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Published by Dutch Game Garden

Funding
Strategies
Vertigo Games CoolGames ISOTX
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Tover Stolen Couch KeokeN Interactive


Page 16 Page 20 Page 24

1
Table of
contents
Foreword by JP van Seventer Page 3

Never give up Page 4


Richard Stitselaar • Vertigo Games

CoolGames’ cool mobile strategy Page 8

Laurens Rutten • CoolGames

Know when to walk away Page 12

Vincent van Geel • ISOTX

Tover: launching big by bootstrapping Page 16

Hester Le Riche • Tover

Stolen Couch’ monetization machine Page 20

Eric Diepeveen • Stolen Couch

Finance your game, but keep the company Page 24

independent
Koen Deetman • KeokeN Interactive

Perspectives on the growth of the Dutch Page 28

games industry
Christel van Grinsven

Epilogue: Key takeaways Page 30

2
Foreword by
JP van Seventer
Managing director Dutch Game Garden

For a long time, game developers in the Netherlands have


been reluctant to work with investors. Dutch game developers
bootstrapped their companies and made them grow organically.
But times are changing and so is the industry. Some dreams cannot
be achieved without help and some game concepts are too big
to be self-funded only. Over the past few years, we have seen a
growing interest from game studios to expand their businesses
through investments.

Good investors don’t just provide funding. They can be a valuable partner in expanding
your business and provide a network that enables you to achieve your goals more quickly.
They have everything to gain with you being successful. Furthermore, finding investments
in the games industry has become more accessible. The games industry has proven to be
consistently growing, even through hard times. Successful game developers have started
reinvesting in the scene from which they came and outside investors have learned how to
navigate the sometimes volatile nature of our business.

The main idea of this publication is to inform game developers about outside investment
as another valid way of growing their businesses. We want to show you a few ways in
which external funding can be of benefit, while preserving valuable lessons learned by
others who went through the process.

That’s why we collected stories from Dutch game companies on how they handled
their funding, which enabled them to grow their businesses in addition to hard work,
determination, and skill. Some show how investments helped to grow businesses. Others
are cautionary tales of how things went wrong. But all are inspiring narratives that will
help you in your own quest.

Regards,
JP van Seventer

3
Interview • Richard Stitselaar

Never
give up
Running a game studio can be messy. The creative process alone is
challenging enough, but there is also the business side which can be
downright daunting at times. Richard Stitselaar, co-founder and CEO of
Vertigo Games knows all about it. He had been struggling for years to
keep his studio afloat and his dream alive. And when he finally struck
gold, that messy road to success wasn’t suddenly forgotten.
Vertigo Games

4
“Believe me, I know how hard it is to create a successful, sustainable
business”, says Richard Stitselaar smiling. “I started two companies,
one went bankrupt and the other took a long time to become
successful.” The young CEO has enough reasons to be smiling. His
Vertigo latest game After the Fall had just been released a month ago and

Games sales figures went through the roof. The game made more money
in the first 24 hours than the previous smash hit Arizona Sunshine
managed in its first month.
F OU N D IN G Y E AR

2008 So, business is good and has been good for a while now. In September
2020 the Embracer Group bought the studio in a multi-million euro
PL AC E OF OR I G IN deal and labeled the Rotterdam-based studio ‘the world-leading VR
Rotterdam, specialist’. With an iconic VR game that is owned by 10 percent of all

The Netherlands VR players worldwide, a whole division dedicated to VR arcades, and a


publishing department that supports VR games from indies around the
world, that claim is no hyperbole. Vertigo is on top of its game.
NU M B E R OF F OU N DE RS

CUR R E N T F OU N D E RS

2

You learn so much from your mistakes, and going
bankrupt was one of the most valuable lessons I had.”

Vertigo Games
CUR R E N T S TAF F

140+ But for a long time, it was struggling to make ends meet. Vertigo
Games rose from the ashes of Stitselaar’s first company Coded Illusions
CUR R E N T OF F I C E LO C AT I ONS which went bankrupt in 2008. It was a stressful time for everyone
Rotterdam, Amsterdam, involved because it was the first time Stitselaar had tried to set up and

Los Angeles run his own company. He evolved what started as a hobby project with
a couple of friends into a professional game studio with around 30
employees and interns. No mean feat, thanks to outside investors that
FIRST FUNDED BY
ended up putting a million and a half euros into the company. Things
n.a. were looking good until the financial crisis hit in 2008 and everyone,
from publishers to investors, stopped taking chances.
F I R S T G AM E

Adam’s Venture - PC Startup culture


“My dad always told me to become my own boss”, says Stitselaar. “so,
NOTAB L E S U C C E SS when I found myself at home for 6 months due to an RSI ailment, I
Arizona Sunshine, started working on a prototype for a game together with a friend. After

After the Fall a while, we had a proper demo and decided we wanted to continue
working on it.” At that time, we’re talking about 2004, the Netherlands
was lacking a decent startup culture. Up until that moment, Stitselaar
PR I VAT E F I N AN C ING ROU NDS
had been working for Guerrilla Games and that’s where he got his first
No
taste of professional game development. That company was funded
with money from an outside investor, so it was clear: if they wanted to
make this work, they needed money.

