VP, Ad Platform at ZPlay) Randy Barrenscott (Co-founder, Inceptra Lifestyle) (Vice President at D. E. Shaw & Co.) (IFC Director for Manufacturing, Agribusiness, and Services in Asia) Amit Dhawan CTO Nishanth Kottapalli CSO Adesh Sarwan CCO Chetas Bhardiya Vipul Prakash Shashi Borade (Reliance Digital) Sales Kushal Sanghvi Global Business Director Amit Gaosandhe (IIT Bombay) Full stack developer Saquib Alam
  • 15. arjun@thezerogames.com adesh@thezerogames.com India Thank You 2019 The Zero Games Pvt. Ltd. All Rights ReservedC 1009, 10th Floor Samarth Vaibhav Oshiwara, Andheri(West) Mumbai-400 053, INDIA Singapore 531A Upper Cross Street, #04-95, Singapore 051531 www.thezerogames.com