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CULTIVATING THE VIDEO GAME INDUSTRY IN THE HOUSTON REGION PREPARED BY: Karen Snyder, MFA 818.937.3326 [email protected] VERSION: May4th, 2017 ECONOMIC IMPACT REPORT & STRATEGY PROPOSAL

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Page 1: CULTIVATING THE VIDEO GAME - transsevenstudio.com · Cloud Imperium Games Amazon Game Studios 343 Industries Monolith Production ArenaNet Take-Two Interactive Rockstar Games Gameloft

CULTIVATING THE VIDEO GAME

INDUSTRY IN THE HOUSTON REGION

PREPARED BY:Karen Snyder, [email protected]

VERSION: May4th, 2017ECONOMIC IMPACT REPORT & STRATEGY PROPOSAL

Page 2: CULTIVATING THE VIDEO GAME - transsevenstudio.com · Cloud Imperium Games Amazon Game Studios 343 Industries Monolith Production ArenaNet Take-Two Interactive Rockstar Games Gameloft

© 2017 Trans / Seven Studio, LLC. 32

Karen Snyder, MFA818.937.3326

[email protected]

Co-Founder Trans / Seven Studio; Lecturer of Digital Media, University of Houston, Transmedia Producer, Researcher, Designer, Cinematographer, Editor, Marketing Strategist

PROPOSAL REVIEW COMMITTEE

Bellinger, Sean Lead Artist, 6FT

Donatelli, Vincent Founder, YWAH Games

Golbraykh, Maxx Founder, Replayable Games

Jacobs, Bobby Dir. Memberships, Station Houston

Kim, Joowon Co-Founder, OnComfort

Mathews, Dennis Founder, Revelation Interactive

Morales, Phillip Co-Founder, Orb Interactive

Smith, Brandon Founder, Dark Shot Studios

Yun, Dr. Chang University of Houston Research Ass. Prof., Dept. Computer Science.

ADDITIONAL INTERVIEWS

Araya, Ronnie 2D / 3D Artist

Bienz, Jared Developer Evangelist, Microsoft HoloLens

Birdwell, Cody Father of a Game Design Student, President of Houston Sunbelt Communities,

Goodman, Joshua The Art Institute, Student Artist

Harlow, Laura Mom of a Game Student & STEM Professor with University of Houston, College of Education

Hendrix, Larry Creative Director, Fortunate 7

Howard, Sara Director of Marketing, Replayable Games

Longoria, Joseph Lead Developer, Gnob Software

Mitchell, Kyndra The Art Institute, Animation Student

Morita, Aki Senior Software Engineer, Hypnos Entertainment

Muniz, Angel 3D Artist, Microsoft HoloLens

Rigdon, Trish The Art Institute of Houston, Institutional Program Chair of Media Arts

Stiernberg, William Co-founder, Developer, Zeboyd Games

Turkowski, Keith Lead Programmer, Lazy 8 Studios

Works, Tyler Game Designer

ABOUT THE GAME INDUSTRY Industry Review 09

Who Plays Games 11

What Games Are Played 13

Serious Games 15

How a Game is Made 17

Top States for Video Game Production 19

Austin is Winning 21

Austin’s Five Pillars 23

HOUSTON GAME STUDIOSHouston Council Member District Map 27

Houston Studios 28 - 45

Houston Industry Support 46

THE PROBLEM Talent Leaving. Jobs Lost. 48

© 2017 Trans / Seven Studio, LLC. All Rights Reserved.

TRANSMEDIA PRESENTATION

REVIEWthe GamersOfHouston.com

website for additional insights

WATCHthe interviews of 23 Houston game industry members

READ & CLICKthrough the hyperlinked

report

CULTIVATING THE VIDEO GAME

INDUSTRY IN HOUSTONPREPARED BY:

Karen Snyder, [email protected]

ECONOMIC IMPACT REPORT & STRATEGY PROPOSAL

6 SOLUTIONS Acknowledge the Industry 56

Cultivate or Create City Tax Incentive 60

Create a Fund 64

Cultivate & Grow Marketing Events 68

Transform & Extend Education 72

Create a Community Hub 76

THE PATHWAY TO GROWTHPathway to Explosive Growth 82

CONCLUSIONSerious Games Examples 94

Medical Games Rising 98

E-Sports Opportunities 102

VR/AR/Mixed Reality 104

Five Year Goals Recap 106

BIBLIOGRAPHY 112

SPECIAL THANKS:to Houston Council Member,

Mike Knox, for his insights and encouragement to

make this project possible.

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© 2017 Trans / Seven Studio, LLC. 54

THE 5 YEAR GOAL

1,900 jobs75 STUDIOS

#1 in Serious Games

$250 million annual revenue

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© 2017 Trans / Seven Studio, LLC. 76

Houston, to me, is the powder keg. We have a lot of wealth. We have a lot of industry. We have feeders [universities]. We have a lot of talent—but we’re just looking for that match. Ronnie Araya

2D / 3D artist

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© 2017 Trans / Seven Studio, LLC. 98

The video game industry added $11.7 Billion to the U.S. economy.

The U.S. video game industry directly and indirectly employs 220,000 people.

63% of U.S. households have one person who plays video games regularly.

(ESA, 2017)

VIDEO GAME INDUSTRY SUMMARY

2016 U.S. VIDEO GAME MARKET

$30.4 Bn+2% YoY

($24.5 billion, software alone)

CONSOLEGames played on a

console

PCGames played on a desktop or laptop

computer

MOBILEGames played on a

smartphone

HANDHELDGames played on a tablet or handheld

device

29% 32%

27%

12%

$29.0 Bn+4.5% YoY

CONSOLE$31.9 Bn+2.1% YoY

PC

$27.1 Bn+23.7% YoY

MOBILE$11.6 Bn+6.4% YoY

HANDHELD

Newzoo / Q2 2016

2016 GLOBAL VIDEO GAME MARKET

$99.6 Bn+8.5% YoY

NOTE: VR is mixed in with these four mainsegments

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© 2017 Trans / Seven Studio, LLC. 1110

165 MILLION AMERICANS PLAY VIDEO GAMES (1/2 OF THE NATION)

35 YRS & MALETHE “TYPICAL” GAMER

KIDS (6-14 YRS) STEREOTYPICAL TEEN GEEK THE AVERAGE GAMER18 - 25 YRS,

MALE & FEMALEMOBILE FIRST GENERATION

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48% of U.S. households own a dedicated game console

---The average U.S. gamer

spends $74 annually

Men spend more than women in mobile games

---36% of gamers play on their

smartphones

27% of gamers are under 18 years old

---42% of gamers feel video games help them connect

with family

26% of gamers are over 55 years old

---They average 6.5 hrs per

week gaming

THE #1 MOBILE GAMER THE ‘RETIRED’ GAMER

35-54 YRS & FEMALETHE “MOM” GAMER

55+ DOMINATES BROWSER GAMES

The most frequent gamer is a 44 year-old female

---Women 18+ account for 31%

of gamers

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© 2017 Trans / Seven Studio, LLC. 1312

WHAT KIND OF GAMES ARE PLAYED

MOBILEgames played

most often

46%

4%

11%

9%

31%

46% Casual / Social Games

31% Persistent Multi-player Universe

9% Other

11% Action, Sports, Strategy, Role-playing

4% Puzzle, Board Game, Game Show, Trivia Card Games

(ESA, 2013; Think Gaming, 2017)