5
The game that Stitselaar had been working on had There was interest in the game, and some praised the
a Christian theme. It was not a game about religion young team on the state of the demo, but uncertain
per se but carried a strong moral code as a non- economic times made publishers reluctant to sign on
violent adventure. That attracted the attention of a new, unproven IP. Now all of a sudden, with money
real estate developer that went to the same church. drying up, Stitselaar realized the power the investors
“Christian faith played an important part in the deal”, held over his company. With no games released, there
explains Stitselaar. “Our investor really liked the idea was no revenue coming in. And when the investors
of supporting our little endeavor because of the ideas pulled out in the end there was no other solution than
behind it. It allowed us to beef up production. We got to declare bankruptcy. It felt like a personal defeat
an office in one of his buildings and went to work.” having to let go of the 30 employees that worked
so hard to make the dream happen. At that time
Coded Illusions grew to a medium-sized game studio Stitselaar had a hard time dealing with the situation,
with around 20 full-time employees and 15 interns. now he recognises the bankruptcy as a defining
They were all working on a game demo called Haven, moment in his career. “You learn so much from your
which later changed to Nomos. The investors gave mistakes and this was one of the most valuable
a fair amount of creative freedom to Stitselaar, who lessons I had. There’s a good reason why people wish
acted as Creative Director at the time, and his team. you many mistakes in business.”
Since none of the investors were actively involved in
the games industry, or even the entertainment sector, One of the lessons Stitselaar took to heart was not to
they couldn’t provide much useful guidance or advice. take on outside money for his next company Vertigo
Meanwhile, no one on the team had ever produced Games. The failure of his first studio didn’t stop
a full game from start to finish. As a result, the demo him from wanting to pursue his dream of a life as a
was becoming more and more bloated like a fully- successful game developer. “My number one skill is to
Vertigo Games

fledged game, with little room for adjustments. never stop believing. In myself, in the path I choose,
and in the people around me. I was never in this


business for the money. It was -and is- always for the
love of making games. It’s my true passion and the
“We really had to be creative with time,
reason why I kept going, even when things got really
money, and even networking.” tough”, explains Stitselaar. And things did get tough
with Vertigo Games. No outside investment meant
that they had to make money before they could spend
Financial crisis money. 1 Euro in, 1 Euro out. The newly formed studio
“The investors had the majority share, which made took the demo for the game Nomos and created their
total sense because they made it all possible. I think first complete game Adam’s Venture. Two sequels
the split was 70 - 30, with 71% needed for big decisions. followed with moderate success. Then they tried their
Initially, we had a good working relationship. We did luck at serious games and survived by doing project
our thing and they watched from the sidelines. There after project. These were difficult years when money
was not much interference.” But in late 2007/early was always tight. But with every game and project
2008 that situation changed drastically. The worldwide completed and every year passed the team grew
financial crisis started in America with the collapse closer and got more and more experienced.
of the housing market. That was where the investors
made most of their money and now were at risk of Building VR prototypes
losing it. “The investors became nervous and wanted The real turnaround came when Vertigo Games
a quick return on their investment”, says Stitselaar. started experimenting with the VR goggles that
“But that’s not how it works in game development. Oculus developed and presented via a Kickstarter
The game was not finished and we started shopping campaign. “I remember saying something like ‘This
around for a publisher that could finance its is the future of gaming! We got to do something
completion.” with this!’ Since the device felt like a diving mask, we

6
After the Fall

started working on World of Diving.” Stitselaar’s gut to close the deal. Stitselaar knows exactly why there
feeling was right. VR presented a way forward for was so little interest: “Call me Dutch. Call me down-
the studio. They secured a deal through Valve and to-earth. Call me level-headed. The fact is I was way
Intel to build prototypes for the HTC Vive and one too modest in my presentation. If you want to sell
of these games was Arizona Sunshine. “It all sounds investors on your idea or your company, you have to
so easy looking back, but it wasn’t! We really had to paint them a beautiful picture of high ambition and
be creative with time, money, and even networking. sky-high profits. Investors want a dream, they are
We just did everything we possibly could to make looking for that unicorn. They didn’t see that in our
the deals happen, so we could build the games and game Arizona Sunshine.”
survive another day”, says Stitselaar.
Richard Stitselaar wouldn’t advise against outside
There was one more occasion when Stitselaar seriously funding for starting studios. “Do what you need to do
considered getting investors on board. It was around to survive and grow. I think everyone needs to realize
the time that VR was regarded as the new hot tech that game development is hard. Running your own
property and investors were ready to jump on the business is equally hard. It will eat up your time and
bandwagon. Vertigo Games went on a road show consume your energy, so only do it if you have the
doing a demo tour to wow big investment companies. absolute drive to succeed.”
But it didn’t exactly work out. With around half of the
funding secured, they couldn’t find a main investor

