Shrapnel White Paper

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WHITE PAPER

CONTENTS

Introduction 1
Opportunity 2
Game 3
Creation 8
Discovery 9
Community 9
Economy 12
Token 13
Market 21
Roadmap 24
Technology 25
Team 28
Investors & Partners 34
Angel Investors 35
Disclaimer 36
INTRODUCTION
Welcome to SHRAPNEL, the
world’s first blockchain-enabled
first-person shooter (FPS) game,
developed by a BAFTA and Emmy
award–winning team of game
industry veterans at NEON.
SHRAPNEL presents a rich set of
player-creation tools, combining
combat, creation, curation, and
connection into a community
where players own the platform
and decide its future.

INTRODUCTION 1
OPPORTUNITY
Since early 2000, we’ve been thinking about a competitive, multiplayer
FPS that players could mod and make their own. But the technology
necessary to support the transaction volume and attribution complexity
of such a game was out of reach.​

Now, blockchain makes it all possible. SHRAPNEL will be the first


moddable AAA FPS game entirely on chain, using new capabilities
to empower players to collectively own the game and its
future roadmap. Blockchain provides an approachable system to earn
real money — sell and trade, play and win, create and own. Finally, with the
SHRAP token and a blockchain-powered game economy, gamers can have
the opportunity to be rewarded for the time they
spend doing what they love.

The time is right. A generation of hundreds of


millions of players has been raised on Minecraft
and Roblox. They are getting old enough to earn and
spend their own money — and are likely to choose
competitive multiplayer games that also fulfill their
desire to create and share with a community their
own age. SHRAPNEL’s player-creation tools are
designed for them, with a more realistic look and
real-world value.

As the first competitive multiplayer FPS that


empowers players to create, trade, and truly own
their player-created content on the chain,
SHRAPNEL has the potential to be the next
industry-defining FPS franchise for a massive
generation of players and creators.

OPPORTUNITY 2
GAME
STORY
In the world of SHRAPNEL, a massive
asteroid called 38 Sigma has collided with
the moon, causing lunar meteorites to bombard
a 500-kilometer-wide band around the Earth. The area,
which becomes known as the Sacrifice Zone (The Zone),
is left uninhabitable and walled off from the rest of the world.

The world speculates about what is being uncovered by the teams of


paramilitary contractors guarding The Zone. Rumors swirl of a mysterious material
called Compound Sigma that allows quantum mechanics behaviors to manifest in
the classical physics realm. Nations and corporations begin assembling their own
Mercenary Extraction Forces, or MEFs, to venture into The Zone. Chief among them is
VELDACHA CORP. (V-Corp), a company that quickly corners the market on new technology
born from these world-changing discoveries. Enter the players: MEF Operators battling
in the bloody war for control over The Zone and its many secrets.

GAME 3
GAMEPLAY
In SHRAPNEL, players are tasked with finding and extracting valuable
resources, entering the The Zone as Operators for one of the MEFs. Many
other operators are also vying for these resources in The Zone, resulting in
a tense, high-stakes, competitive environment that encourages risk-taking
and rewards skill.

Players outfit their Operators with gear to fit their desired playstyle before
entering The Zone. Gear (in the form of NFTs) is dropped on death, forcing
players to weigh constantly shifting odds of success in every choice they
make. In addition to the gear dropped by Operators killed in action, players
can also collect the mysterious Compound Sigma. After collecting their
loot, players must fight their way to one of several contested extraction
locations — and survive long enough to escape and claim it as their own.
Successfully extracted loot (NFTs) are then placed in the player’s persistent
inventory, which the player uses to build their loadouts in future sessions.

As the player pool shrinks and extractions become more dangerous,


every choice becomes meaningful. Strategies will evolve,
alliances will emerge and crumble, and the stakes will
rise — with potentially dire consequences.

GAME 4
ASSAULT SURVIVALIST INFOSEC

OPERATOR CLASSES

Players can choose one of three Operator classes: Assault, Survivalist,


or Infosec — each with its own skill-based progression tree. As players
develop their Operators, they unlock a range of abilities and specialized
equipment to improve their play. Weaknesses in one class can be
complemented by strengths in other classes, encouraging dynamic
strategies and alliances.

For players who are new or want to experiment without jeopardizing


their equipment, a temporary Contract Operator character is available
for lower-risk / reward play.

GAME 5
GEAR AND CRAFTING
SHRAPNEL’s strategic gameplay centers on how players create their
loadout from both the gear they’ve extracted in previous sessions and
the equipment they craft themselves. Equipment ranges from the low-
tech, dependable weaponry of Contract Operators to the devastating but
failure-prone advanced technology of a Corporate MEF. As players get to
know the strengths and weaknesses of each type of equipment, they can
remix gear to customize their loadout.

WEAPONS

SHRAPNEL features several


weapon classes with
meaningful differences
in playstyle. Players can
obtain various attachments ARMOR
that allow them to craft
customized weapons, which
Armor provides defensive
can be sold in the SHRAPNEL
bonuses as well as utilities.
Marketplace and on
Players can mix and match
secondary markets.
pieces from different sets.