PCgames played

most often

6%36%

30%

9%

19%

36% Strategy

9% Action, Adventure, Family, Racing, Sports, Other

19% Role-playing

30% Casual

6% Shooter

(ESA, 2016)

CONSOLEgames played

most often

13%

12%

23%

28%24%

24% Shooter

23% Action

28% Racing, Fighting, Family, Adventure, Strategy, Other

13% Sports

12% Role-playing

(ESA, 2016)

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© 2017 Trans / Seven Studio, LLC. 1514

THE SERIOUS GAME MARKET

HEALTH Video games and apps are being used in

the medical community to:

- Help children with debilitating pain- Help patients understand a diagnosis- Help patients cope with their conditions- Assist in training doctors & staff- Used in research

In 2016, mobile health apps raised a record $1.3 billion. (Fortune, Jan, 2017)

EDUCATION Video games are being used in

education to:

- Assess and evaluate students- Provide language learning- Offer experiential role-playing- Offer location-based learning- Offer early childhood learning

TRAININGVideo games are being used in

corporations to:

- Maximize corporate administrative training- Market a product or service- Simulate a physical training experience - Visually assess and plan using interactive tools

Worldwide revenues for game-based learning products reached $2.6 billion in 2016.

(Ambient Insight, 2016)

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1716

HOW A GAME IS MADEPRE-PRODUCTION DEVELOPMENT POST PRODUCTION RELEASED

DESIGN Design Gameplay Design UI/ UX Cinematic Artists engaged (trailers) Design Additional Levels

Design World and/or Write Script Design Levels

Design System

Design Content

ASSET PRODUCTION Concept Art Created MOCAP Recorded Add Additional Character Art

Characters Designed Video Produced (if FMV title)

Environment Designed Audio Recorded (Voice & SFX/ Music)

3D or 2D Modeling

Texturer 3D Assets

Animate Assets (including particle effects)

Light 3D Assets

PROGRAMMING Network Programming Game Updates

Gameplay Programming Additional Game Porting

UI/Input Programming

AI Programming

Tech/ Porting Programming

Shader Programming

MANAGEMENT Alpha/ Beta Testers Marketing More Marketing

QA Distribution

Focus Groups

The average mobile game is created by a team of 5 PEOPLE

The average console game is created by a team of 100 PEOPLE

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© 2017 Trans / Seven Studio, LLC. 1918

STATE CALIFORNIA TEXAS WASHINGTON NEW YORK MASSACHUSETTS FLORIDA ILLINOIS OREGON COLORADO PENNSYLVANIA

EMPLOYEES 63,718 17,878 12,833 4,174 4,174 4,601 4,032 2,359 2,984 2,142

GAME STUDIOS 314 231 86 39 35 31 27 17 17 19

GAME PUBLISHERS 61 9 9 11 1 2 2

ECONOMIC CONTRIBUTION

$2.78 billion $764.9 million $595.2 million $378.5 million $179.6 million $171.5 million $158.6 million $111 million $107.1 million $83.1 million

AVERAGE EMPLOYEE WAGE

$103,071 per year $101,349 per year $99,964 per year $94,924 per year $93,174 per year $91,130 per year $91,130 per year $91,130 per year $87,922 per year $87,922 per year

GROWTH RATE 8.8% annual growth

(2009 - 2012)*. Growth

spread across four cities:

San Diego, Los Angeles,

San Francisco, Santa

Monica

15.93% annual growth

(2009 - 2012)*. Growth

spread across two cities:

Dallas and Austin

7.49% annual growth

(2009 - 2012)*. Growth

spread across three

cities: Seattle, Redmond,

and Bellevue

12.13% annual growth

(2009 - 2012)*. Growth

spread across two cities:

Rochester and NYC

-.57% annual drop

(2009 - 2012)*. Growth

spread across three cit-

ies: Cambridge, Boston,

and Newton

21.55% annual growth

(2009 - 2012). Growth

spread across four cities:

Orlando, Tampa, Gaines-

ville, and Miami

- 3.17% annual drop

(2009 - 2012)*. Growth

spread across three cit-

ies: Chicago, Elk Grove,

and Northbrook

1.56% annual growth

(2009 - 2012). Growth

spread across three

cities: Portland, Eugene,

and Vancouver

N/A: Growth spread

across three cities: Den-

ver, Boulder, and Louis-

ville

25.66% annual growth

(2009 - 2012)

GROWTH SECTOR Studio expansion and

mobile

VR, mobile and free-to-

play

VR and Amazon Games PC, Console, mobile

game studios

PC & Console game

studios

Home state of EA

Sports’ Madden NFL

franchise and mobile

studios

Console & PC game

studios

Mobile game studios Mobile & Educational

game studios

LARGEST STUDIOS Sony Computer Enter-

tainment (San Francis-

co), Electronic Arts (San

Francisco), Wargaming

(San Francisco), Ac-

tivision (Los Angeles),

and Riot Games (Santa

Monica)

Gearbox Software

KingsIsle Entertainment

Portalarium

Cloud Imperium Games

Amazon Game Studios

343 Industries

Monolith Production

ArenaNet

Take-Two Interactive

Rockstar Games

Gameloft

Atari

King

iWin

Turbine

Tilted Mill Entertainment

Muzzy Lane

---

*Closure of Irrational

Games caused the drop in

growth

Trendy Entertainment

Nival Interactive

Artix Entertainment

Day 1 Studios

Namco America

High Voltage Software

NetherRealm Studios

---

*Closure of several studios

caused the drop in growth

Night & Day Studios

Soma Games

Silver Creek Entertain-

ment

Backflip Studios

Riptide Games

Leviathan Games

Schell Games

Broken Crayon Games

Space Whale Studios

STATE TAX INCENTIVE Yes Yes

TEXAS IS THE SECOND LARGEST STATE FOR VIDEO GAME PRODUCTION

Compiled from: Fortune, Feb. 2015

(measured by job numbers)

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© 2017 Trans / Seven Studio, LLC. 2120

AUSTIN IS WINNING

AUSTIN

DALLAS

HOUSTON

SOURCE NOTES:- AUSTIN: Biz Journal, Sept 2016: The Austin chapter of the Independent Game Developers Association reports that 44 major gaming development companies and 135 independent stu-dios. The Austin Chamber of Commerce lists 136. - DALLAS: GameDevMap, ESA, and personal research and networking. - HOUSTON: GameDevMap, ESA, and personal research and networking. - Numbers will constantly flux due to mobile developers going in and out of business.

2017 AUSTIN GAME GROWTH “Business is growing because of interest in virtual

reality and augmented reality. That’s the primary thing that’s pushing the growth. It’s kind of fun again.”

Charles Norman, Midnight Studios Inc. CEOSept. 2016, Biz Journal

179 STUDIOS

7 PUBLISHERS

2 PUBLISHERS

42 STUDIOS

1 PUBLISHER

33 STUDIOS

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© 2017 Trans / Seven Studio, LLC. 2322

AUSTIN DOMINANCE -- 5 PILLARS OF INDUSTRY SUPPORT

GOVERNMENT

CITY TAX INCENTIVEEconomic Development

provides a city tax incentive for game studios.

PROMOTES CULTURE & CREATES OPPORTUNITIESThe Cultural Arts Division

works to develop gaming in Austin.

EDUCATION INVESTORS STUDIOS CORPORATIONS

ADVANCED GAME DEGREESUniversity of Texas and St. Edward’s University offer game programs that are

holistic in approach (business, technology and digital

creation).

INTERN ADVANTAGEBoth universities boost of the wealth of internships available

in the city.

