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Snowman, the studio behind Alto’s Adventure and others, launches a kids app company, Pok Pok

Snowman, the small studio behind award-winning iOS games Alto’s Adventure, Alto’s Odyssey, Skate City and others, is spinning out a new company, Pok Pok, that will focus on educational children’s entertainment. Later this month, Pok Pok will debut its first title, Pok Pok Playroom, aimed at inspiring creative thinking through play for the preschool crowd.

The launch takes Snowman back to its roots as an app maker, not a games studio.

In fact, the company’s first iOS app, Checkmark, had been in the productivity space, offering location-based reminders to iPhone users. But Snowman later shifted to making games, tapping into the demand for mobile games with early launches like Circles and Super Squares. But it wasn’t until Alto’s Adventure came out that Snowman really kicked off its foray into gaming.

“We’ve never really considered Snowman to be a video game studio,” explains Snowman co-founder and creative director Ryan Cash. “A lot of people would assume that because it’s really all that we’re known for at the moment. It’s kind of our core business. But we like to think of ourselves more as like a team of tinkerers who like working on creative stuff. And for now, it happens to be video games, but you never know kind of what might be around the corner,” he says.

Image Credits: Snowman

Pok Pok actually emerged from Snowman’s culture of tinkering.

Snowman employees Mathijs Demaeght and Esther Huybreghts, now Pok Pok design director and creative director, respectively, went looking for an app to entertain their young son James when he was a toddler. They soon found that there weren’t many options that fit what they had been hoping to find.

They had wanted something that wouldn’t rile him up, something that wasn’t too technical and something that wasn’t gamified, Esther explains.

When they later had their second son, Jack, they decided to just built the app they wanted for themselves. After showing a rough prototype to Ryan, he saw the potential and told them to run with it.

Ryan’s sister, Melissa Cash, whose background was in developing products at Disney for babies and toddlers, had been helping with the Alto’s Odyssey launch at the time. When she saw what Esther and Mathijs were working on, she was impressed.

Image Credits: Snowman

“I’ve worked in the kid space for five years, and I’ve never seen anything that’s even remotely like this. And then, I just knew this is what I wanted to work on for the next 20 years,” she says. Melissa became involved with the project and is now CEO of the Pok Pok spinout.

Although legally a distinctive entity, Pok Pok remains closely tied to Snowman.

“We’ve been incubating the company within Snowman. We moved desks to a corner and we all work together as mentor, colleagues, and collaborate as a group,” Melissa notes. Ryan is still involved, as well. “Ryan is everything — our advisor, our helper — we haven’t even come up with a title for him,” she adds.

Today, the Pok Pok team is six full-time employees, but works with contractors and educators on its projects. Snowman, meanwhile, is over 20 people, mostly in Toronto. However, some Snowman employees spend 30% to 50% of their time on Pok Pok, Ryan says.

For the time being, Pok Pok is self-funded thanks to Snowman’s success on other fronts, which not only includes the Alto’s series, but also Apple Arcade’s Where Cards Fall and Skate City, both of which are now expanding to PC and console. The company is also working on DISTANT, a collaboration with Slingshot and Satchel.

Pok Pok Playroom, which is aimed at kids ages two to six, will be the first title to go live from Pok Pok, arriving on May 20. The app itself will initially contain six “digital toys,” so to speak, which encourage kids to creatively play. These toys also grow with the child as they age up.

For example, a stacking blocks toy could appeal to toddlers who just want to move the shapes around, but an older child might build a town with them. A drawing toy can encourage scribbles at younger ages or become a real canvas for art when the child is older. There’s also a calming toy called “musical blobs” that’s sort of like a lava lamp with differently shaped blobs that bounce around and respond to touches.

All the toys are designed to be open-ended — there’s no right or wrong way to use them. And Pok Pok Playroom is not a game. There are no levels to beat or objectives to achieve. There’s nothing to buy.

What is different about Pok Pok Playroom, compared with games and “digital toys” from rivals like Toca Boca, for example, is that it’s designed to be more educational and realistic.

“We take a more educational approach, and we still plan to do that for future apps and for whatever Pok Pok Playroom will grow into after launch,” says Esther. “For example, we have no unicorns or no wizards in Pok Pok Playroom. Everything is grounded in reality. I think we want to explore with children what the world looks like and how it works. We have tons of ideas for taking a more education-based approach for all the children, as well, that isn’t necessarily the ABCs, 1,2,3’s pedagogical, so to speak.”

