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John Zarlino SYNC PHEI Project
1.
2.
3. The Phantom Game System™ began
In
development in 2002. It was created to be
the ultimate gaming experience offering
the first end-to-end, on-demand game
distribution service and coined the phrase
“Any Game, Any Time™ ”
From 2002 to 2005, Phantom was hailed
by video game magazines and websites as
the most anticipated hardware for PC
gamers and most significant innovation in
years.
Phantom Game System™
4. Phantom Gaming Service™
was originally developed exclusively
for use with the Phantom Game
System™. It was created to be the
first end-to-end, on-demand gaming
service with hundreds of games to
choose from and the ability to try
any game before you buy.
Phantom Gaming Service™ had the
ability to quick play streaming
games which allowed you to play in
less time than it takes to install from
CDs or download from a website.
5. The Phantom Game System™ was led by an
exceptional group of executives from companies
such as Microsoft, Yahoo! And NBC.
• Tim Roberts: Co-Founder of Savvis
Communications (NASD: SVVS) and Intira
Corporation
• Kevin Bachus: Creator of Microsoft Xbox
Bret Brase: Broadcast.com and Yahoo!
•
Ty Graham: Microsoft and WildSeed
•
Andrew Schneider: NBC and Sony Pictures
•
Kathy Schoback: Eidos and Sega, IGDA Chairperson
•
Rich Skoba: Hewlett Packard Services
•
Out of 42 employees, 50% were in
engineering and product development.
6. Phantom Gaming Service™ had an extensive
library of over 500 games with 22 content providers
representing over 30% of the PC games market including
4 of the top 10 PC publishers.
A few of the games included:
Baldur’s Gate 2 Centipede
Barbie Civilization 3
Bloodrayne Deer Hunter
Dark Age of Camelot Monopoly
Empire Earth Neverwinter Nights
Icewind Dale Scrabble
Lord of the Rings Total Annihilation
Silent Hill 3 Trivial Pursuit
The Hulk
7. Phantom Gaming Service™
contracted / invested over
$1,000,000 in advance royalty
credits that were unused and
are still available for use.
8. The Phantom Game System™
had everyone talking.
140 Million Unique
Visitors to Phantom.net
Key Video Interviews @ E3 2004
NBC, CBS, Fox News/LA, UPN Channel 13/LA,
CNN affiliates in 10 markets, WB Houston
Affiliate, Multiple European and Asian shows,
G4/TechTV, Gamer TV (London)
Key Radio Interviews @ E3 2004
NPR
quot;Into Tomorrowquot; syndicated tech show: more
than 100 radio stations across the country,
FINALIST
including Sirius and XM Radio
9. The Phantom Game System™ had
a huge presence in 2004 at the largest
video game trade show in the world, E3.
Overview
Total traffic through Infinium Labs booth
43,000
T-shirts given away after scanning card
12,000
Private Meetings
350
Press Meetings
500+
Video Interviews
25
Public Demonstrations
4,800+
Press Kits
700 kits handed out
FINALIST
14. Game Execs Loved It
• Mark Rein from Epic
Games – Creator of
UNREAL said, after
playing our system,
“This is the coolest
system I have ever
seen. Put us in front of
the press. We want to
endorse this service!”
15. Critics Loved It
A former critic from an
online game news site
said,
“Wow. I really wish this
wasn’t so awesome. I’m
going to have a lot of
explaining to do…”
16. And then we had some challenges…
Phantom was pigeon holed by the Seattle based
engineering team. They were contract based
and knew that when the product shipped they
would no longer be needed. This created a
strong conflict of interest that resulted in the
Phantom Entertainment
engineering team strong arming Phantom by
closes Seattle engineering
causing significant delays.
office, secures and
moves all assets to Florida
Phantom had a challenge trying to figure out
how to secure the company’s Intellectual
Property which resulted in a huge drain on cash
reserves.