MULTIPLE FUNDING OPTIONSAustin not only has one of the most active Angel networks in the nation, the city offers

multiple VC firms that support media and game investment.

VR ACCELERATORAs of September 2016, a

downtown accelerator plans to launch a special VR section.

(Biz Journal, 2016)

OVER 170 STUDIOSFrom “AAA” console games to mobile games, the city

offers a wealth of studio sizes and opportunities for digital cultivation across all types of

gameplay.

LOTS OF JOBSAs of September 2016, the

industry supports 5,000 local workers.

(Biz Journal, 2016)

SUPPORTING SERVICESFrom marketing, to technology tools, to software support, the city offers multiple companies and organizations that have

products or services that support the industry.

GAME DEVELOPMENT HUBA development company is

considering creating a hub for game development.

(Biz Journal, 2016)

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© 2017 Trans / Seven Studio, LLC. 2524

HOUSTON GAME STUDIOS

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© 2017 Trans / Seven Studio, LLC. 2726

HOUSTON GAME STUDIO DISTRICT MAPSTUDIOS ONLINE DISTRICT COUNCIL REP

01: 6FT http://www.6ft.com G Mr. Greg Travis

02: Barkers Crest http://www.barkerscrest.com I Mr. Robert Gallegos

03: BiArt7 http://www.biart7.com A Ms. Brenda Stardig

04: Bouncing Pixel http://www.bouncingpixel.com C Ms. Ellen Cohen

05: Corv Studios http://corvstudios.com At-Large

06: Dark Shot Studios http://darkshotstudios.com A Ms. Brenda Stardig

07: Fortunate 7 Studios http://www.fortunate7.com I Mr. Robert Gallegos

31: Fuel Tech http://fuel.tech G Mr. Greg Travis

08: GNob Software http://www.gnobsoft.com At-Large

09: Ghost Fire Games http://www.ghostfiregames.com C Ms. Ellen Cohen

10: Hygoon http://hygoon.com C Ms. Ellen Cohen

11: Level Up Labs http://www.leveluplabs.com N/A

12: Mind Storm Studios http://mindstormstudios.com A Ms. Brenda Stardig

13: Nexeon http://nexeon.com Stafford

14: OnComfort http://www.oncomfort.com D Mr. Dwight Boykins

15: On the Level Games http://onthelevelgames.com A Ms. Brenda Stardig

16: Orb Interactive http://www.godsofolympus.com G Mr. Greg Travis

17: Piko Interactive http://pikointeractive.com A Ms. Brenda Stardig

33: Project PVC http://www.projectpve.com Friendswood

18: Quest Lord http://www.questlord.com I Mr. Robert Gallegos

19: Random Features http://www.random-features.net G Mr. Greg Travis

20: Rat Loop http://www.ratloop.com G Mr. Greg Travis

21: Replayable Games http://happychess.net G Mr. Greg Travis

22: Revelation Interactive http://www.revelation-interactive.com At-Large

23: Shiny Box Interactive http://shinyboxinteractive.com C Ms. Ellen Cohen

24: Terrific Studios http://terrificstudios.com J Mr. Mike Lester

25: Tiny Lions http://www.tinylions.net C Ms. Ellen Cohen

26: Trans / Seven Studio http://www.TransSevenStudio.com Stafford

32: VisCo http://visco.no Katy

27: Whole Wheat Creative http://wholewheatcreative.net C Ms. Ellen Cohen

28: YWAH Games http://happyfishiesgame.com A Ms. Brenda Stardig

29: Z Games https://www.zgames.com G Mr. Greg Travis

30: Zeboyd Games http://zeboyd.com C Ms. Ellen Cohen

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© 2017 Trans / Seven Studio, LLC. 2928

ABOUT Six Foot is a full-service games company. We provide creative direction, game development, marketing and brand management, front and back-end development, customer service, community support, and other ser-vices for game publishers.

Barkers Crest Studio is a small game development team based out of Houston, Texas. So small in fact there is only one member of the team: Matt Davis.We focus on original Xbox Community Games devel-oped using XNA Game Studio technology.

Founded in 2007, BIART is an independent internation-al technology and entertainment products developer. BIART has developed a world class proprietary 3D engine technology. Biart successfully released games for Apple iOS, Android, PCs, Microsoft Xbox 360, Sony PlayStation 3 and Sony PlayStation Portable.

An interactive design studio, Bouncing Pixel has several divisions beyond video game development that include website design, animation, and apps.

FOUNDER / CEO Matt Ballesteros Matt Davis Konstantin Popov Jerald Reichstein & Jackson Lau

LOCATION(S) Houston (HQ), Los Angeles, and Berlin Houston Houston Houston

PUBLISHED TITLES “Grey GOO” 5 titles: “The Avatar Legends”,”HomeRun Challenge”, “Avatar Golf”, “Easy Golf Course Architect”, “Tea Time Golf”

10 titles: “Diver: Deep Water Adventures”; “Deep Black” (2012, PS3, XBOX 360, PC), “Deep Black: Reloaded” (2012, PC), “Depth Hunter” (2013, PC), “Depth Hunter 2” (2014, PC, iOS, Android), “Check Dive” (2008, PC), “Reef Aquarium” (2009, PSP); “Scuba Diver Adven-tures” (2014, iOS, Android, PC).

10 titles: “Word Odyssey”, “Vee Gee Cee Tee”, “Gram-maropolis”, “Mappsol”, “Rice University STEMscopes”, “Rice University Veterinary”, “Rice University Microbiol-ogy”, “Rice University Epidemiology”, “Rice University Science Careers”, “The Monarch School”

IN-DEV TITLES “RiME”, “Dreadnought” N/A N/A N/A

GENRE FOCUS Entertainment Entertainment Entertainment Serious Games, specifically Educational and Health

# OF EMPLOYEES 166 Estimated: 1 Estimated: 1 7

PLATFORMS Console, PC (download) Console, PC (download) Console, PC (download), and Mobile PC (browser), and Mobile

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© 2017 Trans / Seven Studio, LLC. 3130

ABOUT Founded in 2009, Corv Studios has been releasing en-tertaining action/arcade games in the mobile space to world wide reaching success. Engaging with other like minded people has turned the independent studio into a rewarding company working on projects motivated by passion.

A start-up that specializes in the ancient art of 2D games, though we may get experimental every now and again. No matter the project, everyone at DarkShot is driven to create something gets a strong reaction from you guys while still being darn enjoyable.

Fortunato 7 Studios, LLC, is an independent game development studio founded in 2016 and located in Houston, Texas (USA). Fortunato 7 is currently making mobile, PC and console games. Member of the Interna-tional Game Developers Association (IGDA).

The way people are entertained, learn and work has changed. Crafting technology is more than coding, it’s about creating an exceptional user experience. This is typified in mixed reality solutions. New advances in mixed reality – powered by IoT and wearable/mobile devices - have blurred the lines between people and technology, the real world and the digital.

FOUNDER / CEO Oscar Gomez Brandon Smith Larry T. Hendrix Richard Ford Belote, Vice President Experiential Media

LOCATION(S) Houston Houston Houston Houston

PUBLISHED TITLES 3 titles: “Bug Zap”, “Pac-Ball”, “Virus Effect” 1 title: “ROTii” 1 title: “The Sudden Stop” N/A

IN-DEV TITLES ZC N/A “Guardian Clash” N/A

GENRE FOCUS Entertainment Entertainment Entertainment Serious Games: Training / Education / Marketing

# OF EMPLOYEES 1 6 1 15

PLATFORMS Mobile PC (download), and Mobile Mobile Mobile, VR / AR

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© 2017 Trans / Seven Studio, LLC. 3332

ABOUT An indie video game studio. Ghostfire Games is a video game studio focused on the casual games market, and we aim to raise the bar for the quality level of games people expect from down-loadable platforms. We developed the original “Rage of the Gladiator” and “Helix” games for WiiWare. The mobile version of “Rage of the Gladiator” was created via a joint partnership with Gamelion Studios.