CONSUMABLES
TECHNOLOGY
These single-use items, such
Technology — such as
as grenades and med kits,
night-vision goggles and
are not tokenized, so they
information-gathering
are not tradable with other
devices — assist players but
players. This means players
are not consumed on use.
need to think carefully about
Technology expands the
how to prioritize looting and
scope of play by offering
using them.
new ways to interact with
maps and plan fights.

GAME 6
PLAYER-CREATED TOURNAMENTS
Enterprising players can create their own tournaments within
SHRAPNEL, making the rules, defining terms, and promoting their
events. These high-stakes competitions offer both tournament
creators and competitors opportunities to earn rewards.

PLAYER MISSIONS
All players can participate in goal-oriented
missions related to extraction gameplay,
content creation, and marketplace
participation, with the opportunity to
receive SHRAP Token rewards.

GAME 7
CREATION
Player-created content is key to the SHRAPNEL experience. Our professional-
grade creator tools, built using the same Unreal technology we use for the
game, will allow anybody to quickly get started creating their own SHRAPNEL
content. Players can mint that content into non fungible tokens (NFTs), trade
it in the SHRAPNEL Marketplace, and earn rewards based on its popularity.

CREATION FLOW

VANITY ITEM SELLER

Players Mint Their SHRAPNEL Ownership Transferred


MINT
C R E AT O R Unique Creations MARKET
Minted (Creator Record on Chain)
Creations
MAP Listed for Sale
BUYER

BASE ASSETS
To make it as easy for anyone to create high-quality and SHRAPNEL-ready vanity
items, we will pre-seed the marketplace with a collection of base assets.

VANITY
Players are able to create their own vanity items and set a price and unique
quantity. Their creations can then be added to and promoted within the
SHRAPNEL Marketplace. Five classified vanity materials will be offered with a
limited total supply. Vanity items made with these rare materials will include
their own unique in-game expressions.

MAPS
Map design and development is fundamental to the SHRAPNEL platform,
economy, and player experience. Players will be able to create their own
maps using both SHRAPNEL-provided base assets and prefabricated
assets that offer novices a jump-start on creating high-quality content.

CREATION 8
DISCOVERY
Using SHRAPNEL ’s creator tools, the community is empowered to build a
library of NFTs to use in-game, share with the community, and trade with
other players. The process of promoting and discovering the best items
and maps in this constantly expanding collection is critical to the
creator ecosystem.

SHRAP promotion drives discovery for all player-created content. Anyone


can promote with their SHRAP on vanity items and maps, which increases
their discoverability. Curators, creators, and other stakeholders receive
SHRAP rewards based on how well content performs.

COMMUNITY
Community involvement drives gameplay and
development at every stage in SHRAPNEL.

GOVERNANCE IN DEVELOPMENT (DAO)


We will invite our community to make decisions on the world
of SHRAPNEL, including design, roadmap, and aesthetics.
Players who participate more will have more input in these
decisions, reflecting the ethos of decentralized projects and
encouraging high engagement.

We will share our development progress openly with our


owned social channels, including web, Discord, and Twitter,
adding more channels as the community grows.

DISCOVERY / COMMUNITY 9
MEF HEADQUARTERS
Players will be able to join various MEFs, whose
headquarters will be built into the game loops in the
pre-game/post-game lobby. Within the HQ, members will
be able to access MEF collective resources within their game
sessions via an armory, show off their creative skills, and relax
between games. HQs will showcase MEF gameplay achievements and
stats and serve to promote content created by members, both within the
HQ and to players outside of it.

MEF owners benefit from more players joining, and owners can completely
customize the appearance of their HQ, which will be discoverable within the
game to entice new members. MEF owners will have a variety of tools to
allow players to use their resources for the good of the community.

COMMUNITY 10
REPUTATION SYSTEM
As players participate in SHRAPNEL, they will take part in an innovative
reputation system. A player’s overall Reputation Score will be based on three
facets: Play, Creation, and Community.

Players with high scores within these areas earn rewards such as in-game
boosts or new modding capabilities. A higher total Reputation Score will
make a player’s profile and content more discoverable in maps and the
SHRAPNEL Marketplace, which can lead to more opportunities for rewards.

The reputation system is designed to reward positive interactions as well


as police negative behavior, including “time out” or “mute” time for players.
Repeated bad behavior will result in a ban from SHRAPNEL.

CREATOR REPUTATION PLAYER REPUTATION


Marketplace peer rankings and In-game skills and good
sales (quality) and contribution sportsmanship.
activity (quantity).

COMMUNITY REPUTATION
Treatment of others in SHRAPNEL and its owned social
channels and contributions to the community.

COMMUNITY 11
ECONOMY
The Shrapnel economy will allow several personas to participate in the ecosystem
through play, creation, ownership, and governance, with incentives v persona.