17. Despite the praise by the media
and gaming community, The
Phantom Game System™ launch
was canceled due to the company
hitting a brick wall as a result of
previous funding rounds.
The previous rounds diluted the
company’s public valuation to a
level where it was impossible to
raise the little remaining cash
needed to complete the Game
Service.
18.
19. What Phantom
Entertainment is
Doing Now.
Phantom Entertainment Inc.
(OTCBB:PHEI) is focused solely on the
distribution and sale of the Phantom®
Lapboard.
The Phantom® Lapboard has 3k orders logged
and waiting and is planning on shipping 500
units a month and ramping up starting in Phantom® Lapboard
October/November of this year.
Phantom Entertainment will help promote
Phantom Game Service by having a link to our
website and by embedding our software on a
chip inside the Phantom ® Lapboard.
20. PRNEWSWIRE – August 18th 2008
“Phantom ® Game Service, Inc. Signs
Asset Purchase Agreement with
Phantom Entertainment, Inc.”
Deal Terms
Phantom Game Service, Inc. shall pay a
total of $165,000 to Phantom
Entertainment, Inc. and 49% stock in
Phantom Spent over
Phantom Game Service, Inc. Along
70mm dollars on the
with 7% of gross annual revenues.
development of these
assets and traded
over 200mm in stock. $65,000 is to be paid within 4 months.
$100,000 is to be paid in 3 years.
21. Phantom Game Service, Inc. acquires all assets
associated with Phantom Gaming Service™.
Summary of Assets
ØSoftware (encoding engine, client, streaming server, billing systems, user interfaces,
web pages, videos, SQL databases, Oracle accounting system, designs, architectures
and topologies, and more)
ØPhantom Game Service™ Trademark
Ø“Any Game, Any Time” Trademark
ØPhantom Game Service Patents
ØPublisher Agreements
ØMarketing, Collateral & Legal Contracts
ØOperating Plans
ØMarket Research – Gartner, Yankee Group, Penn Sholeon and Berland, DTI for
Pricing, Elasticity, Branding and Marketing studies
ØPhantom Game Receiver with associated patents, engineering documents and
diagrams.
ØDomains: phantomgameservice.com, phantom-gs.com, phantom-gs.net ,
phantomgamingservice.net, phantomgs.com and phantomgs.net.
22. Same technology,
New methodology
• Phantom Game Service changes business model entirely
by taking advantage of streaming technology already
developed and becoming a video game digital
distribution service provider.
• Eliminating the Phantom Game Receiver allows the
company to significantly reduce costs and focus on
content instead of manufacturing hardware.
23. Mission Statement
Phantom Game Service is a business to
business (B2B) provider creating revenue
sharing opportunities for cable companies,
ISPs, retailers, e-tailers, traffic intensive
websites and social networks. We enable
our partners all over the world to stream
games online without worrying about the
how with the broadest and best catalog of
games and grab a piece of the revenues.
We are the how.
24. Phantom Game Service™ assembles new executive
and engineering team in Tampa.
Tim Roberts - CEO & President
Rich Krueger – SVP of Content Acquisition
Nathan Lands – SVP of Marketing
George Vanous – VP of Front-End Design
Yingwu Zhong– VP of Back-End Programming
Tony Lee – Lead Test Engineer
Maryann Ohki(contractor) – Graphic Designer
25. Executive Bios
Tim Roberts
Founder of Phantom Entertainment (OTCBB: PHEI)
Co-Founder of Savvis Communications (NASD: SVVS) and Intira Corporation
(now Data Return). Tim has over two decades in technology, business and
finance with startups.
Rich Krueger
Richard Krueger has two decades of experience in marketing and business
development on behalf of leading interactive entertainment companies. He
presently serves as CEO of AboutFaceDigital, a Facebook application
development and social media marketing agency, based in Manhattan.
Nathan Lands
Created first video game e-commerce business at the age of 15. Started
several start-up ventures in technology & advertising . Lived in Taiwan for 2
years and learned to speak Mandarin Chinese and acted in several TV
commercials while traveling through Hong Kong, China, Japan and Thailand.