Hygoon is an independent game collaborative in Hous-ton, Texas. The group was founded on the principle of developing visually dazzling and engaging content with the ultimate goal of moving forward the medium of interactive story telling.

An open-book company, that produces multi-platform games using the Haxe toolkit.

FOUNDER / CEO Joseph Longoria Ed Roman Oscar Gomez Lars Doucet

LOCATION(S) Houston Houston Houston Houston

PUBLISHED TITLES 2 titles: “Molly Maggot”, “Demonic Karma Summoner” 2 titles: “Helix”, “Rage of the Gladiator” 1 title: “Pterodactyl Attack” 2 titles: “Defender’s Quest”, “Defender’s Quest II”

IN-DEV TITLES “Duckastrophe” and “Ignis” N/A “Devpendium” N/A

GENRE FOCUS Entertainment Entertainment Entertainment Entertainment

# OF EMPLOYEES 4 Estimated: 3 7 Estimated: 3

PLATFORMS Console Console and Mobile Mobile Console and PC (download)

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© 2017 Trans / Seven Studio, LLC. 3534

ABOUT Mindstorm Studios was conceived back in 2006 by a handful of talented people who sought to create qual-ity experiences. Passion and commitment has led us to create a number of outstanding games since then, and has shaped us into a stalwart games developer that aims to deliver exceptional content to a global audi-ence.

Nexeon Technologies is a global technology com-pany with a focus in two main industries: infrastruc-ture-as-a-service (IaaS), including cloud hosting & ded-icated servers, and video game entertainment, ranging from in-house game design to publishing solutions for other studios.

Self-managing stress through evidence-based psycho-logical interventions in Virtual Reality.

In May 2011, the jar of On The Level Game Studios was opened. The lid was stuck; so eight Houstonians with their talents and rubber gloves arrived at the scene to lend a hand. Soon after, the first game title was all over the table, the floor and their parachute pantsuits. The team grew to 12 including programmers, artists, sales and marketing, producers, musicians and evil-doers.

FOUNDER / CEO Babar Ahmed and Faraz Ahmed Charles Wood Joowon Kim and Diane Jooris Jeff Reimert

LOCATION(S) Houston and Pakistan Houston, Chicago, Buffalo, Dallas Houston Houston

PUBLISHED TITLES 16 titles: “Cricket Revolution”, “Mafia Farm”, “Kingdom of Heroes”, “Whacksy Taxi”, “Lord of Crime”, “Swords & Sorcery”, “War Inc.”, “Coin Party”, “Farm Break”, “Kingdom of Heroes”, “Jurassic Carnival”, “Space Par-ty”, “Pharaohs Party”, “Tetra Defense”, “Pic the Word”, “Wordity”, “Cricket Power”.

VR Library 3 titles: “Rock N Rogue”, “Boo Bunny Plague”, “The Curse of Nordic Cove”

IN-DEV TITLES N/A “Descension” N/A N/A

GENRE FOCUS Entertainment Entertainment Serious Games, specifically Health Entertainment

# OF EMPLOYEES Estimated: 41 Estimated: 13 2 12

PLATFORMS Mobile Console and PC (download) VR PC (browser), and Mobile

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© 2017 Trans / Seven Studio, LLC. 3736

ABOUT In 2014, Orb Interactive teamed up with Aegis Interac-tive to create “Gods of Olympus”, a “battle and build” title with over 2 million players.

Launched in 2013, Piko Interactive LLC is a game devel-opment and publishing company that concentrates in the development of new games for old consoles. Our consoles of interest include but are not limited to the NES, SNES, Sega Genesis, and handhelds like Game Boy Advance, Gameboy Color and Gameboy.

Headquartered in Houston, ProjectPVE LLC is a game development company focused on Player vs. Environ-ment game play. We strive to be at transparent to our community and will always push the limits on popular game design standards. We have a very diverse and experienced team that share a common identity that we made to give our time and effort to genre breaking games. Our family of talented, inventive and passionate individuals strive to collaborate in order to make games that bring joy to all.

A new turn-based Role Playing Game in the classic style of the legendary Computer Role Playing Games that defined the genre.

FOUNDER / CEO Phillip Morales Eleazar Galindo Navarro Daniel Lott Eric Kinkead

LOCATION(S) Houston Houston and San Antonio Houston Houston

PUBLISHED TITLES 1 title: “Gods of Olympus” Over 10 titles N/A 1 title: “Quest Lord”

IN-DEV TITLES N/A N/A 1 title: “Project PVE” N/A

GENRE FOCUS Entertainment Entertainment Entertainment Entertainment

# OF EMPLOYEES 6 Estimated: 10 4 1

PLATFORMS PC (web browser), and Mobile Console, Handheld, PC PC Mobile

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ABOUT Random Features is an independent video game devel-opment studio based in Katy, TX. Created by veterans of the video game industry, we at Random Features are focused on developing fun and innovative video games exclusively on mobile platforms like Android phones and tablets.

In early 1997, a group of six individuals created Malice™, a groundbreaking first person shooter utilizing the Quake game engine. Malice™ won numerous awards including “Game of Distinction Award” from PCGamer UK, PCM&E’s “Best Commercial GLQuake Add-on of 1997”, and Adrenaline Vault’s “Best Add-on 1997”.

Replayable Games produces multi-platform games to be enjoyed by all ages.

Revelation Studios is a small indie game studio that is set on developing a wide variety of games across mul-tiple platforms.

FOUNDER / CEO James Anderson, Lucas Pope Maxx Globraykh Dennis Mathews

LOCATION(S) Katy Houston Houston Houston

PUBLISHED TITLES 5 titles: “Halloween Dance Party”, “Alien Dance Party”, “Christmas Mahjong”, “8 bit Mahjong”, “Hacker Wars”

10 titles: “Rocketbirds Hardboiled Chicken”, “Helsing’s Fire”, “Rocketbirds: Revolution!”, “Mightier”, “Gearhread Garage”, “HAB 12”, “Gearhead Garage Adventure”, “Malice, Firefighter”

1 title: “Happy Chess” 3 titles: “Popiazza”, “Muncher Math”, “Namirah”

IN-DEV TITLES N/A N/A “Danger Dance” “Beyond Equilibrium”, a horror title

GENRE FOCUS Entertainment Entertainment Entertainment Entertainment / Education

# OF EMPLOYEES Estimated: 2 6 6 2

PLATFORMS Mobile Mobile, PC (Download), Console Mobile Mobile

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ABOUT Shiny Box is a Houston-based software developer pro-viding custom solutions and consulting. Our team has worked together for over 8 years creating everything from blockbuster AAA games to globally-deployed en-terprise software to mobile marketing apps.

Terrific Studios, LLC. is a Game Design Studio Located in Houston, Texas. We are able to assist you in every as-pect of creating and successfully implementing games. We specialize in Software Development, Game Devel-opment, Computer Animation, Game Design

Tiny Lions is an independent game studio in Houston, Texas that is working on Plenty while encouraging play-ers to actively engage in development.