Image Credits: Snowman

Pok Pok also won’t use talking animals or fantasy characters in order to avoid the subject of diversity. Instead, its apps will features all races, all genders, all family constructs, all different sorts of abilities and disabilities, as they’re built.

“I think it’s very important to us to have kids be able to recognize themselves, and family members and friends in the app,” says Esther. “It’s really important to our entire team that everyone feels respected in who they are and what their family looks like, and… I think that’s still really lacking in the kid space right now. We want to be the front-runner there,” she notes.

The new app, which has been in development for nearly three years, will be priced on a subscription basis, with more “digital toys” added over time.

Though Pok Pok will aim more at the preschool crowd, the company envisions a future where it designs creative projects for the next age group up and for other types of learning.

Pok Pok Playroom has been beta tested with around 250 families ahead of its launch.

It will be available on iPhone and iPad starting on May 20 at 9 a.m. ET, with a 14-day free trial. It will then be priced at $3.99 per month or $29.99 per year, and will not feature in-app purchases.

 

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Turkey’s Ace Games raises $7M to develop casual and ‘hyper casual’ games

Ace Games, a Turkish mobile gaming company founded by a former Peak Games co-founder, has raised a $7 million seed funding round led by Actera Group. Co-investment has come from San Francisco’s NFX. Former gaming entrepreneurs Kristian Segerstrale, Alexis Bonte and Kaan Gunay also participated. Firat Ileri is a previous investor from the pre-seed round.

The company runs two studios, one focused on casual and one on “hyper-casual” games.

Co-founded by CEO Hakan Bas, the former co-founder and COO at Peak Games, Ace Games has had some success on the U.S. iOS Store with its hyper-casual title, “Mix and Drink.”

In a statement, Bas said: “Ace’s main focus is actually the casual ‘hybrid puzzle’ game that we have been working on for a while now. However, our hyper-casual studio assists the main studio in many aspects like training talent, coming up with creative game mechanics and marketing ideas, generating cash, and creating user base.” Ace’s casual title is to be released late-summer this year and the global launch is expected in early 2022.

Peak Games, Gram Games and Rollic Games were all acquired by Zynga, showing that Turkey is capable of producing decent exits for gaming startups.

VCs such as Index, Balderton, Makers and Griffin have all made M&A deals with Dream Games, Bigger Games and Spyke Games.

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Supercell likes Metacore’s games so much it just gave it another $180M credit line

Metacore, a Finnish mobile games company, seems to have an amazing “relationship” with Supercell, another (quite successful) Finnish mobile games company.

Back in September 2020, Metacore raised $17.7 million in equity from Supercell and another $11.8 million line of credit, sometimes also called a debt round. That amazing relationship appears to be ongoing. Because Metacore has now raised yet another debt round from Supercell, but this time for €150 million ($180 million). These guys really like each other.

The simple reason for this is two words: Merge Mansion. This game has been so spectacularly successful that Supercell clearly wants a stake in that success, and it has the cash reserves to make that bet.

The puzzle discovery game has 800,000 daily players, and an annual revenue run rate of more than €45 million, so it’s really on a growth curve.

Why so successful? Well, players have really loved the idea that they can literally merge two items they pick up in the game to make a brand new thing. So for instance, you can merge two rakes and you get another kind of tool that you can then can use somewhere else. This is a very unique mechanic in mobile games.

Supercell is also enamored of Metacore’s games development strategy: It creates games with two- to three-person teams and only adds resources when a game takes off. This innovative approach to game development is at least part of the reason Supercell is doubling down on its investment, not just Merge Mansion itself. It’s a sort of “fail-fast” approach to game-making that is clearly paying dividends.

So why this approach to the latest financing?

I spoke to CEO and co-founder Mika Tammenkoski, who told me: “Yes, it is a credit line. We are more about scaling up the company as we are scaling up revenue. We already have meaningful revenue, we can invest the money, and we can expect a certain kind of return on investment. So this is the cheapest investment that we can get. Equity investment would dilute us. So this makes sense from that point of view. With Supercell, we have a really great partner backing us. They know exactly what is ahead of us. They know exactly the kind of challenges that we have, and that makes us aligned in that sense… We both think long term, we both want to scale the game as big as possible. And with Supercell we get the best terms overall.”

So there you have it. Metacore and Supercell are locked in an embrace which any other outside investor is going to have to invest in big to get a look in on the action.

