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ltiplayer shopping game that uses real products.

Lode uses ‘play’ to familiarize customers to offers


VR shopping. It’s a fact that in VR, ‘play’
to trycan
LODE is a VR multiplayer shopping game featuringWe
real products The LODE
reinforce activity looped
shopping
between
experience
the physical body
users personalized
and devices, so
characters
that virtual exploration
on
ellfor
more to millennials, who demand interactive andwomen ‘smart’ products that fit as expected. LODE uses play to familiarize consumers to VR
purchase. We help vendors sell more to millenial who second
becomes nature.
shopping In our game,
- addressing users
the lack of can findin
women discounts, win
gaming, by prizes,content
offering and bethat
awarded
keeps
pping experiences.
demand social and interactive shopping experiences. for learning. their
This interest
kind of interactivity means that purchases can be made in VR immediately,
more so than traditional battle-centric games. LODE, instead, offers a
in fun, engaging
place ways - opening
to be creative, up opportunities
explore and socialize for
withboth
otherin-game
players. purchases and real
Problem: product purchases - both with enormous market potential.
• needs
eting 25% better
of apparel
UXbought online is returned, 60% due to sizing issues.
strategies Through LODE, we want users to embody their own virtual characters and make
• Lack of gaming content for women - While 52% of women have Lode makes empowered
content currently lacking
purchases in gaming,
through them. for
Thewomen. Research
ability of tells us that
Virtual Influencers to in games,
showcase
omen
have played
played computer
computer games,games,
only 6% of only 6%identify
women of as gamers. women wantproducts,
to be creative, explore
set trends and worlds,
endorsefind collectibles
brands - in manyand socialize
similar ways torather
real than battle-
celebrities
as gamers other players. Oursthem
make is a powerful
choose your own adventure
marketing tools in thegame;
game.a city block to inhabit, where you
Solution: can customize outfits and spaces. Approaches can vary from trying and buying products in
• Programmed ‘smart’ products that automatically fit personalized Our goal is to
your own preferences, to have theseanVirtual
creating Influencers
idealized digital eventually go beyond
life. Our platform is our
homeplatform and
to virtual
avatars means more real product purchases. fully explicit
influencers with integrate with the livesInofmany
personalities. their users.
similar ways to real celebrities, their ability to
sed
• marketing
A social for vendors game
customization = opportunities
that introducesfor
theboth
‘Influencer Gamer’showcase
products, set trends and endorse brands, make them powerful marketing tools in
ses and real product
and leads purchases
to more in-game purchases. the future advertising landscape. Through Lode, we want users to embody their own
vatars & detailed immersive environments help to create
influencers and make empowered purchases through them. Our goal is to seamlessly
amer. translate digital expression into real life, allowing our users to shop and create virtually
MARKET SIZE OUR TECHNOLOGY
anywhere.
EXPERIENTIAL
ENTS RETAIL FOR VR
A HUGE OPPORTUNITY OUR TECH SYSTEM ARCHITECTURE

evenue 5G will greatly 3D Store Model OVERALL ARCHITECTURE OF THE CONFIGURABLE VR STORE
3D Exposition •Model
boost VR retail. natural environment
5G is criticalSensory
for VR to Engagement & interactivity:
be adoptedtargeted
on all our audio simulation
• architectural detailing Programmer Animator Designer
devices. 5G reduces
natural lighting simulation
32 Billion 5G is critical for VR latency, provides • User triggered features Procedural Rigging/ Design/ Configuration
architectural detailing Mesh Editing Consumer Input Data Inputs
In-Game to be adopted on more bandwidth and
40 Billion User triggered features 3D Store
Purchases
Online
all our devices. 5G better quality screens, 3D Characters 3D Products 3D Characters
improves connectivity Model
Total AvailableExperiential Retail 12 Billionreduces latency,
Serviceable 3D Characters• Interactive avatars
and traffic capacity.
Market Revenue AttainableExperience
Market provides more
Driven
illion 428.3M Revenue bandwidth and Environmentally•responsive
full range avatars that
of locomotion
VR and AR Retail Current VR and
ne can try on items• Customizable to style Configurable Virtual Stores
ial Retail Revenue by 2022 AR Ad Revenue better quality
intuitive locomotion
and measurements
nue screens, improves
Customizable to style and measurements
connectivity and
traffic capacity. 3D Products Contextual User Interface
3D Products • Smart fitted Marketing User
Total Available Market Serviceable Attainable Market
domain Purchasing
2022 2018 Interactive/convertible
• User triggered expert Social forums
User triggered animations
animations

BUSINESS MODEL COMPETITIVE ADVANTAGES


INVESTMENT OPPORTUNITY
Advertising Fee
FREE FREE Purpose: Building MVP that will lead to development of end product for full launch. Aiming for client interest and
ard/
Non-Interactive Content growth.
e Content STANDARD & MVP Build: $30,000, 1 month, team of 5
LODE INTERACTIVE RETAILERS
NON-INTERACTIVE
rchases Interactive Content
CONTENT CONTENT End Product Development: $1.38M, 24 months, team of 7
ellers USERS LODE Fee
Subscription/ Interactivity VENDORS
PRODUCT INTERACTIVE This Year’s Goal: To reach product market fit with revenue
/Closing Fee
PURCHASES CONTENT
Future Subscriber Growth: 20% each quarter Social - compare
Smart digitized Gaming aspects that Digitally native
products that products with friends drive sales designed
PAID TO SELLERS SUBSCRIPTION FEE / match avatar fit environments
Sanche Leetee Wang Yao Wang Vladimir Peric
er, COO Co-Founder, CEO
CLOSING FEE
Audio immersion Lead Programmer
91% of millennial women wish they could compare
items as they would in a dressing room. The opinions
of friends and family are important.
“Now that I’ve put it on, this will really help me decide
- Thinkover 2019
what to buy!”
- LODE Survey 2019 Retailers adopting experiential commerce report 80%
higher year-on-year growth rates
90% of users successfully navigated through to - APAC Study 2018
Purchase in the game.
- LODE Survey 2019 72% of millennials would rather spend money on
experiences than on things
- Eventbrite 2014