26. SOFTWARE
Code was written by original
developers of Real Networks, Wild
Tangent, Microsoft, Yahoo and Sony
Online.
Our engineering team reviewed the
code and graded it as A++, very well
written and documented and the
streaming encoder and streaming
server are finished.
Timeline for launch of Beta 1 live to
public:120 days from funding.
27. Content Delivery Network
Phantom Game Service’s content will be delivered with the help of
SAVVIS, Inc. (NASD: SVVS) and their CDN(Content Delivery Network).
SAVVIS is the ideal CDN partner for the Phantom Game Service. Using
the slogan “The Network that Powers Wall Street” SAVVIS now serves
more than 4,700 financial institutions, including 75 of the top 100
banks and 45 of the top 50 brokerage firms worldwide. Still, 70
percent of SAVVIS's customer base is comprised of non-financial
enterprises. SAVVIS currently serves more than 400 customers in the
retail industry worldwide.
Many of SAVVIS’s clients are potential partners for Phantom Game
Service and could benefit from new sources of revenue.
28. SAVVIS’s Clients (short list… )
Media & U.S. Federal
Financial Retail Healthcare
Entertainment Government
London
Metal Exchange
29. Market Landscape
Main Competition
Exent Both companies are
only involved in 2nd
Digital distribution solutions provider for release window games
which they get after
companies such as Verizon FIOS and
the games are no
Gametap. Streaming & Download.
longer available at
retail.
Trymedia
Digital distribution solutions provider and
the world’s largest B2C marketplace for
downloadable games. Download ONLY.
30. Market Shifting to Streaming
A recent report by Ars Technica stated that:
“with the rise of Hulu, YouTube, Veoh and many more, it's streaming traffic that
now generates concern for ISPs, even as P2P drops off in some cases. The shift,
should it become a permanent trend, is good for everyone. ”
Ars Technica reports that with the availability of streaming technologies being
made more accessible and user friendly the public is beginning to lower their usage
of P2P and illegal file sharing in favor of using easy to use legal alternatives such as
streaming video, music and games.
The market is shifting to streaming at a rapid pace as broadband internet becomes
widely available and offered at higher speeds and users become accustomed to
using services such as YouTube where they can watch what they want On-Demand
without having to take up space on their PC.
31. Game Developer Speaks
(Sept. 10th 2008 Article)
As a response to the CEO of GameStop’s remarks against digital
distribution, the CCO of Acclaim Entertainment had this to say:
“He says we are 12-17 years away from downloading games digitally? I
know he's got to pretend that digital distribution isn't relevant (or any kind
of threat) to protect his stock price, but I guess Steve Jobs is miles off
course then (100,000,000 digital downloads in the first 60 days of opening
Apple's 'Digitally Distributed' App Store.) Or that iTunes is now the biggest
music retailer in the world.”
“What is the Amazon strategy? What is the Netflix strategy? To distribute
entertainment digitally.”
32. Game Developer Speaks
(Sept. 10th 2008 Article) Continued
“Finally, he made some crazy reference that quot;Publishers are afraid to
death of piracy.quot; Yet, as we know, piracy can be tamed by server
authentication. China is the living proof of this, where they have a
non-existent console media business, and a thriving digitally
downloaded industry. A digital distribution industry which grew
69.5% last year.”
“I personally feel GameStop is just blindly putting their foot on the
gas pedal to speed up digital distribution (thanks to their policies); if
they are smart they will be investing very, very heavily in digital
distribution if they want their company to still exist in 12-17 years.”
33. Competitive Advantages
UNIQUE APPROACH
The current “competition” is focused entirely on 2nd window
release content which they only get AFTER the games are no
longer sold in retail. Also, they have a gigantic library of lackluster
titles that don’t sell and cause harm to the overall user experience.