Trans / Seven Studio is a transmedia production stu-dio focused on producing marketing campaigns, and entertainment and educational story worlds that flow across at least three media platforms. We create Trans-media Campaigns & Projects, Full-Motion Video Games, Gamification Projects and Broadcast Video.

FOUNDER / CEO Todd Daniel Rob Dixon Christian Easterly and Nathan Phelps Karen Snyder and Jon Lindgren

LOCATION(S) Houston Stafford Houston Stafford

PUBLISHED TITLES 1 title: “Dungeon Quest!”

IN-DEV TITLES N/A Gambling Game “Plenty” “AKA Rancher”

GENRE FOCUS Entertainment Entertainment Entertainment Entertainment / Education / Marketing

# OF EMPLOYEES 6 6 4 6

PLATFORMS Mobile PC (web browser), Mobile PC (Download) Mobile, PC (Browser)

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ABOUT We deliver artistic and technical visualizations that maximize the impact of visualizations across your business We reuse material across multiple visualization platforms and eliminate redundant work without jeopardizing quality

Whole Wheat Creative is a full-service, creatively-driv-en communications firm. For the past 20 years we have helped our clients reach their goals, through innovative design, data-driven marketing and proven methodolo-gy.

YWAH Games creates artistically inspired, family friendly mobile games.

zGames is a mobile game development studio active in mobile space since 2008. Our team masterfully blends problem-solving with entertainment and educa-tion. We’ve delivered scores of multi-platform games in a number of popular gaming genres — from casual games to augmented reality to educational apps — for some of the world-renowned game producers and publishers in the USA and Europe.

FOUNDER / CEO Peter Baxter (Houston led) Lee Wheat Vincent Donatelli Chris Howard

LOCATION(S) Houston Houston Houston Houston

PUBLISHED TITLES N/A 1 title: “Reading Bandit” 1 title: “Happy Fishies” 34 titles: “Happy Chef”, “21 Monsters”, “Animal Alpha-bet”, “Banana Blitz”, “Bloonz”, “Brain Trainer with Lady-bug”, “Charlie Bit Me!”, “Christmas Tree AR”, “Cookies Kid”, “Deadlandz”, “Fright Fight”, “Football Training Simulator”, “Give the Dog a Bone”, “Jewel Legends: Atlantis”, etc.

IN-DEV TITLES N/A N/A N/A

GENRE FOCUS Serious Games: Training / Education / Marketing Serious Games, specifically Education Entertainment Entertainment

# OF EMPLOYEES 50 8 1 50

PLATFORMS Mobile, VR / AR Mobile Mobile Mobile

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IN TEXAS

268 STUDIOS

35 VIDEO GAME COLLEGE DEGREE PROGRAMS

104,076 CITIZEN “INDUSTRY ADVOCATES”

https://www.areweinyourstate.org

ABOUT Zeboyd Games is a developer of 8-bit and 16-bit-style 2D role-playing games that was created by Robert Boyd with William Stiernberg. It is most known for its two 2D role-playing games, “Breath of Death VII” and “Cthulhu Saves the World”.

FOUNDER / CEO Bill Stiernberg, Robert Boyd

LOCATION(S) Houston

PUBLISHED TITLES 4 titles:”Cthulhu Saves the World”, “Penny Arcade” “Rain-slick Precipice 3 & 4”

IN-DEV TITLES Cosmic Star Heroine

GENRE FOCUS Entertainment

# OF EMPLOYEES 4

PLATFORMS Console and PC (download)

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HOUSTON VIDEO GAME INDUSTRY PARTNERS

AUGMENTED REALITY SUPPORTMicrosoft HoloLens is the first self-contained,

holographic computer, enabling you to engage with your digital content and interact with holograms in the world

around you. Leading research is being conducted here in Houston.

MIDDLEWARE SOFTWARE SUPPORTThink Squirrel is a physics software that makes realistic

fluid dynamics available for Unity apps, as well as VR support to build native, full-presence VR experiences.

VIRTUAL TEAM SUPPORTHypnos Entertainment is a video game developer. The

company’s products include Tiger Woods PGA Tour 2006 and The Lord of the Rings: Return of the King. The

company utilities programming talent in Houston.

INDUSTRY MEET-UPS & EVENTSMonthly meet-ups occur in the city that focus on Unity and Unreal game engine development. In addition, annual events such as the International Game day @ Your Local Library, and Global Game Jam allow developers a way to connect and cultivate their craft, or celebrate it.

INDUSTRY SUPPORTThe International Game Developers Association (IGDA) is the largest non-profit membership organization in the world serving all individuals who create games. The Houston chapter unites and encourages local studios.

IDEOLOGY SUPPORTWomen in Games International (WIGI), Blacks in Gaming, and Houston Gaymers are some of the many groups that seek to address the needs of specific individuals within the industry.

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THE PROBLEM

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I really want to get in the industry, but I don’t want to go to Dallas. If [a job were] here, I swear, it would make me so happy. Joshua Goodman

Art Institute Student

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TALENT LEAVING. JOBS LOST. TOURISM DOLLARS LOST. LACK OF INDUSTRY DIVERSITY.

Successful mobile developer, Game Anax, moved from Sugar Land, Texas to Sunnyvale, California. Why? Not enough industry support, especially for securing third party licensing deals and funding.

(Phone call with Kalpesh Parohit, head of Mobile gaming, Feb 8th, 2017)

Hundreds of students are leaving Houston each year due to the lack of jobs in the industry.

“My son has even talked about the possibility of going to Japan if he needed to work there. It is a shame that here at home in a major metropolitan area like Houston, he has no viable resources to turn too.”

Cody Birdwell, Father of a video game design graduate & President of Houston Sunbelt Communities, LLC

LOSS OF GAME STUDIO JOBS

LOSS OF TALENT

“I want to be in animation, but not here! Probably in California.”

Kyndra Mitchell, The Art Institute Animation Student

In 2013, Virtuix Omni started in Houston, but soon moved to Austin due to better citywide support, additional funding, and video game industry develop-ment. They have now secured $16 million in funding and have 15 employees. (Built in Austin, 2017)

Held in San Antonio, PAX South draws in thousands of gamers. In addition, the Austin Game Conference and the SXSW Gaming conferences cater to thousands more gamers and developers.

LOSS OF TOURISM & PRESTIGE

LOSS OF TECHNOLOGY JOBS

The video streaming company, Twitch, counts more than 100 million community members and 1.7 million broad-casters. Twitch, which is based in San Francisco, opened an office in Austin in July, 2016, to better interface with game studios as they use Twitch to broadcast live stream game promotions. (Biz Journal, 2016)

LOSS OF INDUSTRY SUPPORT

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6 SOLUTIONS

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We just don’t get acknowledged. And it’s like, no, we’re here. Phillip Morales

Co-Founder and Creative Director,

Orb Interactive

“”

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“We need to motivate

companies to start here.

There are a few and they are

successful, and there is

talent here, but we are

losing the talent because of

the lack of opportunities.”

Jared Bienz, Microsoft Sr. MPC Evangelist

ACKNOWLEDGE THE COMMUNITY

The foreign countries, such as

Poland value the video game

industry. In 2016 Poland provided $7 million in funding to CD Projekt

RED, a game studio beloved by

global fans for creating the game

series “Witcher”. The government

has also promoted the title since it

authentically integrated Polish folklore

and culture.

