22 slides from Virtual Interactive Technologies's investor presentation, Oct 25, 2023
Slide 1: Virtual Interactive Technologies Corp Fall 2023 Presentation
VIRTUAL INTERACTIVE TECHNOLOGIES CORP FALL 2023 PRESENTATION
Slide 2: Forward Looking Statements
FORWARD LOOKING STATEMENTS This document contains forward-looking statements. In addition, from time to time, we or our representatives may make forward looking statements orally or in writing. We base these forward-looking statements on our expectations and projections about future events, which we
Slide 3: Virtual Interactive Technologies
VIRTUAL INTERACTIVE TECHNOLOGIES Partners with and funds small global entrepreneurial game developers and the games they develop Invests in the video game development for a steady stream of royalty payments and often ownership in the game Existing game portfolio that generates revenue and is looking
Slide 4: Experienced video game executives
Experienced video game executives with access to substantial Significant experience with investing n and developing games VIDEO GAMES Strong relationships with indi eaders in gaming and try Deep understanding of marke! industry tainment within the game Fund and mentor the next generation Combine lic
Slide 5: Leadership Team
LEADERSHIP TEAM MARK CAPLAN Board of Directors 30+ years of experience Former S¥P for Sony Pictures Entertainrnent Strong relationships with Entertainment Executives, ‘restive alent. and Garne stusios + strong Video Game, Licensing ‘and Marketing Background Sarnetiles workedor: JIM CREAMER CFO & Boa
Slide 6: Market Overview
MARKET OVERVIEW GLOBAL VIDEO GAMING INDUSTRY Browser PC Games. $1.19Bn leo%vev ie PC $36.7Bn -0.B;voY Console $56.1Bn EN 2023 Total $187.7Bn «26% Yo Approx. 90 billion mobile game downloads in 2022 — 6.67 billion more than in 20213 $93.2Bn +0BKVey Source Newzoe/Globalgamesteport ?Source:Statista $So
Slide 7: Large and Growing
LARGE AND GROWING Global active gamers over time 3.09B vicleo game players worldwide in 20231 1.92B monthly mobile gamers in 2023 2 1.1B PC players and 611M console players exist 5 worldwide 3 2 Three-quarters of US households own a device they use to play a video game * ® Two of every five people a
Slide 8: Portfolio
PORTFOLIO GENERATING REVENUE retain Break the Space Arreal-time interplanetary war game. VRVR collects revenues on the game inoue Antidote to Racing Games A reincarnation of an award-winning game released in 1997. The game is currently owned by THQ Nordic VRVR maintains royalty rights. ow Galactic A
Slide 9: Games Portfolio: Expanding on Established IP
GAMES PORTFOLIO: EXPANDING ON ESTABLISHED IP Double down on successful games In early-stage development on a successor of our very popular VR title, Catch & Release. We are looking to expand on the success of Catch & Release and in the process, leverage that success into franchise with more titles t
Slide 10: Games Portfolio: In Development
GAMES PORTFOLIO: IN DEVELOPMENT First Game in Franchise Partnered with Duane “Dog” Chapman, aka “Dog the Bounty hunter”, to develop several games centered around his persona Dog is the larger-than-life personality behind one of the longest running reality TV series ever produced. He’s amassed a larg
Slide 11: Built to Work Synergistically to Drive Revenue Growth and ROI
BUILT TO WORK SYNERGISTICALLY TO DRIVE REVENUE GROWTH AND ROI GAME STUDIO PARTNERSHIPS Expanding capabilities for direct-to-consumer marketing, leve: social media, and oulld strong communities to bring together pl keep them engaged RE-INVEST INTO CURRENT PORTFOLIO. Building sequels to past successfu
Slide 12: Next Phase: Expanding Our Titles
NEXT PHASE: EXPANDING OUR TITLES © Invest in new games and developers to generate positive capital returns o While VC and Private Equity have favored AAA games, there's ample profit potential in smaller, indie-developed games o Leveraging management's expertise, invest in developers and games in are
Slide 13: Three Key Revenue Streams
Three Key Revenue Streams Dispersed Revenue Approach EXISTING GAME REVENUES + We receive ongoing revenues from our existing game: portfolio + Develop sequel of owned IP's for Catch & Rt se VR and Worbital NEW GAMING INVESTMENTS. + Deploy capital into new created games that have potential for revenue
Slide 14: Evaluation of New Projects
OF NEW PROJECTS Management takes a methodical approach when investing in new games Overall Product Market Viability Genre Concept and Target Audie! Development Team Competitive Landscape © Percentage Complete © Related Comparisons bY Quality Business Cameplay Monetization Visual Appeal/Relevance ‘Co
Slide 15: Marketing of Games: Why It Matters
MARKETING OF GAMES: WHY IT MATTERS The goal of marketing in gaming is to build hype, create awareness, and ultimately drive sales. Awell-executed marketing campaign can help a game break through the noise and get noticed by potential customers. In the gaming industry, this includes everything from c
Slide 16: Market Opportunities
MARKET OPPORTUNITIES Through management's market analysis and the evolving game industry, profitable game opportunities with reduced risk arise. Licensing Providing completion funding for games under development Investing in new user generated platforms
Slide 17: Licensing Opportunities
LICENSING OPPORTUNITIES 1. LICENSING CELEBRITIES AND PRODUCTS The company will seek to license other celebrities and intellectual properties to develop future game concepts Dog the Bounty Hunter has an established audience and the persona fits with gamers who play adventure type games ‘ur Worbital g
Slide 18: 2. Completion Funding for Games in Development
2. COMPLETION FUNDING FOR GAMES IN DEVELOPMENT to these opportunities ona and marketing expertise to ¥ Fd S Our management has access Ga \VRVR offers completion funding if regular basis ’ successfully launch new games: / / e e ? | é There are several opportunities These situations create the Time to
Slide 19: Platforms
PLATFORMS Investing in games on the Fortnite and Roblox platforms - the two fastest growing user generated platforms ROBLOX STUDIO FORTNITE CREATIVE + Asof Sept 2023, Roblox stated it has more than 65 million + Unreal Engine for Fortnite (UEFN) enables the creation daily active users 100x more sophi
Slide 20: Financials
FINANCIALS Capitalization Debt 20/23
Slide 21: Competitive Advantages for Virtual Interactive Technologies
COMPETITIVE ADVANTAGES FOR VIRTUAL INTERACTIVE TECHNOLOGIES a @ a ee Experienced Defined strategy to grow Large, growing global Current portfolio of management team with our game portfolio while market with increasing revenue generating a strong success track focusing on profitability demand for new
Slide 22: Contact
CFO & Boa jim@vrvrcorg [23