CONTENT, CONTENT, CONTENT
Phantom Game Service will have the best catalog of games by
solving the problem of securing NEW RELEASE 1st window. We will
focus on quality of content over quantity, unlike our competition,
and aim to have only the top selling casual and hardcore games to
maximize our return on investment and to provide less clutter and
better experience for our users.
34. Competitive Advantages(continued)
NETWORK PERFORMANCE:
We have aligned with the FASTEST network in the world carrying
30% of the internet’s traffic and are utilizing their performance
based edge hosting.
SOFTWARE:
Our software was built by some of the greatest minds in the
streaming world and is an intelligent technology that is a BRAIN and
continuously adapts and learns how to increase game performance
every time a game is played.
35. Strategic Partners
Phantom Game Service will form strategic partnerships in
several vertical markets including the following industries:
Cable Companies, Phone Companies, Movie Rentals,
Hotels, Retailers and Social Networking Sites.
Short list of companies we are pursuing:
Savvis, Best Buy, Circuit City, Radio Shack, Facebook,
MySpace, AOL, Google and Blockbuster.
We have worked for over 6 years on indentifying the
issues between retailers and publishers to acquire AAA
new release content to be delivered over the internet
through the PGS streaming platform and have solved the
problem.
36. Benefit to Partners
Phantom Game Service Partners:
Cable Companies, ISPs, Last Mile Providers, E-tailers, Retailers, Publishers whom
WHITE LABEL the Phantom Game Service portal will receive the following:
10% of NET SALES from:
ALL GAME SALES
ALL SUBSCRIPTION REVENUES
ALL ADVERTISING REVENUES
AAA and New Release content will receive special incentives which are
confidential.
Phantom Game Service, Inc. has budgeted over 2mm dollars for royalty advances
for 1st window content and also another 600k for exclusive casual titles to the PGS.
37. Content Acquisition Plan
AAA Content Strategy
• Share our revenues with Big Box Retailers in
exchange for co-marketing support. This
allows them a reoccurring revenue stream and
doesn’t take any of their shelf-space.
• Go after AAA games which have been blocked
by Game Publishers due to the fear of losing
their retail partners.
38. Low-Cost Marketing Strategy
Phantom Gaming Service will initially take advantage of Phantom
Gaming System’s brand awareness and comeback story to keep
marketing costs low and easily get the media’s attention and have
the whole internet talking.
“Did you hear Phantom is back?!”
We have developed an automated online co-op marketing portal
which allows website owners to automatically receive commissions
from sales revenue generated by the customers they send to us.
We are positioning ourselves with FaceBook and other Social Media
and Web 2.0 sites for co-op marketing opportunities.
39. Game Industry Report
08/19/08
Forecast
Video game industry will grow by 10.2 percent per year,
eventually generating $63.2 billion in revenue by 2013.
Analysis
Video game industry is “somewhat recession-proof” and is
expected to grow 9.5 percent this year, bringing in $38.9
billion, despite flagging consumer sentiment.
40. PCGA Horizons Report 08/22/08
PC gaming was a $10.7 billion industry in 2007, with sales
from digital distribution nearing $2 billion and
advertising revenues from websites, portals, and in-game
ads accounted for $800 million. Online PC gaming
brought in $4.8 billion, almost double that of retail PC
sales.
“Our analysis clearly shows incredible growth in online
PC gaming, proof that this industry is far stronger
than anyone has reported. Today’s consumers shop
where they live - online.”
41. PCGA Horizons Report 08/22/08
Broadband-connected PCs are the key driver of
growth for PC gaming.
By the end of 2007 less than one-third of
households in the top 20 markets for games had a
high-speed Internet connection. That clearly
indicates that there is still plenty of growth to
come.
42. What 1% of the Games-on-Demand
market looks like today…
PC Gaming
Games-on-Demand
1% Market Share
44. The immensely popular PC Game World of
Warcraft has over 10 Million Subscribers
who pay $15 a month and paid on average
$40 to originally purchase the game.