(WCCF Tech, 2016)

The city of Austin values the video

game industry. They believe that

game studios are a “vital contributors

to our community’s character and

prosperity” and they actively seek

to have titles made in the city. The

Cultural Arts Division works to develop

digital media and gaming in Austin

in partnership with local economic

development, workforce, and financing

organizations. (Austin Economic Dev., 2017)

01

Microsoft’s Imagine Cup is a global competition that empowers the next

generation of computer science students. Every year tens of thousands of

students from across the globe compete for cash, travel and prizes and for

the honor of taking home the Imagine Cup.

From 2010 through 2015, under the direction of Dr. Chang Yun, the

University of Houston Computer Science students won the cup twice and placed for six consecutive years — a global record. No

one from the city of Houston has ever celebrated these achievements, nor

has Houston’s press actively covered this fantastic milestone.

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I know there are several studios in Austin that would like to relocate here, because they would like a new pool of employees.Dennis Mathews

Founder, Revelation Interactive

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“I think in Houston if

they could just support

technology companies in the

healthcare industry, in terms

of grants or tax benefits,

I think that would really

attract other tech companies

to come to Houston because

Houston is already known for

other areas in healthcare.”

Joowon Kim, Co-founder/CTO of Oncomfort Inc.

PROVIDE INCENTIVE OR TAP INTO GRANTS

The Texas Moving Image Industry

Incentives Program was created in

2008 to attract businesses in film

and gaming. It made a huge impact

in allowing Texas to become the

2nd state in the nation in game

development. However, in 2017, the

budget was slated for discontinuation.

Working with the game industry, the

city can seek to galvanize traction for

an enhanced state incentive.

(Texas Public Radio, 2015)

The city of Austin offers a video game

city tax incentive equal to 0.50% of wages paid to local workers.

Projects produced by an Austin-

based company or which significantly

promote Austin may be eligible for an

additional 0.25% incentive for a total

incentive of 0.75%.

(Austin Gov, 2017)

02

National Endowment for the Humanities and the National Endowment for

the Arts have recently been bestowing grants to video game development

and gaming industry digital “art installations.”

In addition, grant money can be found in the U.S. Department of Health &

Human Services to develop medical and health games.

The city can work to join studios and schools with federal funds to develop more serious games in this region.

(Waypoint, 2017)

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Funding is a big issue as well. It really limits how fast we can grow and what we can do.Maxx Golbraykh

Founder, Replayable Games

“”

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“Send out the call to venture

capitalists and would-be

investors. Maybe do a little

to entice outsiders investors

to come here.”

Larry T. Hendrix, Creative Director, Fortunato 7 Studios

In the UK, the government worked to

invite investors to participate in a new

Play Fund that will primarily focus on

games for mobile devices and tablets.

The fund promises private investors

potential returns of 250% within three years.

(Games Industry Biz, 2017)

Gamination is a highly successful

game investment fund operating in

Austin. They are always looking for

more investors.

CREATE A FUND 03

In 2015, Austin was named the top startup environment in the nation by

the Kauffman Foundation. The year before that, it was No. 2. The Austin

Chamber of Commerce estimates that in 2014, $620 million in venture

capital flowed through the city’s startups.

(KUT 90.5, 2016)

In 2014, Dallas firms landed $85 million in VC funds (compared with almost

$590 million in 2000).

(Dallas News, 2015)

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There’s PAX [gaming expo] in San Antonio—that’s great, but it’s in San Antonio, not in Houston! Sara Howard

Marketing Director, Replayable Games

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“If Houston can promote

itself as the place for

technology, that will bring

technology companies in.”

Bill Stiernberg, Co-Founder Zeboyd Games

The closest dedicated convention for gaming

the Houston area offers is the

TheGameCon in Galveston, TX. This

year marks its third year in operation.

Billed as a whole family event, “to

immerse themselves into gaming in a

fun-filled, community oriented gaming

convention that was built by the

community and gamers alike.”

Houston’s own teen YouTube

producer, Ink Rose, is hosting a series,

“Behind The Beta”, a show that showcases the unsung heroes of the video game industry

and highlighting their contributions.

From sound design and IT server

support all the way to a game title’s

creator, various ‘behind the beta’

jobs are presented so that youth

understand ways to enter the industry.

CULTIVATE & GROW MARKETING EVENTS 04

E-Sports (events where viewers watch teams of players play competitive

video games), is one of the fastest growing sectors of the video

game industry. In early 2017, for the first time ever The Big Ten held an 11

college tournament for “League of Legends” video game. Physical sport

teams are also moving into this arena with many European soccer leagues

looking to launch e-sports leagues in 2017. The Pacific-12 has expressed

interest in e-sports, and several individual colleges have gone further,

with the University of California, Irvine, constructing a dedicated e-sports

space in its student union and Robert Morris University Illinois, in Chicago,

offering athletic scholarships to players.(Newzoo, 2017)

2017 U.S. E-SPORTS MARKET

$696 M+41.3% YoY

(PROJECTED)

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We need a training ground; an apprenticeship program that mixes students with professionals. Vincent Donatelli

Founder, YWAH Games & Instructor

at The Art Institute of Houston

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“There are some positive

things in the game industry

in Texas, but there is some

work to do. It’s going to

take our graduates finding

jobs in Houston. It’s going

to take the Houston

gaming community to

come together to form new

companies. It’s going to take

the city working together

with the companies.”

Trish Rigdon, Institutional Program Chair of Media Arts, The Art Institute Houston

The Art Institute, the University of

Houston’s Computer Science and

Digital Media programs, and Houston

Community College offer college level

degree plans for a Bachelors or an

Associates degree related to game

design or fields that support it.

(Game Designing, 2017)

There is strong interest in private

Houston high schools for e-sports

as well as video game development

programs. However, both colleges and

high schools need internships that

currently cannot be offered due to the

lack of a robust game industry in this

region.

Video game design programs have significantly

higher retention rates than other tech fields,

with an average a rate of more than 88%.

(ESA, 2017)

The Higher Education Video Game Alliance

(HEVGA) reports that 30% of students enrolled

in college and university video game design

programs are women—nearly twice the number

of women enrolled in other STEM-related programs.

(ESA, 2017)

05TRANSFORM & EXTEND EDUCATION

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There is defiantly a need for a hub. Games may seem like an easy thing to put together, but there is a lot that goes into a game—even small ones. Brandon Smith

Founder, Dark Shot Studios

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“There is really not that

much support here in

Houston. It would really,

I think, help [my son] if

there were people in the

community that were

able to offer support and

mentorship and things like

that.”

Laura Harlow, Mom of a Game Student & STEM Professor with University of Houston, College of Education

CREATE A COMMUNITY HUB

How about the first of its kind

community e-sports and/or streaming

video studio that could feature local

talent and allow studios and the public

to celebrate game launch events?

What of a digital gallery that

showcased local games and/or digital

artists and animators in this region?

06

Station Houston is where innovation and community connect. The growing

gaming industry is key to achieving Station’s goal of establishing Houston

as a technology hub. By serving as the epicenter for corporate and

community stakeholders, we hope to highlight the significant opportunities

that would come with a local game studio industry.

Each month, Station Houston hosts GAME DEV, an evening event

coordinated by Brandon Smith, where emerging game ideas can be

showcased by both industry veterans and the general public.

