Parallax VR
Parallax VR
Parallax VR
Investment Summary
Feb 2015
Stage of Development:
Sector:
Total Equity Sought:
Early Stage
Cinematic content for VR
300K seed funding
(EIS compliant)
Share Price:
Equity Valuation (pre-money):
Contact:
1
2M
Ben Hardyment
[email protected]
What if...
What is Parallax?
> Parallax is the effect whereby the position or direction of an
object appears to differ when viewed from different positions,
i.e. the foreground moves at a different pace to the background.
Our technology delivers this effect when the footage is captured
and rendered with our hardware and software, then viewed
through a VR headset.
Page 2
Business Activity
VR was a sensation
at the last E3
Gaming Expo
Page 3
O
ur technology has already benefitted from substantial
prior investment.
The technical team has over 18 years of VFX experience on
72 films including StarTrek, Minority Report, The Dark Knight
Rises and Jurassic World.
Over 16 years of extensive Film, TV, Game Audio and Music
production experience.
Strong relationships with hardware industry leaders, including
Oculus, RED Camera and Panavision.
VFX projects of current Founder include Jurassic World
(Universal), Tomorrowland (Disney).
Long-term collaborations with music and audio engineers
at renowned Abbey Road and Air Studios.
Outstanding Founder relationships with composers, who have
created soundtracks for the Harry Potter series, Downton Abbey
and the Halo game franchise.
Team includes experienced technology entrepreneurs with
successful exits.
Our approach deviates significantly from the other photographic
VR offerings coming to the market in that it enables true 3D
parallax within a photographic scene. ParallaxVR maintains the
true 3D spatial layout of a scene, while the other approaches
attempt to achieve the perception of 3D through stereo
separation of 2D footage similar to a glasses-based stereo 3D film.
The difference can be best described as the difference between
looking around / travelling within a contemporary video game
versus looking around within a Quicktime movie or on Google
Street-View. In the parallax experience, the spatial representation
of the imagery feels natural and movements within the
environment feel natural whereas the spatial representation
of imagery within the non-parallax environment feels as through
you are standing inside a sphere or bubble that has been wrapped
with video.
Page 4
Company History
Market Opportunity
Market Opportunity
Continued
Page 7
Page 8
Competition and
Differentiation
Survios
> A recent start-up, which closed a $4M Venture round with
Shasta Ventures within months of forming. Survios shares roots
with Oculus. Both companies grew with support from USCs
Institute for Creative Technologies. Oculus Founder Palmer Luckey
worked with Survios founders on Project Holodeck. The Survios
prototype uses the Oculus Rift as its goggles, but the company
says future models will use a different headset.
Their core focus is developing immersive user experiences that
can be applied to a lot of industries and different categories.
Page 10
Competition and
Differentiation
Continued
Jaunt VR
> Following a $350,000 cash injection from British broadcaster
BSKYB in December 2013, it took less than eight months for their
team to close a $7M round in Venture Funding from Redpoint
Ventures and BSKYB. This was rapidly followed by a further
round of $28M in August 2014 from a group that includes
Redpoint & Google Ventures.
Jaunt is developing an end-to-end solution for creating what
they call cinematic content. Their software tools stitch together
images from their proprietary cameras so that editors can use
tools like Final Cut to master projects.
Key Differentiators
Page 11
Management Team
Page 12
____________________
Kent Demaine
A future technology visionary, Kent has designed some of the
most memorable film technology sequences in recent history.
In a 17-year career, his designs have featured in over 50 feature
films: MI:3, Enemy of the State and Fast and Furious. He has also
won awards for his VFX supervision on commercials for Apple,
Porsche, Jaguar, Toyota, Budweiser and Sony, amongst others.
Kent received his BSc in Computer Science with a maths minor
from the University of Virginia.
____________________
Ben Hardyment
An experienced technology entrepreneur, Ben launched Zapper
in 2009, a 5M turnover internet business. It made Dragons Den
history in 2012 by attracting the highest-ever offer of investment
in the history of the BBC series. Previous significant exits include
Webflix in 2002, the first online DVD rental business in the UK.
It was sold to Lovefilm in 2006. Ben studied English Literature at
Warwick University, Screenwriting at USC and directed his first
feature film at just 26 years old on 16mm in southern India.
____________________
Darrell Alexander
Inspired by his experience as a violinist on the Oscar-winning
soundtrack to The English Patient, Darrell formed Cool Music,
which represents musicians and composers on hundreds of films,
games, television dramas and records. Projects include the Oscarwinning score of Finding Neverland to the Harry Potter films,
The Edge of Tomorrow and Downton Abbey. Games include Halo
4, Command & Conquer and Angry Birds. Darrell studied at The
Royal Academy of Music, the Leipzig Conservatoire and UCLA.
_____________________
Matthew Alexander
Matthew began VFX in 1996 on Brian de Palmas original Mission:
Impossible. This led to him co-founding Bionic Digital at Pinewood
Studios, which provided VFX on Daylight, The Saint, The Jackal,
101 Dalmatians, Event Horizon, Lost in Space and most notably
Stanley Kubricks Eyes Wide Shut. His passion for hardware and
its relationship to VFX has been developed through work on
Ridley Scotts Body of Lies and Tony Scotts Unstoppable.
He is currently working on Jurassic World, produced by
Steven Spielberg and Frank Marshall.
Technology
Page 13
Page 14
Summary Financials
Q1
Q2
Q3
Q4
2015
2016
2017
50,000
150,000
200,000
1,250,000
6,000,000
Advertising Production
75,000
200,000
275,000
1,500,000
9,000,000
Hardware Sales/Rentals
500,000
2,000,000
Software Licensing
350,000
850,000
25,000,000
125,000
350,000
475,000
3,600,000
42,850,000
Hardware Development
25,000
10,000
250,000
350,000
635,000
850,000
1,150,000
Software Development
50,000
50,000
500,000
750,000
1,350,000
4,000,000
8,000,000
Production Costs
50,000
30,000
62,500
175,000
237,500
1,375,000
20,000,000
15,000
15,000
15,000
15,000
60,000
120,000
600,000
2,500
2,500
2,500
2,500
10,000
50,000
250,000
5,000
10,000
20,000
20,000
55,000
150,000
750,000
10,000
10,000
20,000
20,000
60,000
300,000
3,000,000
Marketing
Travel
Personnel
Total Operating Expenses
157,500
127,500
870,000
1,332,500
2,407,500
6,845,000
33,750,000
EBITDA
-157,500
-127,500
-745,000
-982,500
-1,932,500
-3,245,000
9,100,000
-157,500
-285,000
-1,030,000
-2,012,500
-2,012,500
-5,257,500
3,842,500
-5,257,500
> Overall the company believes its projections for growth are
conservative. representing a fraction of the total market potential.
Our 2017 projections suggest we participate in less than 2% of the
motion-picture marketing and product-advertising budgets that
will be dedicated to VR.
The directors expect that the likely exit route for investors
would be via a trade sale with potential purchasers being major
Hollywood studios, competitors or alternatively an IPO on
the back of the first major motion-picture production.
Page 15