7
Interview • Laurens Rutten

CoolGames’
cool mobile
strategy
“To sell cola, find supermarkets.” This strategy worked miracles for
CoolGames, the Amsterdam studio that did things boldly differently.”
CoolGames

8
Laurens Rutten may be the CEO of one of the larger game companies
in Amsterdam, he vividly remembers founding CoolGames in Utrecht,
in 2010, as one of the first inhabitants of the Dutch Game Garden.
These were eventful times, he says, as Apple famously opened its App
Store one year later, and with it launched the app economy that would

CoolGames change how we play games, and on what devices.

The buzz this created was tangible in the Dutch Game Garden and the
F OU N D IN G Y E AR
industry as a whole at the time, Rutten says. “Most of our peers quickly
2010
pivoted to building app games, as it promoted self-publishing and
creative independence. This suited most indies, and investors too, who
PL AC E OF OR I G IN
saw great potential in this new platform.”
Utrecht, The Netherlands
At CoolGames, the thinking went in the opposite direction. “We were
NU M B E R OF F OU N DE RS making Flash games at the time, so of course, we looked at the app
1 stores, and tried to see what the rise of mobile gaming meant for
us. One thing was very clear from the start: we needed a strategy
that would permanently sustain the company, and we did not feel
CUR R E N T S TAF F
confident that we could seriously compete between hundreds of
40+
thousands of games in the app stores. Initially, it felt like a place
where creativity would thrive and smaller companies could bloom,
CUR R E N T OF F I C E LO C AT I ONS
but it soon developed into a fighting market where the guy with the

CoolGames
Amsterdam, Tokyo biggest marketing budget wins. As we knew we were not great at user
acquisition, we decided to leave the app stores to others.”
FIRST FUNDED BY

Truffle Capital This decision did not keep CoolGames from developing mobile games,
(Paris) and Solid Ventures far from it. The company embarked on a quest to launch mobile games
(Amsterdam) on other platforms, focusing on HTML5 technology-based games,
for social media, messenger platforms, and whatnot. Today, you can
F I R S T G AM E play PvP Angry Birds on Facebook Messenger, courtesy of CoolGames,
Battleship on Snapchat, or a cool, voice-controlled crossword puzzle
Bubble Fever
on Google Assistant… There are literally hundreds of games that left
the studio, launching on dozens of platforms, also in non-Western
NOTAB L E S U C C E SS
territories like Japan. This success is reflected in the company size:
Jewel Academy the Amsterdam office now holds 40+ people, with a handful of others
(HTML5 web) working abroad.
Battleship


(#1 on Snapchat)

Angry Birds multiplayer Building a studio and developing a quality game portfolio
(Facebook Instant Games)
are both very expensive things. Investments allowed
Guess the Drawing
us to select quality staff, and also — and this is highly
(Google Assistant)
important — make mistakes without killing the company.”

PR I VAT E F I N AN C ING ROU NDS

Yes But stepping away from the promise of iOS and Android alone does
not make a strategy, Rutten explains. “When user acquisition is not

9
your forte, you need to go to platforms where players


already engage on mobile and web, but do not play
many games yet. Therefore, we first started making
Working with an investor comes
HTML5 games that were already proven concepts on
other platforms, without the ambition to come up with with the pressure to deliver on your
a fully new game formula. Our first games were for promises of success, and you have to
example Sudoku, solitaire, bubble shooters, match-3 be able to deal with that pressure.”
puzzles, and other classic game types that simply did
not exist on these new platforms yet! When we started
over ten years ago, there was just one other guy in Of course, this also meant investors held a stake in
Japan doing HTML5 games already, so we needed the company. “Of course, this affects discussions about
to set up our own pipeline of HTML5 games at Dutch strategy or operational matters. Often this is very
Game Garden. useful and you’re glad someone is helping you reach
certain decisions. Occasionally you also bump into
To fund this “alternative strategy”, CoolGames talked differences and that can be challenging. Also, there’s
to investors, who, early on, ponied up around half a the pressure to deliver on your promises of success,
million Euros in various investment rounds. “But of and you have to be able to deal with this pressure.
course, I always got the question why we did not aim This is something I feel every young game company
to become the next Rovio or so,” Rutten remembers. should really be aware of when they think about
“As I said, everyone was looking at the app stores, and investing: there are big advantages for your company,
Apple was simply very sexy at the time.” but also some disadvantages you have to learn to
work with.”
Still, the decision to involve investors was an easy one.
CoolGames