COMPETITORS INVESTMENT OPPORTUNITY

Experiential AVATAR CREATION Beta Testing for Market Validation: 3 Months


Retail:
1. Intuitive Browsing Create Avatars that can be Collaborations with apparel brand focused on consumer engagement and responsive
2. Human, Social used across multiple platforms
3. Brand as Culture products, to produce targeted interactive experience. Available both in VR, in store and online
4. Socially Meaningful
5. Immersive Cost: $40,000 Core team of 5
6. Accessible
7. Personalized
3D Avatars that respond Goals: Subscriber growth, to reach product market fit with revenue
to 3D products and
environments End Product Development: 18 Months
AR App to try on makeup -
no store experience
Stagering brand collaborations until we have a fully built out Virtual Shopping Platform, and
2D Images of apparel long term consumer following.
to match to images and
measurements of users - AR Shopping, 360s, no Avatars
lacks accuracy Cost: $1.3M Core team of 8

AR/VR SHOPPING Goals: Subscriber growth 20% per quarter

OUR TEAM

Leetee Wang Marianne Sanche Vladimir Peric Kordae Henry


Co-Founder, CEO Co-Founder, Creative Lead Programmer Character Design &
Director Rigging
Master of Architecture, Master of Architecture, UE4 Blueprints, C++ Visual Artist,
University of Pennsylvania University of Pennsylvania University of Belgrade Master of Arts, Sci Arc
CREATEYOUR
CREATE AND AVATAR
CUSTOMIZE YOUR OWN VIRTUAL INFLUENCER
EXPLORE VIRTUAL SHOPS
BROWSE AND DISCOVER REAL BRANDS
VIRTUALLY TRY ON REAL-LIFE PRODUCTS
REAL PRODUCT PURCHASES
STYLE LOOKS AND GET DISCOVERED
AS A VIRTUAL INFLUENCER
EXPLORE
CREATE A VARIETY
YOUR AVATAR OF VIRTUAL SHOPS DISCOVER
CREATE REAL
YOUR BRANDS
AVATAR PLAY AND
CREATE WIN
YOUR REAL DISCOUNTS
AVATAR
EXPLORE VIRTUAL SHOPS EXPLORE VIRTUAL SHOPS EXPLORE VIRTUAL SHOPS
BROWSE AND DISCOVER REAL BRANDS BROWSE AND DISCOVER REAL BRANDS
BROWSE AND DISCOVER REAL BRANDS
VIRTUALLY TRY ON REAL-LIFE PRODUCTS VIRTUALLY TRY ON REAL-LIFE PRODUCTS
VIRTUALLY TRY ON REAL-LIFE PRODUCTS
REAL PRODUCT PURCHASES REAL PRODUCT PURCHASES REAL PRODUCT PURCHASES
STYLE LOOKS AND GET DISCOVERED STYLE LOOKS AND GET DISCOVERED STYLE LOOKS AND GET DISCOVERED
AS A VIRTUAL INFLUENCER AS A VIRTUAL INFLUENCER AS A VIRTUAL INFLUENCER

VIRTUALLY
CREATE YOURTRY ON REAL-LIFE PRODUCTS
AVATAR REAL PRODUCT
CREATE PURCHASES
YOUR AVATAR

EXPLORE VIRTUAL SHOPS EXPLORE VIRTUAL SHOPS


BROWSE AND DISCOVER REAL BRANDS BROWSE AND DISCOVER REAL BRANDS
VIRTUALLY TRY ON REAL-LIFE PRODUCTS VIRTUALLY TRY ON REAL-LIFE PRODUCTS
REAL PRODUCT PURCHASES REAL PRODUCT PURCHASES
STYLE LOOKS AND GET DISCOVERED STYLE LOOKS AND GET DISCOVERED
AS A VIRTUAL INFLUENCER AS A VIRTUAL INFLUENCER
SOCIALYOUR
CREATE SHOPPING
AVATAREXPERIENCE LETS YOU SHARE YOUR STYLED LOOKS
WITH FRIENDS
EXPLORE VIRTUAL SHOPS
BROWSE AND DISCOVER REAL BRANDS
VIRTUALLY TRY ON REAL-LIFE PRODUCTS
REAL PRODUCT PURCHASES
STYLE LOOKS AND GET DISCOVERED
AS A VIRTUAL INFLUENCER
IN-APPYOUR
CREATE PURCHASES
AVATAR ALLOW YOU TO STYLE LOOKS AND GET DISCOVERED AS
TOP VIRTUAL INFLUENCER
EXPLORE VIRTUAL SHOPS
BROWSE AND DISCOVER REAL BRANDS
VIRTUALLY TRY ON REAL-LIFE PRODUCTS
REAL PRODUCT PURCHASES
STYLE LOOKS AND GET DISCOVERED
AS A VIRTUAL INFLUENCER
SMARTYOUR
CREATE MATERIALS
AVATARPROGRAMMED TO RESPOND TO PRODUCT POPULARITY
Times a product
EXPLORE was tried
VIRTUAL on :
SHOPS
>150 times
BROWSE AND DISCOVER REAL BRANDS
VIRTUALLY TRY ON REAL-LIFE PRODUCTS
REAL PRODUCT PURCHASES
STYLE LOOKS AND GET DISCOVERED
AS A VIRTUAL INFLUENCER

100-150 times

50-100 times

< 50 times
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