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Manticore Games raises $100 million to build a ‘creator multiverse’

The gaming sector has never been hotter or had higher expectations from investors who are dumping billions into upstarts that can adjust to shifting tides faster that the existing giants will.

Bay Area-based Manticore Games is one of the second-layer gaming platforms looking to build on the market’s momentum. The startup tells TechCrunch they’ve closed a $100 million Series C funding round, bringing their total funding to $160 million. The round was led by XN, with participation from SoftBank and LVP alongside existing investors Benchmark, Bitkraft, Correlation Ventures and Epic Games.

When Manticore closed its Series B back in September 2019, VCs were starting to take Roblox and the gaming sector more seriously, but it took the pandemic hitting to really expand their expectations for the market. “Gaming is now a bona fide super category,” CEO Frederic Descamps tells TechCrunch.

Manticore’s Core gaming platform is quite similar to Roblox conceptually, the big difference is that the gaming company is aiming to quickly scale up a games and creator platform geared toward the 13+ crowd that may have already left Roblox behind. The challenge will be coaxing that demographic faster than Roblox can expand its own ambitions, and doing so while other venture-backed gaming startups like Rec Room, which recently raised at a $1.2 billion valuation, race for the same prize.

Like other players, Manticore is attempting to build a game discovery platform directly into a game engine. They haven’t built the engine tech from scratch; they’ve been working closely with Epic Games, which makes the Unreal Engine and made a $15 million investment in the company last year.

A big focus of the Core platform is giving creators a true drag-and-drop platform for game creation with a specific focus on “remixing,” allowing users to pick pre-made environments, drop pre-rendered 3D assets into them, choose a game mode and publish it to the web. For creators looking to inject new mechanics or assets into a title, there will be some technical know-how necessary, but Manticore’s team hopes that making the barriers of entry low for new creators means that they can grow alongside the platform. Manticore’s big bet is on the flexibility of their engine, hoping that creators will come on board for the chance to engineer their own mechanics or create their own path toward monetization, something established app stores wouldn’t allow them to.

“Creators can implement their own styles of [in-app purchases] and what we’re really hoping for here is that maybe the next battle pass equivalent innovation will come out of this,” co-founder Jordan Maynard tells us.

This all comes at an added cost; developers earn 50% of revenues from their games, leaving more potential revenue locked up in fees routed to the platforms that Manticore depends on than if they built for the App Store directly, but this revenue split is still much friendlier to creators than what they can earn on platforms like Roblox.

Building cross-platform secondary gaming platforms is host to plenty of its own challenges. The platforms involved not only have to deal with stacking revenue share fees on non-PC platforms, but some hardware platforms that are reticent to allow them all, an area where Sony has been a particular stickler with PlayStation. The long-term success of these platforms may ultimately rely on greater independence, something that seems hard to imagine happening on consoles and mobile ecosystems.

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Rec Room raises at $1.25B valuation from Sequoia and Index as VCs push to find another Roblox

Investor FOMO following Roblox’s blockbuster public debut is pushing venture capitalists who missed out on that gaming giant to invest in competing platforms.

Today, Rec Room announced it has raised $100 million from Sequoia and Index, with participation from Madrona Venture Group. The deal is a huge influx of capital for Rec Room, which had raised less than $50 million before this round, including a $20 million Series C that closed in December. In 2019, we reported that the company had raised its Series B at a $126 million valuation, this latest deal values the company at $1.25 billion, showcasing how investor sentiment for the gaming space has shifted in the wake of Roblox’s monster growth.

Rec Room launched as a VR-only platform, but as headset sales creeped along slowly, the company embraced traditional game consoles, PC and mobile to expand its reach.

In a press release accompanying today’s funding announcement, Rec Room detailed it has surpassed 15 million “lifetime users” and had shown 566% year-over-year revenue growth. In December, CEO Nick Fajt told TechCrunch that the company has tripled its player base in the past 12 months.

The company has been following in Roblox’s footsteps in many ways as it build out its creator tools and seeks to build out an on-platform economy for game creators. The company says that 2 million players have created content on the platform and that Rec Room is on track to pay out more than $1 million to them this year.

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With 1v1Me, anyone can gamble on their ability to crush an opponent in player vs. player games

Anthony Geranio has played video games for the past 13 years. The 26-year-old first-time founder of 1v1Me, a new company that lets anyone gamble on their ability to win in a player versus player game, tried to make it as a professional gamer, but when that didn’t work, he turned to the tech industry.