The interplay between each persona creates a virtuous cycle of collaboration,


discovery, and ever-increasing economic activity as more people participate.

PLAYERS

Players can buy gear, extract it from game sessions,


and sell it in the SHRAPNEL Marketplace for SHRAP.

CREATORS

Creators can make anything from vanity items to


customized weapons, maps, and map objects as well
as profit from the economic value they create.

CURATORS

Curators who successfully discover great content for


the community to enjoy will also share in the spoils.

LAND OWNERS

Land owners who make an upfront


commitment to the ecosystem will receive
a fair proportion of the value creation.

ECONOMY 12
TOKEN

Governance
• DAO and sub-DAO votes / platform governance
• Voting on player-created content

Running Validators
• Payment to validators; fees subsidized by the Shrapnel protocol at no cost to end users

Minting & Medium of Exchange


• Pay fees in SHRAP to mint player-created content, i.e. maps, prefabs, skins and vanities
• SHRAP is the default currency on the Shrapnel marketplace

Rewards
• Player-created content / gameplay
• Content discovery participation

TOKEN 13
TOKENOMICS
SHRAP will be issued as an ERC-20 token and deployed on Avalanche
shortly afterward. At the token genesis event (TGE), 3 billion SHRAP tokens
will be created as the total token supply, which will never increase. No
other tradable tokens are anticipated to be created or minted. SHRAP
tokens will be distributed and unlocked as follows:

33% 27%
COMMUNITY TEAM AND
REWARDS ADVISORS

TOKEN
DISTRIBUTION

8.5%
ECOSYSTEM
FUND 20%
SEED TOKEN
HOLDERS
7%
3% STRATEGIC
TOKEN HOLDERS
MARKET MAKING 1.5%
AND LIQUIDITY PUBLIC
DISTRIBUTION

TOKEN 14
UNLOCK SCHEDULE AND TIMING
LINEAR UNLOCK TOTAL UNLOCK
UNLOCK UNLOCKED AT CLIFF
AFTER CLIFF FROM TGE
SCHEDULE TGE (MONTHS)
(MONTHS) (MONTHS)

Team and Advisors 0% 12 48 60

Seed Token Holders 0% 12 12 24

Strategic Token Holders 0% 12 24 36

Public Distribution 100% 0 0 0

Market Making and Liquidity 100% 0 0 0

Ecosystem Fund * 0% 6 36 42

Community Rewards * ** ** ** **

*Ecosystem fund and community rewards unlock schedules subject to change. Although community rewards are unlocked,
these rewards will be released to the community based on an asymptotic function to ensure that community rewards
are provided during the long-term operation of the platform. Vesting contract for community rewards will be deployed to
the Avalanche C-Chain and locked until the SHRAPNEL subnet is live, at which point they will be migrated and vested. Any
changes to the public offering allocation will be either be sourced from or returned to the Ecosystem Fund.

**Community Rewards has a fixed emissions schedule relative to features coming online.

SHRAP UNLOCK SCHEDULE

100%
PERCENT SUPPLY UNLOCKED

80%

60%

40%

20%

0
1 5 10 15 20 25 30 35 40 45 50 55 60

MONTHS AFTER TGE

Market Making and Liquidity Public Distribution Strategic Token Holders


Community Rewards Team and Advisors Seed Token Holders
Ecosystem Fund

TOKEN 15
PROMOTING AND REWARDS

SHRAPNEL incentivizes the community to find, curate, and promote the best
player-created vanity items and maps. Anyone can promote on any map or
vanity item to earn promotional rewards based on NFT performance through
a two-tier program:

PROMOTING

PERFORMANCE

Curation / Promotion

C U R AT I O N At this level, content is available for


PROMOTION promotion. The best content will be
promoted to the competition tier at
regular intervals.
Top Content Promoted

Competition Tier

COMPETITION
Content competes with other content
TIER according to its performance. People
who contribute to competition-tier
content by promoting are rewarded
PERFORMANCE based on performance as well as the
amount and timing of their contribution.

PROMOTING
REWARDS

TOKEN 16
MAP REWARDS
SHRAPNEL’s map framework includes two categories of land: The Arena
(curation / promotion land), and The Podium (competition land). The primary
goal of map owners is to get their maps to the center of The Podium.

PODIUM ARENA

VIP NO-MAN’S LAND

+4000
+1.6%

MAP PROGRESSION +3000


+1.3%
Within The Arena, owners and curators can
promote maps in order to attract players and +2000
promoters. As maps gain players and SHRAP, +0.9%

they increase in size and move closer to


The Podium. +1000
+0.6%

Promoted
+1000
Activity +0.4%

+500
+0.2%

TOKEN 17
MAP PROMOTION / RELEGATION SWAPS
The Podium hosts a popularity-and-performance tournament with a regular
promotion-relegation cycle. High-performing maps move toward the center
and low-performing maps are pushed outwards. Land owners, curators, map
owners, and promoters share in performance-based SHRAP rewards.

