
Triple O Games

The video game industry is growing and yet it is becoming increasingly difficult for developers to make money. This is due, on the one hand, to rising user acquisition costs and, on the other hand, to the difficulty of retaining users.
For their part, the players also feel the wear and tear of the model. The best players, the most loyal, do not feel compensated, on the contrary, they are pressured and forced to pay in order to advance. Almost all video games invite them to buy, to invest in-game goods, but very few allow them to trade and earn money with them.
What if players could earn money with their digital assets? What if the best players were more fairly rewarded?
Triple O Games proposes a monetization model based on the tokenization of digital assets with blockchain technology, so that users can have full ownership of them and trade with them in and out of video games. The best players can acquire and enhance assets through their skill, earning money with it, as well as the prizes and rewards they receive for their loyalty and contribution.
So, in addition to the traditional monetization model based on advertising revenue, Triple O Games adds new monetization formulas, which incorporate a powerful incentive to attract and retain users: earn money by playing.
Triple O empowers the most skillful and loyal players to earn money by playing through the new "Play2Earn" business model.
It does this through a tokenisation blockchain platform for digital assets (currency and digital assets), which allows players to buy, sell, share, give, wager, win and convert their currency and virtual assets to euros/dollars.
technology provides users:
1. Free trade of goods obtained from gambling with legal tender.
2. Monetizable rewards through a meritocratic system of reputation.
3. Freedom, reliability, security, transparency and property rights to the player.
4. Proof of the scarcity and exclusivity of the game items
5. Micro and macro transactions in legal tender.
In this way, Triple O offers players the powerful incentive to earn money by playing, improving their retention and loyalty, and opening up the business to new avenues of monetisation.
Prototype and validation:
Battle Derby is a video game that takes Rocket League's arcade driving and Mario Kart's car combat and puts them into 5-minute fast-paced elimination rounds in Battle Royale mode as Fornite.
Video game market: Video game revenues exceed $152.1 billion in 2019, up 10% from 2018. The global gaming market is expected to grow to more than $180.1 billion by 2021. Bearing in mind that global gaming market revenues were $70.6 billion in 2012, this puts the 10-year CAGR for the market (2012-2021) at 11.0%, according to market researcher Newzoo.
Market potential of tokens in video games: The industry of skins for video games is booming. These transactions are worth $100 billion and look set to continue to grow. Virtual goods are regularly sold for large quantities - the highest of all time is $6 million.
About 60% of console players have purchased virtual items at some point, along with 43% of PC players and 33% of smartphone players. In the past 12 months, video game players have spent an average of $133 (console players), $96 (PC players) and $37 (smartphone players) on virtual items.
We have two kinds of competitions: blockchain games and blockchain technology integration platforms for games. The vast majority of blockchain games and platforms bet on total decentralization, that is, without control entities, but that brings a big problem: entering the chain of blocks (Blockchain) is too complicated for most people. Government regulations such as KYC and AML obligations in some cases, financial volatility, installing extensions to connect to Blockchain, creating a portfolio or having to leave the game to exchange game elements, ruin the game experience. Our main differentiation is precisely to facilitate the user experience regarding the usability of the blockchain. We are creating a system of convertible property licenses and a system of verification and integration of accounts inside and outside the chain to solve these problems.
After a year and a half of research and monitoring of market developments, we can say with firmness and conclusion that the solutions and skills that have come out on the market not only validate but reinforce our value proposition. As stated above, all blockchain solutions face a great barrier of entry and it is the little ability that users have to enter Blockchain, users expect easy to use solutions, and today they are not found.
Business model "Play2Earn":
Revenue pathways for the developer:
Revenue from direct in-app purchases: We will use a classic system of selling game coins (this being a cryptomoneda). You can buy with it vehicles, tournament tickets, vehicle features and new content added to the game through updates.
Transaction fee revenue: A large part of the winnings will come from the 5% charge on each transaction that will be possible thanks to the Intelligent contracts within blockchain, players will have at their disposal an auction house where they can freely trade with the objects obtained in the game.
Incentivated advertising revenue.
Routes of income for the Player:
Resale of game assets in the auction house: Users may freely trade, as owners, game elements and objects, enabling a new way for them to be monetized.
Reputation: The player will gain reputation according to the incentive behaviors designed by the game system, for example, if the player has skill and positions high in the ranking, gives him reputation points, also helping us to promote the game, or loyalty among other things.
We expect to generate profits ranging from 3.5 to 20 million euros per product per year, each with an average life of 3 years. Reaching 163 million in 5 years only with the creation of video games and without the opportunity to sell the video game platform.
Our team is a group of veteran game, technology and innovation developers who are characterized by giving new innovative and disruptive ideas through meaningful entertainment and gaming experiences, creating high-tech solutions that we implement in high quality games.
We have worked for and with Triple-A game companies such as Ubisoft's Massive, Activision, Konami, Sony's Guerrilla, Sega's Creative Assembly and Microsoft for successful Indie game studios such as Mojang, Taleworlds Entertainment, Fatshark, Oxeye Studios and Housemarque. On the entertainment side, we have worked with major entertainment companies such as Disney, Warner, Marvel, DC, Mattel, Paws (Garfield) and Crayola.
Team members