Geranio and his co-founder Alex Emmanuel bounced between companies like TextNow, Skillshare and Grailed to combine both of their passions — gaming and entrepreneurship — into a new company.

“The reason I got into programming was because I wanted to be my own boss one day,” Geranio said. And even though he was making $200,000 a year working at mission-driven tech companies, Geranio said he still wasn’t fulfilled.

The COVID-19 pandemic finally convinced Geranio and Emmanuel to take the plunge. All of Geranio’s friends had started lockdown whiling away the hours by playing poker online for money. Then poker turned into Call of Duty, which turned into Madden, which became whatever else the kids play these days (my gaming days ended with Mortal Kombat II).

Geranio then went to On Deck and, after graduating, began knocking on investors’ doors. The company managed to raise more than $2 million from investors, including On Deck, Erik Torenberg at Village Global, Turner Novak at GeltVC, Niv Dror at Shrug, SterlingVC, Ali Hamed at Crossbeam, Cody Hock and Cole Hock from UpNorth, Lightshed Ventures and Bettor Capital. Notable angels also wanted in on the action, including Justin Waldron, Brud founder Trevor McFedries, Ian Borthwick, Albert Cheng, Stephen Sikes and Anthony Pompliano.

The company is launching its app on the app store with an invite-only approach, with the first invites going to content creators who already play games like Call of Duty. The long-term goal is to create content creators around wagering. “We’re trying to create a network where wagering is the engagement tool,” said Geranio.

For now, the company is only supporting bets on games like Call of Duty and Fortnite. The service acts as a marketplace which exchanges contact information on a PlayStation or Xbox. To win a wager, competitors have to link their bank accounts, settle on an amount, and 1v1Me puts that money in escrow. Gamers stream their game on Twitch and 1v1Me monitors the game to determine the winner. Once the competition is over, the winner gets the money transferred to their account.

The company is launching with gamers like NoisyButters (who invested as well), LunchtimeRLaw and Vonniezugz.

To juice signups and invites, which can either be obtained through a creator or by following the company on Twitter, where 1v1Me will give codes away, the company is also hosting a $500 challenge to whichever competitor wins the most games at the end of the week.

“When I worked at YouTube, I met many gaming creators that desired to entertain their fans and hone their skills, but it can be a struggle to make significant money along the way,” said Albert Cheng, co-lead of Socially Financed and director of Product at Duolingo. “1v1 is the most promising platform for esports gamers to make a living, and I’m thrilled to back them on their journey.”

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Epic Games buys photogrammetry software maker Capturing Reality

Epic Games is quickly becoming a more dominant force in gaming infrastructure M&A after a string of recent purchases made to bulk up their Unreal Engine developer suite. Today, the company announced that they’ve brought on the team from photogrammetry studio Capturing Reality to help the company improve how it handles 3D scans of environments and objects.

Terms of the deal weren’t disclosed.

Photogrammetry involves stitching together multiple photos or laser scans to create 3D models of objects that can subsequently be exported as singular files. As the computer vision techniques have evolved to minimize manual fine-tuning and adjustments, designers have been beginning to lean more heavily on photogrammetry to import real-world environments into their games. 

Using photogrammetry can help studio developers create photorealistic assets in a fraction of the time it would take to create a similar 3D asset from scratch. It can be used to quickly create 3D assets of everything from an item of clothing, to a car, to a mountain. Anything that exists in 3D space can be captured and as game consoles and GPUs grow more capable in terms of output, the level of detail that can be rendered increases as does the need to utilize more detailed 3D assets.

The Bratislava-based studio will continue operating independently even as its capabilities are integrated into Unreal. Epic announced some reductions to the pricing rates for Capturing Reality’s services, dropping the price of a perpetual license fee from nearly $18,000 to $3,750. In FAQs on the studio’s site, the company notes that they will continue to support nongaming use clients moving forward.

In 2019, Epic Games acquired Quixel, which hosted a library of photogrammetry “megascans” that developers could access.

 

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How Roblox’s creator accelerator helps the gaming giant build new platform opportunities

As Roblox eyes what could be a historic debut on public markets in the coming months, investors who have valued the company at $29.5 billion are certainly eyeing the gaming company’s dedicated and youthful user base — but it’s the 7 million active creators and developers on the Roblox platform that they are likely most impressed by. 

Since 2015, Roblox has been running an accelerator program focused on enabling the next generation of game developers to be successful on its platform. Over the years, the program has expanded from one annual class to now three, each with around 40 developers participating. That means more than 100 developers per year are working directly with Roblox to gain mentorship, education and funding opportunities to get their games off the ground.  