1
Top 6 Performing Arena Maps Bottom 6 Performing Podium Maps
2 Are Promoted to the Podium Are Relegated Back to Arena
If Performing Worse Than
3 Top 6 Arena Maps

VANITY REWARDS MISSION REWARDS


Community members who use SHRAP to All players will have an opportunity to
promote on vanity item NFTs will be rewarded receive SHRAP rewards at regular intervals
based on their price and volume performance. by participating in goal-oriented missions.

TOKEN 18
VALUE DRIVERS BY PERSONA

PLAYER FLOW

Market Making

BURN

GEAR MARKET
SHRAP / Gear Market
Burn Gear Fees
(not extracted)

MAP P L AY E R P L AT F O R M
Gear SHRAP Quest Rewards
Won / Lost

Market
Fees
SHRAP / Vanity
VANITY MARKET

CURATOR FLOW

COMMUNITY
PROMOTERS C U R AT O R S P L AT F O R M
Influence Map Creator Rewards
Selection

Commit Commit
SHRAP SHRAP

MAP P L AY E R S
Choose Map
for Play

TOKEN 19
CREATOR FLOW

Creator Premium Crafting


Rewards Materials
MAP VANITY
C R E AT O R S C R E AT O R S

SHRAP

SHRAP
Revenue
Create for
Player Use Map Mint Fees P L AT F O R M Vanity Mint Fees

Vanity
NFTs
Market
Fees

MAP VANITY MARKET

LAND OWNER FLOW

LAND
P L AT F O R M
OWNERS
Creator Rewards

Provide
Visibility

MAP P L AY E R S
Choose Map for Play

TOKEN 20
MARKET
PC core competitive FPS titles have revitalized the shooter genre,
bringing high engagement, retention, and spending rates. FPS had
the highest monthly active users (MAUs) out of all PC games in
January 2022, according to data from Newzoo. PC shooters also
boasted average daily play time of just over two hours. This strong
engagement translates to revenues, as PC shooters see higher spend
on average when compared to other PC titles. Much of this is driven
by publishers experimenting with hybrid monetization mechanics,
providing new player conversion and monetization avenues, leading
to some of the highest revenue and conversion rates in the space.
Games in the core competitive FPS genre show huge growth potential
in the future, especially on PC and mobile.

MARKET 21
ALL PC PLAYERS VS. PC SHOOTER PLAYERS
PC shooter players tend to belong to higher income brackets, spend
more money, and spend more time in-game weekly than all PC players.

7.77%
32.80% APEX
LEGENDS
COUNTER-STRIKE:
GLOBAL OFFENSIVE

TOP 5 9.45%
PC SHOOTER VALORANT

GAMES
*not to scale
2.22%
2.61% ESCAPE FROM
PUBG: TARKOV
BATTLEGROUNDS

MONTHLY ACTIVE USERS MONTHLY SPENDING HOURS SPENT PLAYING


AVERAGE 6 - 10 HOURS WEEKLY

75% 100% 29% 34% 13% 19%


PC PLAYERS PC SHOOTER PC PLAYERS PC SHOOTER PC PLAYERS PC SHOOTER
PLAYERS PLAYERS PLAYERS

WHILE ENGAGING GENERATED REVENUE 36,696MM $$$


IN THE TOP 5 PC STREAMED 9.02MM HRS
SHOOTER GAMES,
WATCHED 252.3MM HRS
PLAYERS:

MARKET 22
TOP PC SHOOTER FEATURES
ESCAPE COUNTER-STRIKE:
PUBG: APEX
FEATURES FROM GLOBAL VALORANT SHRAPNEL
BATTLEGROUNDS LEGENDS
TARKOV OFFENSIVE

Persistent
Inventories

RPG Elements

Ballistics Model

Player-Run
Cosmetics Market

Activated Powers

Competitive
Extraction Event

Creator-Driven
Map Pool

MARKET 23
ROADMAP

MISSION ACCOMPLISHED
DONE
COMPLETED MISSIONS
• SOCIAL Comms channels established
• ECHO COMPANY Elite SHRAPNEL
community members
• COMMUNITY Voting and execution begins
• SIGNALTrailer, Gameplay footage, Comic
books,m Short film, Awards
• MPX.1 Gameplay prototype: Multiplayer
Experiment 1
• SHRAP Generated
• OPERATOR ACCESS Community groups,
allow lists, token, platofrm services
• CALLSIGNS Create your unique MEF
Operator Display Name

COMING SOON

MISSIONS UNDERWAY

COMING SOON
• INSIGNIA Create and Own your unique
custom designs
• PORTABILITY of on-chain items
MISSIONS IN PLANNING • MARKETPLACE Buy, sell, promote
• PLAYER PROFILE Customize your public
MORE TO COME facing personas
• PRE-ALPHA Access to Gameplay for • SHRAP REWARDS More opportunities to
Operators Holders obtain
• SKINS Create-to-own cosmetics for egar
and weapons
• GAMEPLAY Early Access release
• COMMUNITY REWARDS for Creators,
Curators, and Reputation
• MAPS Create, Host and Promote
• ITERATE Upgrades and additions to game
services & tools

ROADMAP 24
TECHNOLOGY
GAME TECHNOLOGY
SHRAPNEL’s game technology creates the foundation for an outstanding
player experience, innovative creation opportunities, and vibrant community.
We’ve chosen technology partners that will help us achieve AAA quality,
first-class security, and robust operational support.