Isidro Quintana Ravelo
Cofundador, CEO y Director de Arte
More of 13 years in the audiovisual and technological innovation industry. Some of its milestones are: winner of the Best Startup award in the Canary Islands, have made several investment rounds, build a successful video game company Promineo Studios (Exit), work with the best entertainment companies such as Disney, Warner, Marvel, DC, Mattel, Activision, Garfield and Crayola, get a world-class game from Apple and show an indie game as one of the best in the world in 2015 at PaxEAST, be a TED lecturer or have won a Goya with an animation film.
He studied graphic design and audiovisual communication at CICE, Blockchain at Oxford and conflict resolution at Stanford University.
He is currently a founding member of the Oxford blockchain foundation oxbc.io.

Ricardo Varela
CTO & Cofundador
Computer Engineer graduated with Extraordinary Award (Summa Cum Laude) and with 9 years of professional experience, including IA research projects to assist in cancer prevention. Specializing in game development, his hobby for over 20 years, he made his own game engine to enter the industry. He has worked on medium and Triple-A games, PCs and consoles, gameplay and basic technology. Some credits include The Division at Ubisoft Massive by Tom Clancy, Assassin's Creed Chronicles for Ubisoft, Castlevania: Lords of Shadow PC port for Konami, Harry Potter Wonderbook game license for Sony and EyePet & Friends at Climax Studios for Sony London. Ricardo has quit his AAA gaming career to co-found this new company.

Steven Dobesh
Asesor estratégico de Blockchain
Previously, he worked at the Pentagon, being Joint Chief of Staff, as Chief of Technology and Innovation for the Logistics Directorate. In that role, he was the Blockchain Staff Joint Thematic Expert, designed and directed the first Department of Defense blockchain pilot to secure the digital thread of additive manufacturing (3D printing) and established and directed the Department of Defense's only Community of Interest in blockchain focused on widespread adoption and implementation. Steven routinely gives industry speeches on DoD's use of blockchain. Prior to his assignment to the Pentagon, Steven was a Navy pilot. He has more than 17 years of military and leadership experience, including multiple deployments in the Middle East, Western Pacific and South America. Co-founder and president of True-Tickets Leveraging Hyperledger Blockchain technology, True Tickets is a secure ticket provider that connects artists and fans.

Montse Guardia
Asesor estratégico de Blockchain
General Manager of Alastria, the largest Blockchain consortium in Spain, with 20 years of experience in programme management and innovative operations. Montse has dedicated the last 5 years to building bridges between Start-ups and global Corporations, working closer to teams that approach the use of cutting-edge technologies and entrepreneurial skills as a means to offer new service models. It has carried out organizational transformation programs. Prior to her current position at Banco Sabadell, as Director of Software Engineering Services at Technip, she led a global team to globally manage the IT project portfolio, providing key strategic business software applications as needed. Previously, she was Director of Operations for Atos Origin South America, and has been responsible for managing IT services for major events (4 Olympic Games, Pan American Games, several World Cups and UN Summit). She has work and life experience in 7 countries and 4 continents. She is a regular contributor to mentoring programmes and a staff member of social innovation programmes.

Raul Kripalani
Asesor estratégico de Blockchain
Blockchain, Distributed Systems and Data Engineer with more than 10 years experience in Open Source. Working as main Engineer in Protocol Labs, working in libp2p. He is PMC in Apache Camel and Apache Ignite. Bachelor of Science in Computer Science with Artificial Intelligence at the University of Southampton, United Kingdom (FIRST, equiv. Summa Cum Laude). He is the founder of the EthQL project at ConsenSys, a GraphQL interface extensible to Ethereum. He has worked with: Audi, Richemont, Vodafone, Telenor, Rhätische Bahn, Avinor, Statnett, Red Hat, GÉANT (EU project), GridGain, Interdiscount, Telefónica, Canary Islands Government, Swisscom, Atresmedia (Antena 3), Cabildo de Tenerife, Universidad de Chile, Sobrado AG, Xchanging, TOP-TOY A/S.

Xavier Verdaguer
Asesor de Innovación
He is a serial entrepreneur, expert in innovation and e-commerce. Born in Barcelona and located in Silicon Valley, in the last 16 years he has started numerous technological companies based on innovation. In 1997 he founded his first company, TMT Factory, and BCN Media, which offers software and communication services. The onset of the crisis in the technology sector in 2001 took the company to an international level with more than 50 employees and clients such as Gas Natural. Deutsche Bank, Barceló and JCDecaux. In 2009 he left his position as director and in 2010 he launched his first company in Palo Alto, Innovalley, a company that develops intelligent objects combining the creativity of Barcelona with the latest American technology. He also founded a software development company and the Imagine Creativity Center in Silicon Valley, whose main objective is to generate disruptive ideas to change the world and the way we live.