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PATHWAY TO GROWTH

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YEAR 01 YEAR 02

THE PATHWAY TO EXPLOSIVE GROWTH YEAR 03 YEAR 04 YEAR 05

Government

Education

Creatives

Investors /

Grants

Initiates Fund Group

High-School e-sports program

launched

Endorsement from

Greg Abbott

Partner with MediaTech Ventures in

Austin

City Acknowledgment

Corporations

Station Houston Game

Hub

Facebook Live Stream Studio

Microsoft HoloLens R&D Hub

City Fund Group

created

Non-profit grant program

Initiates international fund group

Build up five local studios

Creates in-school

Mentor program

UofH e-sports program

developed

Galvanize state incentive

FireFox Web GL Lab

Activates in-school

Mentor program

Art Institutee-sports program

launched

AAA Studio opens branch

Host mobile game awards

Host serious game awards

AAA Studio opens branch

Partner with CTAN angels in

Austin

Partner with SXSW for 2-city e-sports event

Partner with TMCx to encourage medical

games

Cross-city virtual team

company

Woo three leading studios to relocate

Woo five award winning indie

companies

Build up five local studios

Endorsement from

Ted Cruz or John Cornyn

Parter with countries to woo international

studios

International studio branch

opens

RICE e-sports program

developed

Online mentorship

program launched

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PRESERVE THE STATE TAX INCENTIVENEXT STEPS

CITY POWER FLEX

City reaches out to state representatives to encourage

support for the state tax incentive

FED POWER FLEX

Houston region congressional reps reach

out to state representatives to encourage support for

the state tax incentive

LOCAL GAME DEVS

Gamers of Houston will send out video link & presentation to state

representatives to encourage support for the

state tax incentive

COST TO GOV:TIMEApprox. 4 hours to make personal phone calls, fax and email.

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GAME FUNDNEXT STEPS

LEADERSHIP CULTIVATED

Partner with a current fund, or create a new fund run by video

game veterans.

GOVERNMENT INVITE

Government leaders send out a call to encourage out-of-state, and international VC groups to participate in

regional funding.

FUND CREATED

Fund will seek to create se-rious game investments that

are locally produced.

COST TO GOV:TIMEApprox. 9 months with one person dedicated part-time (720 hrs).

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MENTORSHIP PROGRAMNEXT STEPS

FIND FUNDING

Work towards securing corporate sponsor or grants to create program if the city

wants it to be free.OR

Corporation covers cost of development & production

with the course being a paid offering.

CREATE PROGRAM

Work with established studios and educational

partners to create 15 week, non-accredited, online courses that includes

gamified, filmed lessons, and online/in-person

mentorship.

PROGRAM LUNCHED

City provides leads into schools OR a community

hub that offers computers / programs needed for stu-dents to grow their craft.

Created game titles must be able to be sold.

COST TO GOV:TIME If only providing leads to education, approx. two months with one person acting as a connector to a school district (48 hrs).

TIMELINEProgram creation will take approximately 14 months for 12 courses to be created from scratch.

MONEY BACK

Titles created are sold through a holding company

so that students make money, the program can become self-funded, and

marketing opportunities can be sought such as schools

getting a cut of sales.

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CORPORATE WOO CULTIVATIONNEXT STEPS

GOVERNMENT INVITE

Government leaders work with Gamers of Houston to produce a Woo Event in which corporate executives in Oil, Gas, Healthcare, Services, etc. are invited to

review new technologies and the value serious games can bring to their business.

COST TO GOV:TIMEApprox. 12 hours to make personal phone calls, fax and email.

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LOW-SKILL JOB CULTIVATORNEXT STEPS

JOB PROGRAM CULTIVATED

Partner with a studio or a startup to create a video game

marketing venture focused on providing pre-release game feedback OR first-

person reviews / marketing from various Houston region

communities.

GOVERNMENT INVITE

Focus on single mothers needing at-home, flex time

options. Government leaders

encourage local program involvement.

MONEY BACK

If properly run, the program would be self-funding and would bring out-of-state dollars to the Houston

region so that video games could be test-marketed to various ethnic groups prior

to release, or marketed after release.

COST TO GOV:TIMEOnce the program is ready, approximately four months with one person dedicated part-time to broadcast the program to local communities (48 hrs).

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CONCLUSION

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It you want to increase gaming in the greater Houston area, we need to accommodate the market. We need to target games designed for oil and gas and the medical community — the serious games industry.Dr. Chang Yun

Research Assistant Professor at University of Houston

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SERIOUS GAME EXAMPLES

The video game “Never Alone” is

the first video game drawing on

Indigenous culture, and it has been

a runaway seller. Reaching nearly 3

million players so far, in 16 languages,

the game that is not only educational

and fun, but an unlikely method for revitalizing an Indigenous heritage. The game was developed

by E-Line Media, a New York-based

firm hired by Cook Inlet Tribal

Council (CITC), a Native nonprofit

organization.

(Crosscut, 2017)

Tyto Online, is a massively multiplayer

online role-playing game. One module

of the game, Tyto Ecology, is available

for sale and has generated $140,000

of revenue to date. This module is

a single-player game that has sold

18,000 units. Instead of killing boars

and collecting hides for quests,

you’re doing things like looking for evidence of an invasive species that you can then transplant

out and save the local ecosystem.

(Forbes, 2017)

The global Mobile health

market is estimated to generate

$56.6 billion in revenue

in 2020.

(IGI Global, 2015)Video games have the potential to

change healthcare research. One

game that’s made waves in medical

research is “Sea Hero Quest”. This

smartphone game has created a

groundbreaking approach

to data collection, leading to an

earlier diagnosis of dementia. So far,

2.5 million people have played the

game, providing scientists with years’

worth of data across borders and

demographics.

(The Austin Chronicle, 2017)

Worldwide revenues for game-

based learning products

reached $2.6 billion in 2016.

The study reports that the

global five-year compound

annual growth rate (CAGR) is a

robust 22.4%, and predicts that

revenues will surge to $7.3

billion by 2021.(Ambient Insight, 2016)

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In the medical field we are seeing the “gameification” of content being developed and deployed for a number of different clinical use cases. We have seen everything from VR environments to reduce anxiety, pain and PTSD in patients, to games to educate and train medical professionals, and games to help patients with chronic conditions stay on track with their treatments and rehab. With the Texas Medical Center, the biggest medical center in the country, the medical gaming industry could really take off here in Houston.

Erik M. Halvorsen, PhD

Director, TMC Innovation Institute

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E-SPORTS GROWTH

67 30 38%want more events, more often

%attended 3 events or more a year

%will travel to another country or continent

Eventbrite, 2015

Washington D.C. is making a considerable push into esports, starting with the sponsorship of a major

esports team and the construction of a multipurpose arena with esports primarily in mind.

Max Brown, the chairman of Events DC, which manages conventions, sports and entertainment in

the District, told Mashable that the $65 million, 4,200 seat arena being built for the Washington Mystics of the WNBA will also be “fully tailored and wired for esports.”

Brown told Mashable that the District’s eight universities and a sizable influx of young residents

make esports a smart bet for the city. Other major U.S. cities would follow Washington’s lead, and natural rivalries would emerge. Polygon, 2017

GAMERS WANT MORE EVENTS, MORE OFTEN AND IN MORE PLACES

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VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY

Houston’s 2016, Immersive Technology

Conference was a huge success with

over 200 attendees from industries

like Aerospace, Education, Medicine,

Marketing, Oil & Gas, Architecture,

Real Estate, and much more in

attendance. Speakers included

companies like NASA, Hermann

Memorial, Optech4D, among others.

The Global Association for VR/AR

just open a Houston chapter. The goal

of the city organization is have “an

international center for technology,”

with “the VRARA Houston chapter

representsing the re-imagination of

how we create, educate, and work

using VR and AR. Also, VRARA

Houston works across the globe with

other VRARA chapters, giving you

world-wide reach and potential.”