45. The game’s first
expansion “The
Burning Crusade”
sold nearly 2.4
million copies in the
first 24 hours of
availability for
$39.99 each, a total
of $96 million in
24 hours.
46. 1% of WoW sales would have made
Phantom Game Service
$5,000,000
in profit.
47. Big Fish Games – B2C Game Portal
Game Download (no streaming)
•
B2C portal – No white label program
•
No AAA content – Casual games only
•
Annual Revenue Growth of 200%
•
Generated 24.1mm in sales in 2006
•
Generated 50.6mm in sales in 2007
•
310 employees / 500 game developers
•
1 MILLION GAMES TO CONSUMERS PER DAY
•
48. Phantom Game Service is
ready and the hard work is
done!
Phantom Game Service is a clean
company with no debt or liabilities.
It has many assets to work with and
little cash needed to launch and be
profitable.
A sliver of the market share makes
this an enormous company run
with little overhead.
49. Phantom Gaming Service™ is
positioned to seize a large share of
the Games-on-Demand market
and become one of the largest
video game streaming service
providers in the world.
51. 2009 Projections Overview
Investment/Loan: 3mm
•
Total Games Sold: 270,000 titles
•
Total Revenue: $7.857mm
•
Total COG: $5.049mm
•
Gross Margin: $2.807mm
•
Gross Margin %: 35.7%
•
*Full Financials Total Operating Expense: $2.484mm
•
are Attached* Income/Loss before taxes: ($163.599)
•
Net Cash Provided: $264,751
•
Cash at End of Period: $2.732
•
Total Assets: $2.62mm
•
Total Liabilities: $3.010mm
•
Total Stockholders’ Equity: $2.62mm
•
52. Delaware C Corporation
1000 Authorized Shares
Outstanding:
510 Shares CEOSAVVY, LLC
490 Shares Phantom Entertainment, Inc.
Board of Directors: Timothy Roberts
CEO: Timothy Roberts
Office:
We are currently have retained CB Richard Ellis to find
office space for the company. We have evaluated over 30
spaces between downtown – New Tampa and feel we will
able to achieve very good terms on a already built out
space.
We are in negotiations with several building and will be
securing space in the next 10 days.
53. Patents & Trademarks
Phantom Game Service Trademark
Certification of Registration No. 2,961,733, issued on
June 14th, 2005.
Any Game, Any Time Trademark
Trademark Docket No. 556292401300 filed March
2004.
Phantom Game Service Patents
Streaming technology – Method for automatic
We have a patent patching of a sparsely streamed application.
attorney in New York USPA: 20060069796
who will be working on Kind Code: A1 / Date: March 2003, 2006
all patents that were
Other Trademarks
filed to ensure they are
Black Knight – July 7th, 2003
maintained through BlackNight – August 13th, 2003
prosecution. Pay Per Play – August 13th, 2003
Virtual Private Game Network – August 13th, 2003
VPGN – August 13th, 2003
Built By Gamers, For Gamers – August 13th, 2003
54. SAFE HARBOR STATEMENT
Certain statements included in this presentation may
constitute forward-looking statements. Actual results
could differ materially from such statements expressed
or implied herein as a result of a variety of factors
including, but not limited to: the development of
Phantom Gaming Service technology, the successful
marketing of Phantom-GS.com, acceptance by the
market of Phantom Gaming Service, products and
technology, competition and timing of projects and
trends in the gaming industry, as well as other factors.
The forward looking statements contained herein are
made only as of the date of this presentation, and
Phantom Gaming Service undertakes no obligation to
publicly update such forward looking statements to
reflect subsequent events or circumstances.
55. THANK YOU FOR YOUR
INTEREST IN PGS!
Executive Finance Contacts:
Timothy M Roberts, CEO
314-825-4964 troberts@phantom-gs.com
Lou Cariffe, CFO
636-399-5345 lcariffe@phantom-gs.com
Terry Taylor, Controller
239-989-8046 ttaylor@phantom-gs.com