UNREAL ENGINE 5
For the past decade, the team at NEON has developed
award-winning AAA titles across multiple generations of
the Unreal Engine. Between our battle-tested expertise
and the rapid community-wide adoption of the engine as
an open-source solution, Unreal is the obvious choice for
building SHRAPNEL. Unreal will also serve as the basis
for the community’s map creator tool, supporting player
created content at every level.

ANYBRAIN
Anybrain detects when players are using mechanisms
to cheat beyond trying to tamper with the game’s code
directly. A classic example is the use of aimbots, which
Anybrain can detect with high confidence, using only
interaction data. SHRAPNEL is partnering with Anybrain to
build new models to detect fraudulent player behavior.

TECHNOLOGY 25
BLOCKCHAIN TECHNOLOGY
Blockchain technology powers SHRAPNEL’s rich token ecosystem that offers
incentives for multiple types of players. Players can take in-game assets
with them across supported public blockchains for true ownership.

AVALANCHE
We decided to develop on an Avalanche subnet due to its
usability, accessibility, and security features. Avalanche
enables SHRAPNEL to provide best-in-class performance
with its unique subnet architecture, innovative Snowman
consensus, and unparalleled safety guarantees.

While many blockchains have substantial carbon footprints,


Avalanche is one of the few that is Net Zero, sharing our
ethos of minimizing environmental impact.

With Avalanche’s sub one-second settlement time and low


transaction fees, we can ensure a great user experience
across our platform. Its subnets enable excellent
performance while maintaining decentralization with
moderate validator hardware requirements. Players can
easily move crypto assets in and out of SHRAPNEL’s platform
with atomic swaps, an innovative and secure cross-chain
transfer technology.

AMBER GROUP
Hong-Kong-based Amber Group, a global crypto financial
services provider, will provide SHRAPNEL with a suite of
institutional-quality products and services. Amber will
provide Designated Market Making services for SHRAP
after the token launch, helping ensure ample liquidity and
price stability. Amber will assist SHRAPNEL with token
treasury management and in-game market-making to
avoid token price disruptions in the broader markets.

TECHNOLOGY 26
ANNUAL ENERGY
CONSUMPTION

486,311 kWh
1,967,930 kWh
17,300,000,000 kWh
89,780,000,000 kWh

AVALANCHE 486,311 kWh Avalanche uses just 0.0005% of


SOLANA 1,967,930 kWh the amount of energy consumed
ETHEREUM 17,300,000,000 kWh by the Bitcoin blockchain, and
BITCOIN 89,780,000,000 kWh only 0.0028% of that of the
Ethereum network.

*Data from Crypto Carbon Ratings Institute

TECHNOLOGY 27
DEVELOPMENT TEAM
Our team has been purpose-built for the success of the SHRAPNEL project.
Collectively, we bring decades of video-game experience, deep fintech and
crypto knowledge, and advice from top experts in transmedia and the military.

LEADERSHIP TEAM

MARK LONG
Chief Executive Officer

Former CEO of Meteor (Hawken) and Zombie Studios (Blacklight, America’s


Army, Spec Ops), Long is a 27-year game industry veteran who has
produced more than 32 titles on every platform from SEGA Genesis to
Oculus Rift, including some of the first free-to-play games on console.
Long is a thought leader in cloud gaming, creating and leading Microsoft’s
xCloud and acquiring the gaming-as-a-service platform Playfab to
accelerate time-to-market of the service.

DON NORBURY
Head of Studio

From the genre-defining franchises of Star Wars, Indiana Jones, Bioshock,


Sunset Overdrive, and Crackdown to the sports-fan lifestyles of Madden
NFL and NASCAR, Don has built teams, orchestrated globally distributed
development, and redefined creative boundaries across platforms and
the player experience for 17 years.

AARON NONIS
Chief Operating Officer

Aaron has a track record of bringing together world-class talent to


change interactive entertainment. His projects range from the Microsoft
XNA initiative that rejuvenated indie game development to HBO NOW and
the Emmy-winning Westworld VR.

TEAM 28
COLIN FORAN
Head of Game

Colin has created compelling interactive experiences with innovative


technology for more than a decade. Developing mobile, indie, and AAA
titles across a range of platforms, he has contributed to franchises such
as Halo, Killer Instinct, Sunset Overdrive, and Crackdown. Most recently,
he served as creative director and project lead for HBO’s Emmy-winning
Westworld VR: A Delos Experience.