As the company’s efforts on this front have grown more formalized, Roblox in 2018 hired former Accelerator alumni Christian Hunter, a Roblox gamer since age 10 and game developer since 13, to run the program full time. Having been through the experience himself, Hunter brought to the program an understanding of how the Accelerator could improve, based on a developer’s own perspective. 

However, the COVID-19 pandemic threw into disarray the company’s plans to run the program. Instead of being able to invite developers to spend three months participating in classes hosted at Roblox’s San Mateo office, the company had to revamp the program for remote participation. 

As it turned out, developers who were used to playing and building games taking place in virtual worlds quickly adjusted to the new online experience. 

“Before COVID, everyone was together. It was easier to talk to people. [Developers] could just walk up to someone that was on our product or engineering team if they were running into issues,” explains Roblox Senior Product Manager Rebecca Crose. “But obviously, with COVID-19, we had to switch and think differently.”  

The remote program, though differently structured, offered several benefits. Developers could join the program’s Discord server to talk to both current participants and previous classes, and reach out and ask questions. They could also participate in the Roblox company Slack to ask the team questions, and there were more playtests being scheduled to gain reactions and feedback from Roblox employees.

Meanwhile, to get to know one another when they couldn’t meet in person, developers would have game nights where they’d play each other’s games or others that were popular on Roblox, and bond within the virtual environment instead of in face-to-face meetings and classes. 

The actual Accelerator content, however, remained fairly consistent during the remote experience. Participants had weekly standups, talks on topics like game design and production, and weekly feedback sessions where they asked Roblox engineers questions. 

But by its nature, a remote Accelerator broadened who could attend. Instead of limiting the program to only those who could travel to San Mateo and stay for three months, the program was opened up to a more global and diverse audience. This drove increased demand, too. 

The 2020 program saw Roblox receiving the largest number of applications ever — five times the usual number.

As a result, the class included participants from five countries: The Philippines, South Korea, Sweden, Canada and the U.S. 

The developers at IndieBox Studios saw the program as a chance to double down on their game development side hustles. The young friends spread across the U.K. and Kentucky spent their time during the accelerator scaling up their photorealistic title called Tank Warfare.

“We’ve actually never once met in real life, like, we’ve been friends for going on, what, nine years now,” Michael Southern tells TechCrunch. “We met on Roblox.”

IndieBox is representative of many of Roblox’s early developer teams — younger gamers that have spent more than a decade learning the ins and outs of the evolving Roblox gaming platform.

“We all joined Roblox way back in 2008,” IndieBox’s Frank Garrison says. “But we only started developing on the platform in 2019. And for us, the decision to choose Roblox was more down to like, well it’s what we know, why not give it a bash?” 

The demographics of the accelerator have been shifting in other ways as the developer base grows more diverse.

“I would say, in the beginning, it was mostly young males. But as we’ve watched the program evolve, we’ve been getting so many new interesting teams,” notes Program Manager Christian Hunter. 

The 2020 program had more women participants than ever, for example, with 12 in a class of 50. And one team was all women. 

The age of participants, who are typically in the 18 to 22-year-old range, also evolved. 

“We’ve seen a lot more older folks,” Hunter says. “With [the COVID-19 pandemic], we actually saw our first 50-year-old in the program. We’ve never had anyone older than, I’d say, 24. And in 2020, we had 12 individuals over the age of 30,” he notes. 

Two of the teams were also a combination of a kid and a parent. 

Shannon Clemens learned about the Roblox platform from her son Nathan, learning to code and bringing her husband Jeff in to form a studio called Simple Games. Nathan’s two sisters help the studio part time, as well as his friend Adrian Holgate.

“Seeing [my son’s] experience on Roblox getting involved with the platform, I thought it would be neat to learn how to make our own games,” Shannon Clemens told TechCrunch.

Their title Gods of Glory has received more than 13.5 million visits from Roblox players since launching in September.

“Our whole family is kind of creatively bent towards having fun with games and coming up with things like that,” Jeff Clemens tells us. “Why would we not try this? So, that’s when we applied to the program and said, ‘well, we’ll try and see if we get accepted,’ and we did and it’s been awesome.”

In addition to the changes facilitated by a remote environment, Roblox notes there were other perks enabled by remote learning. For one thing, the developers didn’t have to wake up so early to benefit from the experience.  