Events such as the invitation-only,

Microsoft HoloLens Hackathon allow

developers to get one-on-one insights

and encouragement as they explore

technology advancements in mixed

reality led by an award-winning team

right here in Houston.

2020 U.S. AUGMENTED/VIRTUAL

REALITY MARKET

$120 BnREVENUE FORECAST

DIGI-CAPITAL, 2016

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THE 1ST IN THE NATIONTransmedia Hub for

Technology Innovation

#1 in Serious Games

#1 in the South fore-sports events

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Games affect culture. They change communities. They change lives. Who wouldn’t want to be a part of that?Angel Muniz

3D Artist and Media Arts,

Microsoft HoloLens Developer

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Why are we in Houston? We grew up in Houston. Houston has the ability to support a game industry and an entertainment industry in general. We wanted to show that that is possible. Sean Christian Bellinger

Lead Artist, Six Foot, LLC

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Ambient Insight. The 2014 - 2019 Global Game Edugame Market. Retrieved from http://www.ambientinsight.com/Resources/Documents/AmbientIn-sight_2014_2019_Global_Edugame_Market_Whitepaper.pdf Ambient Insight. The 2016 - 2021 Global Game Based Learning Market. Retrieved from http://seriousplayconf.com/wp-content/uploads/2016/07/AmbientIn-sight_2016_2021_Global_Game-basedLearning_Market_SeriousPlay2016_ExecutiveOverview.pdf Anderson, W. (Jul, 2016). Online streaming service Twitch opens office south of downtown Austin. BizJournal. Retrieved from http://www.bizjournals.com/austin/news/2016/07/11/online-streaming-service-twitch-opens-office-south.html Banville, L. (Apr. 2016). New Digital Markets Aim to Connect Content Providers to Schools, Educators. Games + Learning. http://www.gamesandlearning.org/2016/04/15/new-digital-markets-aim-to-connect-content-providers-to-schools-educators/ Batchelor, J. (Feb, 2017). New Investment Scheme PlayFund Launches. Games Industry Biz. 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BIBLIOGRAPHY McCarthy, N. (Sept. 2014). Video Games Are Getting As Expensive As Movies. Statista. Retrieved from https://www.statista.com/chart/2713/video-games-are-get-ting-as-expensive-as-movies/ Merkl, L. (Apr, 2011). Students Tackle Deforestation, Win First Prize with Video Game Design. UH Press. Retrieved from http://www.uh.edu/nsm/news-events/sto-ries/2011/0421_gameDesign.php Minotti, M. (Jan. 2017). US Gaming Industry Earned $30.4 Billion in 2016. VentureBeat. Retrieved from http://venturebeat.com/2017/01/19/u-s-gaming-industry-earned-30-4-billion-in-2016-up-from-2015/ Mukherjee, S. (Jan. 2017). VC Funding for Mobile Health Apps Hit an All-Time Record in 2016. Fortune. Retrieved from http://fortune.com/2017/01/17/vc-funding-mo-bile-health-record/ Montgomery, B. Is the Educational Games Industry Falling Into the Same Trap It Did 20 Years Ago? EdSurge News. Retrieved from (https://www.edsurge.com/news/2016-02-07-is-the-educational-games-industry-falling-into-the-same-trap-it-did-20-years-agoFeb, 2016). Morgan, F. (Jan, 2017). Crowdsourcing Medical Data Through Gaming. The Austin Chronicle. http://www.austinchronicle.com/screens/2017-01-13/crowdsourc-ing-medical-data-through-gaming/ Morris, C. (Mar, 2016). Austin venture capital firms every entrepreneur should know. Built in Austin. Retrieved from http://www.builtinaustin.com/2016/03/30/aus-tin-venture-capital-firms-every-entrepreneur-should-know Newzoo. (Feb, 2017). 2017 Global eSports Market Report. Retrieved from http://resources.newzoo.com/hubfs/Reports/Newzoo_Free_2017_Global_Esports_Market_Report.pdf Newzoo. (July, 2016). 2016 Global Games Market Report. Retrieved from https://cdn2.hubspot.net/hubfs/700740/Reports/Newzoo_Free_2016_Global_Games_Mar-ket_Report.pdf Palumbo, A. (Dec 2016). CD Projekt RED Gets $7 Million from Polish Government To Research Seamless Multiplayer, City Creation. ECCF Tech. Retrieved from http://wccftech.com/cd-projekt-red-gets-7-million-government/ Rath, R. (Jan, 2017). Cutting Arts Funding Will Imperil Video Game Projects. Waypoint. Retrieved from https://waypoint.vice.com/en_us/article/cutting-arts-funding-will-imperil-video-game-projects Reports N Reports. (Oct. 2015). Education Apps Market Growing at 34.72% CAGR to 2019. PR Newswire. Retrieved from http://www.prnewswire.com/news-releases/education-apps-market-growing-at-3472-cagr-to-2019-530858361.html Sadas, S. (Mar, 2015). The Top Colleges and Grad Schools To Study Game Design. Forbes. Retrieved from https://www.forbes.com/sites/susanadams/2015/03/25/the-top-colleges-and-grad-schools-to-study-game-design/#ac2a35e541f4 Schnurman, M. (Aug, 2015). Finally, a new venture capital fund takes root in Dallas. Retrieved from http://www.dallasnews.com/business/business/2015/08/28/final-ly-a-new-venture-capital-fund-takes-root-in-dallas Sinclair, B. (May, 2013). Gaming Tax Credits: A Developers Guide to Free Money. Games Industry Biz. Retrieved from http://www.gamesindustry.biz/articles/2013-05-22-gaming-tax-credits-a-developers-guide-to-free-money Statista. (Dec. 2016). Most interesting genres of video games according to gamers in the United States as of December 2016. Retrieved from https://www.statista.com/statistics/322192/types-video-games-played-usa/ Takahashi, D. (Aug, 2013). With a mobile boom, learning games are a $1.5B market headed toward $2.3B by 2017 (exclusive). GamesBeat. Retrieved from http://ven-turebeat.com/2013/08/16/with-a-mobile-boom-learning-games-are-a-1-5b-market-headed-toward-2-3b-by-2017-exclusive/ Texas Public Radio. (May, 2015). Texas Slashes Film and Video Game Incentives, Everyone Loses. Retrieved from http://tpr.org/post/texas-slashes-film-and-vid-eo-game-incentives-everyone-loses#stream/0 Think Gaming. (Feb, 2017). Top Grossing iPhone Games. Retrieved from https://thinkgaming.com/app-sales-data/ Thorpe, D. (Feb. 2017). Why This Founder Thinks She Can Make A Good Educational Kid’s Game. Forbes. Retrieved from https://www.forbes.com/sites/devinthor-pe/2017/02/01/this-entrepreneur-seeks-holy-grail-of-education-video-games-that-teach/#35c3600154ea Tracy M. (Jan. 2017). Big Ten Universities Entering a New Realm: E-Sports. New York Times. Retrieved from https://www.nytimes.com/2017/01/19/sports/big-ten-is-entering-a-new-realm-e-sports.html?_r=1&mtrref=undefined Tucker, A. (Mar, 2012). The Art of Video Games. The Smithsonian Magazine. http://www.smithsonianmag.com/arts-culture/the-art-of-video-games-101131359/ Weber, R. (July, 2016). Twitch Opens New Austin Office. Game Industry Biz. Retrieved from http://www.gamesindustry.biz/articles/2016-07-11-twitch-opens-new-aus-tin-office

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