A presentation

A pitch I gave at the Vator Splash Oakland 2015 startup competition. The pitch was supposed to be 4 minutes long, which is a surprisingly short amount of time. --

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WS_Vator 5.001

Ever since I was a kid, I wanted to be a game designer. I wanted to make things that that captured what I loved about games growing up.

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WS_Vator 5.002

Things that had a sense of wonder and exploration. Excitement. Challenge. Things that I could play with my friends, and talk about for hours after. Things that were epic, strange, vibrant, and funny. Instead, for ten years I ended up working 16 hours a day for months at a time, crunching on games that had been designed by marketing teams, watching the brilliant diversity and creativity of games devolve into sameness.

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WS_Vator 5.004

You may notice certain similarities in games, today.

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WS_Vator 5.005

I don’t think the world needs another entrepreneur jumping into games for the money & trying to make the next Clash of Clans. Or the next Candy Crush. I’ve heard, over the last few months that most investors aren’t interested in games at all. It’s no wonder why. These aren’t games. They’re photocopies of photocopies that no one will ever care about.

But the funny thing is that games endure, even through patches like these. As teams scramble over themselves to make the next great failure on the same tired theme, there’s always someone working on something surprising.

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WS_Vator 5.006

Wii Sports. Guitar Hero. Just when it seemed like bald space marines were all that games would ever be, these two games burst onto the market, and almost overnight, became astonishingly successful. Because they weren’t like anything else on the market. Because they reignited an idea that everyone intuitively understands. Games don’t have to be dour, repetitive slogs. They can be fun. And everyone loves fun. Wonderspark exists because we believe that the future of mobile gaming isn’t the next Crush of Clones that monetizes pain and misery incrementally better than the next guy.

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WS_Vator 5.007

Because the thing that will make a hundred million dollars next year isn’t a rehash of a game you’ve played to death. It’s going to be something shocking.

We’d love to talk to you about our new game, Alter/Ego, and why creating the future of mobile games is a problem we are better equipped than anyone else to solve.