Joyixir is an indie game studio. This is our pitch deck to investors and we present ourselves with this file. Take a look and don't hesitate to ask anything. Maybe it can help you too.
2. A
B
O
U
T
U
S
Joyixir (aka Ordibehesht Studio) is an
indie game developer determined to
produce games with high quality,
attraction, and profit. The studio is
founded in 2014 by several students at
Qazvin Azad University who had been
working together for years in a
research lab, practiced real teamwork
and team development, and had the
experience of failing several startups.
JOYIXIR
3. We teamed up by and for our shared values
Our Values
Integrity
Creativity
Humanity
Openness
4. What keeps us together?
Why?
Video games that inspire millions of people to
think and care for humanity
What do we dream of?
To develop teams and video games full
of creativity, integrity, and inspiration.
What is our mission?
To use creativity and integrity to bloom the culture and
enthusiasm for humanity, openness, and thoughtfulness.
Why are we here?
5. 2015
2016
JOYIXIR
Project Timeline
Our Experience
Zoobi
We started with an arcade
game, Zoobi.
An alien character is falling
from the sky in bubbles and
collecting its food.
Sonjoo Escape
Save Sonjoo in his runaway!
It is an endless runner
inspired by kids in the early
90's of Iran.
6. JOYIXIR
2017
2019
Project Timeline
Our Experience
World of Words
World of Words is a
multilingual word game.
It outperformed all the
competitors in the Iranian
market.
4Wheelers
4Wheelers is an online
a mobile game with original
the core gameplay and art
style.
Players compete with
different cars in online
realtime races.
7. JOYIXIR
2019
2020
Captain Starla
Captain Starla is an action
role-playing game with a
hyper-casual mechanic.
It will be under soft-launch
in 2020 Q2.
Words Tour
Words Tour is a word-
game in cooperation* with
another developer, Caspian.
(*ended)
It reached highly competitive
metrics in Iranian and Turkish
markets during cooperation.
Project Timeline
Our Experience
8. Market Strategy
Lifecycle of our Games
MARKET RESEARCH
PRODUCT POOL
PROTOTYPE
ANALYSIS
PRODUCT DEVELOPMENT
A game in Joyixir starts from demand,
goes through prototype and feedbacks,
and continuously improves
through its lifetime.
9. Feedbacks (above the shoulder)
Retention Session Length
StickinessIn-app Purchase Conversion Rate
User Behavior
Progress is continuously measured during
product lifecycle and development
Performance Indices
10. Think big, start small, learn fast.
Product Development
— Chunka Mui
Our success is a function of how many experiments we
do per year, per month, per week, per day. — Jeff Bezos, Amazon
P R O T O T Y P E T E R M I N AT E
( S O F T )
L A U N C H VA L I D AT E
L E A R N
D E V E L O P
11. Excitement, progress,
and satisfaction are what
games are supposed to
provide.
CompetencySuccess in game design is more a matter
of knowing people rather than games. Engagement Control
A game designer should
know when the user
needs reward and when
they need a challenge.
Patterns of player
behavior and the most
powerful reward systems,
are not related to games
specifically.
Patterns can be
abstracted out of games
as an independent
service.
Machine-learned and
individualized patterns are
proven to be more engaging to
the users.
13. Size of Market
Forecast for 2022
Mobile Game Market
Global Game Market
Our Market Share
01
02
03
$196B
$96B
$350M
14. Hurdles
We need a jump
We lost 200K users due to sanctions against Iran
0 M IRR
350 M IRR
700 M IRR
1,050 M IRR
1,400 M IRR
Apr18
May18
Jun18
Jul18
Aug18
Sep18
Oct18
Nov18
Dec18
Jan19
Feb19
Mar19
Apr19
May19
Jun19
Jul19
Aug19
Sep19
Oct19
Nov19
Dec19
WorldofWordsRevenue
We’re not allowed to use most of services.
15. World of Words KPIs
Paying User/Active User Ratio 3.3%
Repeat Purchase Rate 20%
Ad Revenue/In-app Purchase Revenue Ratio 30%
Share of Type 1 Users 50%
Share of Type 2 Users 45%
Share of Type 3 Users 5%
Average Revenue per User Type 1 IRR 20,000
Average Revenue per User Type 2 IRR 50,000
Average Revenue per User Type 3 IRR 800,000
Assumed KPIs for Projection
Paying User/Active User Ratio 1%
Repeat Purchase Rate 20%
Ad Revenue/In-app Purchase Revenue Ratio 30%
Share of Type 1 Users 50%
Share of Type 2 Users 45%
Share of Type 3 Users 5%
Average Revenue per User Type 1 $ 1
Average Revenue per User Type 2 $ 3
Average Revenue per User Type 3 $ 50
Experiments vs Assumptions
KPI