MARC MERCURI
Head of Nexus

A 29 year tech industry veteran with 26 patents issued or pending,


Marc led and launched multiple pro code and low code blockchain APIs
and developer tools at both Microsoft and ConsenSys. His work has
been featured in/on ABC, Advertising Age, Adweek, TechCrunch, the BBC,
Cheddar TV, Fast Company, Forbes, Harvard Business Review, Mashable,
and Wired.

MARK YEEND
Head of Marketing and Community

Mark has contributed to more than 75 games on every platform, from


handheld to consoles to augmented reality. His BAFTA and GANG award-
winning work includes beloved franchises such as Star Wars, Harry Potter,
The Sims, and Halo. Mark managed large central-service teams at Xbox
before directing interactive R&D at HBO.

NAOMI LACKAFF
Head of Partnerships

Hailing from HBO, where she produced interactive and immersive


products based on the Game of Thrones and Westworld franchises,
Naomi is an industry veteran with an ear to the ground on all things
gaming and production.

TEAM 29
CALVIN ZHOU
Head of Business Development

Calvin is a seasoned professional in media and tech venture capital, with


a focus on blockchain initiatives. A tech entrepreneur with a background
in hedge funds and investment banks, Calvin has a passion for investing
in cutting edge technologies and cryptocurrencies.

JOSHUA DAVIS
Head of Experience

With 20 AAA game credits to his name, Joshua has led experience teams
for Electronic Arts, Irrational Games, 343 Industries, Microsoft, High
Fidelity, and Amazon. He has stewarded franchises such as Madden NFL,
Tiger Woods PGA Golf, EA Sports MMA, Superman, Bioshock, Halo, Harry
Potter, and more. Joshua holds a design patent for Microsoft and a THEA
Award for contributions to The Wizarding World of Harry Potter.

FRANCIS BRANKLIN
Head of Economy

Francis previously worked as an aerospace engineer involved in SWARM


technology, computer vision, autonomous UASs, and nature-inspired
autorotation. In early 2011, a story about a man who bought pizza with
10,000 Bitcoins inspired him to start thinking about the potential
frictions that cryptocurrency could solve. He’s been learning and
following the industry ever since. Lured by the potential of smart contract
platforms, he entered the gaming industry in early 2021 as an analyst.

CHRISTIAN ORLANDO MARTINEZ


Director of Web3 Game Engineering

Christian has been a hands on developer or leader in nearly every facet


of software development with an emphasis on solving the challenges
involved in complex distributed systems. He began his technical career
as a supply chain specialist, before helping to develop early 511 systems
and working for Microsoft on its cloud Azure for over a decade. He later
moved onto a leadership role for Consensys a leading blockchain and
web3 company.

TEAM 30
PROJECT ADVISORS

Ali “Myth” Kabbani is a storied brand within the gaming community,


a Twitch leader, and one of the most well-respected personalities
in live-streaming today. With more than 21 million followers across
social platforms, Myth has parlayed his success as a Fortnite pro
to the broader gaming community. Straddling the line between
competitive — he’s reached the top tiers of numerous games — and
entertaining, Myth consistently surprises and delights his audience.

Terry Spier is a video-game designer and creative director best


known for designing four team-based tactical shooter games in
Ubisoft’s The Division franchise, with more than 20 million copies
sold. Terry has more than 20 years in video games. Prior to Ubisoft,
he was a designer on action games such as Deadpool, Transformers,
and The Bourne Conspiracy for Activision.

Neal Stephenson is a New York Times number one bestselling


author of some of the most visionary science fiction of the last three
decades. He conceived the metaverse in Snow Crash and anticipated
blockchain in The Diamond Age. Neal is also the former futurist at
Magic Leap and a member of Blue Origin’s original technical staff.

Derek Kolstad is a screenwriter and producer best known for


creating the John Wick franchise. His future projects include
adapting more video-game franchises to film and television,
including Hitman, Splinter Cell, and Just Cause.

TEAM 31
Mike Wilson, a luminary in the video-game industry, is the leader of
Devolver Games publishing business, with previous executive roles
at Good Shepherd Entertainment, id Software, Ion Storm, Gathering
of Developers, and Take-Two Interactive. He has also produced
several films.

Geoff Hayes is CTO and co-founder of Compound Labs, building new


use cases for Ethereum blockchain technology, with an emphasis on
the financial sector.

Jason Hollingshead is President and COO of The Sedona Group and


formerly spent a decade on Navy SEAL Team 6, the nation’s premier
counterterrorism unit. He received his business education at Norwich,
the University of Texas, and the Wharton School of Business. Jason has
a passion for strategic optimization and on-the-horizon technologies.

William Yang is an expert in business development, product


management, and strategy. He was the founding member of Unity
Technologies Korea and helped Unity create a cross-platform
solution enabling casual, MMORPG, mobile, PC, and console games
development on current and emerging platforms for Korea’s dynamic
games industry. He was also a Director of the Samsung Strategy Group
and brings a plethora of relationships in Korean markets.