Sebastien van der Geld
Asesor de juego
President of the E-Sports and Gaming Foundation of the Netherlands. He has extensive experience in IT, business and law. He has experience working as an IT Business Analyst and acted as an ambassador for Blockchain. He also has experience representing an EU Media Association before the European institutions (European Parliament, European Commission) on issues such as intellectual property, network neutrality and privacy. He has training and qualifications in European law (LL.B) and Dutch law (LL.M). His research focused specifically on the legal status and licensing of virtual assets in video games such as Massive Multiplayer Online Role Playing Games. He recently completed Oxford Said's Business School: Blockchain Strategy Programme and is one of the founding members of the Oxford Blockchain Foundation.

Juan Pablo Ordoñez
Asesor de juego
He began his professional career in the video game industry more than 19 years ago. Over the years he has published more than 70 titles, from mobile games to virtual worlds, educational games, experimental games and educational applications, and has designed systems that mix animation series and video games. He works as a headhunter or as a headhunter for international recruitment agencies in the sector. He works as a consultant for companies in the development, management and design of video games, as well as interactive experiences and gambling. Research on game design and emotions. He is a professor of design and creation of video games in the master's degrees of the Complutense University of Madrid, Alcalá de Henares and ECAM, among other training centers with which he has collaborated. He teaches design, levels and video game production at ESNE in the Official Degree in Video Game Design and Development.

Mikail Yazbeck
Director de Diseño
A game designer with 9 years of professional experience in over 14 titles, including several Triple-A games. Recently completed a design contract at Guerrilla Games for his next AAA title. He has 5 years of experience in independent game development and as such is accustomed to wearing multiple hats: Public Relations, Marketing, Production and Business Development. He also holds a bachelor's degree in computer animation from Full Sail University in Orlando, Florida. Some credits include Creative Assembly & Microsoft's Halo Wars 2, Ubisoft Massive's Tom Clancy's The Division, Oxeye Studios & Mojang's Cobalt, Mount & Blade 2: Bannerlord - and Taleworlds Entertainment's Mount & Blade: Warband, and Fatshark's War of the Roses.

Diana Barta
Concept art e ilustradora
He is currently pursuing a Bachelor of Arts in Illustration and Visual Media and a Diploma in Professional Studies at the London College of Communication, University of the Arts, London. She specialises in storytelling and world building for video games and animation in the area of visual development. He is responsible for working on the design and visual elements for the environment within the game..

Daniel González
Concept art e ilustrador
Graduated in Fine Arts in the field of Illustration and Animation and Master in Teacher Training of Secondary Education in the specialty of Drawing, Design and Plastic Arts by the University of La Laguna, complementing this academic training with studies in 2D animation and introductory courses to 3D. He is currently in charge of the design of assets in the game.

Cristian Quintana
Administrador
Finishing his degree in Business Administration from the University of La Laguna. Specific knowledge in areas such as Human Resources or market and accounting studies. He is currently in charge of the administration area.

Cristina Carrascosa
Equipo legal especializada en blockchain
Cristina Carrascosa is part of the TMT team and is responsible for blockchain advice at the Pinsent Masons office in Madrid. Cristina is a lawyer and one of the most recognized experts in blockchain, having developed most of her career in the field of technology law. Likewise, Cristina is the only Spanish person chosen to be part of the observatory and forum of the European Union blockchain, where she works on the study and definition of a regulatory framework for this technology. She has been highlighted by Expansión as one of the 10 people who "control" the blockchain field in Spain.

Idoya Arteagabeitia
Equipo legal
Idoya Arteagabeitia is a partner of pinsent masons in Madrid, responsible for the Banking and Finance department of Pinsent Masons in Spain. She has extensive experience in national and international financing operations, acquisition and restructuring of real estate projects, structured financing and corporate financing. Idoya is a state lawyer, currently on leave of absence. Before joining Pinsent Masons, he developed his career in: State Attorney at the Audiencia Nacional, State Attorney at the Ministry of Justice, State Attorney at the Ministry of Foreign Affairs and at the Spanish Agency for International Development Cooperation and as head of the legal department of the Instituto de Crédito Oficial, ICO.

Paloma Bru
Equipo legal
Paloma Bru is a Partner in the TMT department of Pinsent in Madrid. Paloma focuses on advising Spanish and foreign companies on local and international commercial contracts, privacy and data protection, cybersecurity, outsourcing, e-commerce and information society services.

Paula Fernandez
Equipo legal
She is a member of the TMT department of Pinsent Masons Madrid. Paula has extensive experience and specialization in data protection, having advised EDS, the current HP company, among others.
Investment proposal
Investment proposal summary:
The investment is channelled as a Convertible Loan, so that investors have a right to convert their contribution to the company's share capital, under the following conditions:
Pre-Money Valuation: €1,012,500
% offered: 16.5%.
Minimum contribution: €1,200
Detailed explanation:
After the creation of the PMV following a pre-seed round of €75,000, Triple O is carrying out a new round of €200,000 for the complete development of the first video game and the validation of the business model.
Subsequently, it is estimated that an additional investment of €500,000 in marketing will be necessary to achieve a good positioning in the market for the first videogame and get the platform up and running.