PRESS CONFERENCE

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1 PRESS CONFERENCE

2 CORPORATE MARKET LEADER One of the most technologically advanced development studio in Europe and the largest company producing games for mobile devices in Poland. A record year 2014 with revenue of 15 mln PLN, an 85% increase Y-o-Y. The increase in net profit by 268% to approximately 2.7 million PLN. NUMEROUS SUCCESSES The game Real Boxing was downloaded more than 18 mln times on several hardware platforms. Godfire : Rise of Prometheus became a part of mobile game canon thanks to high-quality graphics. BROAD COMPETENCIES Vivid Games is a technological company. It develops a series of innovative, in-house systems and engines. The company is also engaged in the publishing and promotion of its own productions. NEW TITLES The company is monetizing its products with increasing success and is gradually transforming towards a Free2Play business model, with a constantly growing portfolio of games including Real Boxing 2, due to launch in PARTNERS Strategic cooperation with global giants of the technological industry - Apple, Google, Qualcomm, Nvidia, Amazon, Epic Games. TEAM The company is based in Bydgoszcz and employs over 90 highly qualified specialists. The team has been awarded with numerous prizes i.a.: Best Indie Developer 2013, Apple Editors' Choice, Best of App Store, Best of Google Play and more.

3 MARKET ENVIRONMENT

4 BUSINESS MODEL Global distribution in 200 countries in the Apple App Store and Google Play. The game available for free allows to reach a wider audience. Monetization via micropayments in game. Proceeds from advertisements as the second largest source of revenue. 17 mln organic downloads after the change of business model. Currently, the company s products only partially utilize the potential of Free2Play. Marketing and promotion directly in the sales channel. Investments related to the acquisition of users. Network of alternative distribution channels.

5 COMPANY S STRATEGY2015+ PRODUCTION AND PUBLICATION OF ADVANCED MID-CORE MOBILE GAMES IN FREE2PLAY MODEL. PUBLISHING OF THIRD PARTY TITLES. INNOVATIVE IN GLOBAL SCALE MOBILE E-SPORT PLATFORM. IN-HOUSE TECHNOLOGY DEVELOPMENT.

6 GAMES PORTFOLIO

7 PUBLISHING Publication of 2-4 third party games per year. Products that match the company s portfolio and target mid-core players. Collaborative partnerships. Opportunity to invest in IP. Integration with technologies. Fully utilizing the promotional and publishing potential. Portfolio diversification and greater visibility in stores. Better relations with partners thanks to a larger group of products.

8 MOBILEe-SPORT PLATFORM Global network competition within an integrated portfolio of games. Mobile platforms. Beginning of promotional campaign - late Full launch Common trophies, ranking lists, currency. Strenghtening of key monetization parameters. Cross-promotion between titles. Tournaments of e-sports mobile leagues.

9 STRATEGIC PARTNERS Crucial impact of product exposition in sales channels. Well-established, perennial business relations with Apple, Google, Amazon. Cooperation with technological partners: Qualcomm, Nvidia, Epic Games. Exposition on new devices: nvidia Shield, Android-TV, Sony Bravia, etc.

10 INCREASED PRESENCE INASIA The company s products available on Apple App Store and Google Play. Increase of Y-o-Y sales by 129%. Main markets: Korea, Japan, China, Taiwan, Hong-Kong. Established business relations with more than 100 companies in Asia. Identification of partners and negotiation of contracts for Real Boxing 2. Local distribution and promotion, acquisition of users. Adapting monetization and game content to local tastes. Higher revenues through local distribution and adapting to needs. New distribution channels.

11 THE ROLE OF TECHNOLOGY Real Boxing 2 as one of the first mobile games utilizing Unreal Engine 4 technology. A team of experts working on in-house technology. SWIM real-time cross-platform multiplayer engine. File delivery system (smaller game size, delivery of content on the fly ). Completion of work and full integration in The system of advanced analytics and BI. Analysis and adapting the game to player needs in real time. Marketing communication to the players.

12 FINANCIAL INVESTMENTS Financing games published in the publishing program. Acquisition of companies that specialize in particular genres. Acquisition of IP to already existing and future games.

13 PURPOSES OF THEISSUE STAGE I - APRIL 2015 ETAP I PRIVATE EMISSION IN NEWCONNECT (1.5 2 MLN SHARES) OBJECTIVES OF FINANCING: THE PRODUCTION OF STREET FIGHTING AND REAL CASINO PROMOTION AND USER ACQUISITION TECHNOLOGY DEVELOPMENT ACQUISITIONS AND INVESTMENTS IN IP STAGE II - Q3/Q TRANSFER INTO THE PRIMARY MARKET OF WARSAW STOCK EXCHANGE

14 FINANCIAL RESULTS

15 Gdańska Bydgoszcz, POLAND INVESTOR RELATIONS

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