TEAM 32
Ken Cron is Chairman & CEO of Coin Operated Group, a holding
company that incubates, acquires, and operates companies across
the spectrum of crypto/blockchain markets, including games, NFTs,
DeFi and DAOs. Ken has extensive experience in building and growing
businesses. In the gaming industry, Ken previously served as Chairman
& CEO of Vivendi Universal Games (now Activision Blizzard) during the
release of World of Warcraft, as well as Chairman of Midway Games
(publisher of Mortal Kombat) and Chairman & CEO of Uproar Games.

Jesper Kyd is a BAFTA award-winning composer, one of the most


celebrated in video games. His work includes music for Assassin’s
Creed, Borderlands, Darksiders, Hitman, and State of Decay.

Jay Chang is the co-founder of Genopets, a revolutionary free-to-play


move-to-earn NFT that empowers people to profit by living an active
lifestyle, one of the most anticipated NFT drops to date. Jay has more
than 10 years of experience in product management.

TEAM 33
INVESTORS & PARTNERS

INVESTORS & PARTNERS 34


ANGEL INVESTORS

DENNIS FONG STEPHEN LIM


//Thresh //Slim

Co-founder of GGWP, Co-founder of Raid


first pro gamer, and Base, co-founder of
ESL Hall of Famer. Valorant.

BRIAN LEE M. SHADOWS

Co-founder of Legalzoom.com, Founding member of


ShoeDazzle.com, The Honest heavy metal band
Company. Avenged Sevenfold.

KEITH NUNZIATA JASON ZHAO

Citadel Global Equities, Partner at Kleiner


Portfolio Manager: Perkins.
Technology Sector.

ANGEL INVESTORS 35
DISCLAIMER
Copyright © 2022 Neon Machine Inc.

All rights reserved. All product and company names are trademarks™ or registered®
trademarks of their respective holders. Use of them does not imply any affiliation with or
endorsement by them. This white paper may contain copyrighted material, the use of which
may not have been specifically authorized by the copyright owner. All images are copyright to
their respective owners and are protected under international copyright laws.

The information set forth below may not be exhaustive and does not imply any elements of
a contractual relationship. Neon Machine Inc. and Argon Asset Ventures Corp (collectively,
the “Companies”) do not guarantee, and accept no legal liability whatsoever arising from or
connected to, the accuracy, reliability, currency, or completeness of any material contained
in this white paper. Participants and potential SHRAP purchasers and NFT holders should
seek appropriate independent professional advice prior to relying on, or entering into any
commitment or transaction based on, material published in this white paper, which material
is purely published for reference purposes alone.

This white paper does not constitute a prospectus or offer document of any sort and is not
intended to constitute an offer of securities or a solicitation for investment in securities in
any jurisdiction. The Companies do not provide any opinion on any advice to purchase, sell, or
otherwise transact with us, and the fact of this white paper shall not form the basis of, or be
relied upon in connection with, any contract or investment decision. No person is bound to
enter into any contract or binding legal commitment in relation to the sale and purchase of
any SHRAP or NFTs, and no cryptocurrency or other form of payment is to be accepted on the
basis of this white paper.

This white paper is for information purposes only. We do not guarantee the accuracy of or the
conclusions reached herein, and this white paper is provided “as is.” The Companies do not
make and expressly disclaim all representations and warranties, express, implied, statutory,
or otherwise, whatsoever, including, but not limited to: (i) warranties of merchantability,
fitness for a particular purpose, suitability, usage, title, or non-infringement; (ii) that the
contents of this white paper are free from error; and (iii) that such contents will not infringe
third-party rights. The Companies and their affiliates shall have no liability for damages of
any kind arising out of the use, reference to, or reliance on this white paper or any of the
content contained herein, even if advised of the possibility of such damages. In no event
will the Companies or their affiliates be liable to any person or entity for any damages,
losses, liabilities, costs, or expenses of any kind, whether direct or indirect, consequential,
compensatory, incidental, actual, exemplary, punitive or special for the use of, reference to,
or reliance on this white paper or any of the content contained herein, including, without
limitation, any loss of business, revenues, profits, data, use, goodwill, or other intangible
losses. The Companies are not bound by any representations to the future performance and
the returns of the items set forth herein. The actual results and the performance of the items
set forth herein may differ materially from those set out in the white paper.

DISCLAIMER 36
No shares or other securities of the Companies are being offered in any jurisdiction pursuant
to this white paper. The white paper does not constitute an offer or invitation to any person
to subscribe for or purchase shares, rights, or any other securities in the Companies. The
shares of the Companies are not being presently offered to be registered under a Securities
Act of any country, or under any securities laws of any state. The SHRAP and NFTs referred
to in this white paper have not been registered, approved, or disapproved by the U.S.
Securities and Exchange Commission, any state securities commission in the United States
of America, or any other regulatory authority, nor has any authority examined or approved
the characteristics or the economic realities of this SHRAP sale or any referenced NFT sale
or the accuracy or the adequacy of the information contained in this white paper under the
U.S. Securities Act of 1933 as amended, or under the securities laws of any state of the U.S.
or any other jurisdiction. Purchasers of the SHRAP or NFTs referred to in this white paper
should be aware that they bear any risks involved in the acquisition of SHRAP or referenced
Companies NFTs, if any, for an indefinite period of time.