“With it being remote, the developers were working their hours,” says Crose. “As a developer, we tend to work later and stay up at night. Having them come in at 9 AM sharp was very difficult. It was hard for them because they’re just like…a zombie. So we definitely saw that by letting them work their own hours, [there is] less burnout and they increase their productivity,” she says. 

Though the COVID-19 crisis may eventually end as the world gets vaccinated, the learnings from the Accelerator and the remote advantages it offers will continue. Developers from the program hope that the growth seen on gaming platforms like Roblox continues as well.

“The pandemic has been great for most game studios,” developer Gustav Linde tells TechCrunch. “Obviously, it’s a very weird time, but the timing was good for us.”

The Gang Stockholm, a Swedish game development studio co-founded by Linde, has been building experiences — largely branded ones for clients, exclusively on the Roblox platform. The team of 12 has used the accelerator to slow down development deadlines and dig into some unique areas of the platform as well as focus wholly on their upcoming title, Bloxymon, which they plan to release this year.  

“If you look at Steam and the App Store and Google Play, those markets are extremely crowded, and Roblox is a very exciting platform for developers right now,” said Linde. “Roblox is also getting a lot of attention and a lot of big brands are interested in entering the platform.”

Roblox says that going forward, future Accelerator programs will feature a remote element inspired by the COVID experience. The company plans to continue to make its program globally available, with the limitation for now, of English-speaking participants. But it’s looking to expand to reach non-English speakers with future programs.

The fall 2020 Accelerator class graduated in December 2020, and the next spring class will start in February 2021. Roblox says they are already in the process of recruiting for their summer 2021 class, which will again have some 40 participants. Roblox will again aim to continue diversifying the group of creators.

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Chinese esports player VSPN closes $60M Series B+ round to boost its international strategy

eSports “total solutions provider” VSPN (Versus Programming Network) has closed a $60 million Series B+ funding round, joined by Prospect Avenue Capital (PAC), Guotai Junan International and Nan Fung Group.

VSPN facilitates esports competitions in China, which is a massive industry and has expanded into related areas such as esports venues. It is the principal tournament organizer and broadcaster for a number of top competitions, partnering with more than 70% of China’s eSports tournaments.

The “B+” funding round comes only three months after the company raised around $100 million in a Series B funding round, led by Tencent Holdings.

This funding round will, among other things, be used to branch out VSPN’s overseas esports services.

Dino Ying, Founder, and CEO of VSPN said in a statement: “The esports industry is through its nascent phase and is entering a new era. In this coming year, we at VSPN look forward to showcasing diversified esports products and content… and we are counting the days until the pandemic is over.”

Ming Liao, the co-founder of PAC, commented: “As a one-of-its-kind company in the capital market, VSPN is renowned for its financial management; these credentials will be strong foundations for VSPN’s future development.”

Xuan Zhao, Head of Private Equity at Guotai Junan International said: “We at Guotai Junan International are very optimistic of VSPN’s sharp market insight as well as their team’s exceptional business model.”

Meng Gao, Managing Director at Nan Fung Group’s CEO’s Office said: “Nan Fung is honored to be a part of this round of investment for VSPN in strengthening their current business model and promoting the rapid development of emerging services and the esports streaming ecosystem.”

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Roblox raises at $29.5 billion valuation, readies for direct listing

Roblox is now one of the world’s most valuable private companies in the world after a monster Series H raise brings the social gaming platform a stratospheric $29.5 billion valuation. The company won’t be private for long, though.

The $520 million raise led by Altimeter Capital and Dragoneer Investment Group is a significant cash influx for Roblox, which had previously raised just over $335 million from investors according to Crunchbase. The Investment Group of Santa Barbara, Warner Music Group, and a number of current investors, also participated in this round.

In February of 2020, the company closed a $150 million Series G led by Andreessen Horowitz which valued the company at $4 billion.

The gaming startup had initially planned an IPO in 2020, but after the major first-day pops of DoorDash and Airbnb, the company leadership reconsidered their timeline, according to a report in Axios. Those major day-one share price pops left significant money on the table for the companies selling those shares, an outcome Roblox is likely looking to avoid. Today, the company also announced that it plans to enter the public markets via a direct listing.

Roblox’s 7x valuation multiple signals just how feverish public and private markets are for tech stocks. The valuation also highlights how investors foresee the company benefiting from pandemic trends which pushed more users online and toward social gaming platforms. In a 2019 prospectus, the company shared that it had 17.6 million users, now Roblox claims to have 31 million daily active users on its platform.

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