No regulatory authority has examined or approved of any of the information set out in
this white paper. Thus, no action has been or will be taken under the laws, regulatory
requirements, or rules of any jurisdiction. The publication, distribution, or dissemination of
this white paper does not imply that the applicable laws, regulatory requirements, or rules
have been complied with.

SPECIAL NOTE REGARDING FORWARD-LOOKING STATEMENTS

This white paper contains forward-looking statements. All statements contained in this white
paper other than statements of historical fact, including statements regarding our future
operating results and financial position, our business strategy and plans, market growth, and
our objectives for future operations, are forward-looking statements. The words “believe,”
“may,” “will,” “estimate,” “potential,” “continue,” “anticipate,” “intend,” “expect,” “could,” “would,”
“project,” “plan,” “target,” and similar expressions are intended to identify forward-looking
statements.

Forward-looking statements contained in this white paper include, but are not limited to,
statements about:

• Our future financial performance, including our expectations regarding our


net revenue, operating expenses, and our ability to achieve and maintain
future profitability;

• Our business plan and our ability to effectively manage our growth;

• Anticipated trends, growth rates, and challenges in our business, the


cryptoeconomy, and in the markets in which we operate;

• Market acceptance of our products and services;

• Beliefs and objectives for future operations;

DISCLAIMER 37
• Our ability to further penetrate our existing customer base and maintain
and expand our customer base;

• Our ability to develop new products and services and grow our business in
response to changing technologies, customer demand, and competitive
pressures;

• Our expectations concerning relationships with third parties;

• Our ability to maintain, protect, and enhance our intellectual property;

• Our ability to continue to expand internationally;

• The effects of increased competition in our markets and our ability to


compete effectively;

• Future acquisitions of or investments in complementary companies,


products, services, or technologies and our ability to successfully integrate
such companies or assets;

• Our ability to stay in compliance with laws and regulations that currently
apply or become applicable to our business both in the U.S. and
internationally;

• Economic and industry trends, projected growth, or trend analysis;

• Trends in revenue, cost of revenue, and gross margin;

• Trends in operating expenses, including technology and development


expenses, sales and marketing expenses, and general and administrative
expenses, and expectations regarding these expenses as a percentage of
revenue;

• Other statements regarding our future operations, financial condition, and


prospects and business strategies.

We have based these forward-looking statements largely on our current expectations and
projections about future events and trends that we believe may affect our operating results,
financial condition, business strategy, short-term and long-term business operations and
objectives, and financial needs. These forward-looking statements are subject to a number
of risks, uncertainties, and assumptions. Moreover, we operate in a very competitive and
rapidly changing environment. New risks emerge from time to time. It is not possible for our
management to predict all risks, nor can we assess the impact of all factors on our business

DISCLAIMER 38
or the extent to which any factor, or combination of factors, may cause actual results to
differ materially from those contained in any forward-looking statements we may make. In
light of these risks, uncertainties, and assumptions, the future events and trends discussed
in this white paper may not occur and actual results could differ materially and adversely
from those anticipated or implied in the forward-looking statements.

You should not rely upon forward-looking statements as predictions of future events.
The events and circumstances reflected in the forward-looking statements may not be
achieved or occur. Although we believe that the expectations reflected in the forward-
looking statements are reasonable, we cannot guarantee future results, performance,
or achievements. We undertake no obligation to update any of these forward-looking
statements for any reason after the date of this white paper or to conform these statements
to actual results or revised expectations, except as required by law.

MARKET AND INDUSTRY DATE

Unless otherwise indicated, information contained in this white paper concerning our
industry and the markets in which we operate, including our general expectations, market
position, market opportunity, and market size, is based on information from various third-
party industry and research sources, as well as assumptions that we have made that are
based on those data and other similar sources, and on our knowledge of the markets for our
products and services. This information involves a number of assumptions and limitations,
and you are cautioned not to give undue weight to such estimates. While we believe the
market position, market opportunity, and market size information included in this white paper
are generally reliable, information of this sort is inherently imprecise. In addition, projections,
assumptions, and estimates of our future performance and the future performance of the
industry in which we operate are necessarily subject to a high degree of uncertainty and risk
due to a variety of factors. These and other factors could cause results to differ materially
from those expressed in the estimates made by the independent parties and by us.

This white paper contains statistical data, estimates, and forecasts that are based on
industry publications or reports generated by third-party providers, or other publicly available
information, as well as other information based on internal estimates.

—//

DISCLAIMER 39
01

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