“Building a studio and developing a quality game To sway investors, Rutten used an analogy: to sell cola,
portfolio are both very expensive things. Investments find supermarkets to reach people. In other words:
allowed us to select quality staff, and also—and this when you don’t have the means to do proper user
is highly important—make mistakes without killing acquisition, bring your product to places where users
the company. Mistakes you will most definitely make, already visit in large numbers. “Distribution is key.
especially in the ever-changing games industry.” Before long, we approached every “supermarket” we

10
CoolGames
Jewel
Academy

could find online, saw they weren’t doing games in and many others to find even more users. Strategically,
any relevant way yet, and helped them build their own working with platform partners remains key: Rutten
gaming space, keeping their visitors entertained on is still bringing his cola to supermarkets. And yet a
their platforms. It’s a win for them, and we sell more lot of other things have changed over the years, he
cola.” explains. “And much of it for the better, fortunately.
HTML5 became an industry standard that helped us
And the rest, as the saying goes, is monetization. “Our greatly, and while mobile payment methods were a
goal has always been to find a critical mass of players huge problem in our starting days, these issues have
because that will yield enough advertising revenue. mostly been solved for current platforms.” The other
This happened when we started, and is still the big change is in the content: CoolGames’ market is
case today, with games that run in the cloud on any such that deep and highly engaging HTML5 games
platform that wants them. The only thing left to do is are now in great demand, providing high quality and
tweak the games to perfection, to optimize the yield. an experience similar to that of app-store games, big
And that’s a trick you learn by trial and error.” production budgets, and much longer development
times than the simple match-3 games of yore.
Today, CoolGames enjoys a solid status as a games
provider for a slew of online platforms, working with It’s bigger, and better, but still the same cola.
established IPs like Battleship, Monopoly, Angry Birds,

11
Interview • Vincent van Geel

Know when
to walk away
Fresh out of school, Vincent van Geel found himself leading an
international team of game developers for a big investor that saw
huge potential in the games industry and the young Dutchman. It
was a job he didn’t ask for but ended up pouring his heart and soul
into for 9 years.
ISOTX

12
In his spare time, Van Geel was making mods for popular video games
which he released on the internet for others to play. That got the
attention of an American pre-seed investor who wanted to work with
him. The two hit it off and as a show of skill, Van Geel developed the

ISOTX Command & Conquer Generals mod MidEast Crisis. “He was doing a
lot of business in Israel and I ended up joining him on business trips as
an analyst of the businesses he invested in.” The working relationship
A C T IV E Y E AR S
turned into a friendship. Van Geel had no contract in place and there
2005 - 2014 was no formal investment done yet.

PL AC E OF OR IG I N
Minority shareholder
Panama But that all changed when the investor got his business partner
involved in an ambitious project that Van Geel was working on. He
NU M B E R OF F OU N DE RS came up with a dieselpunk alternative reality setting that he called
3 Iron Grip. The first game set in that universe was the Half Life 2 mod
The Oppression. The business partner was a more formal investor
group that operated out of Greece. They had been paying for the
F I R S T G AM E
development of the game and various other projects but still, nothing
Iron Grip: Warlords - Steam was officially arranged. So, it was time to make this official.


NOTAB L E S U C C E SS

March of War
It’s a very simple concept, but an effective one that

ISOTX
PR I VAT E F I N AN C ING ROU NDS
could pass as a life lesson. Start with a simple step,
Yes and take things one brick at a time. Before you
know it, you’ve built a wall. And after that, a house.”

Since Van Geel had no business experience he asked his father for
advice and guidance. That turned out to be a smart decision because
dad came up with a clause that would later help his son tremendously
when things turned sour. He stipulated the rule that all parties had
to sign off on future investment rounds. As a minority shareholder,
that condition gave Van Geel some leverage. The deal was signed
and ISOTX was in business. Because the largest investor had many
businesses and companies all around the world, the game studio was
initially registered in Panama. “That got me some suspicious looks
from customs at the airport”, says Van Geel laughing.

The studio at that time was made up of “a bunch of kids from all over
the world”, Van Geel remembers fondly. “We got into this adventure
together. Traveled the world, worked from the most awkward places,
and yet still built things together and shipped them. I will never forget
these people. I cherish these moments of comradery and how much I
learned from them.”

13
Dilution hoping the product will sell enough units so they’ll
get a big fat return on their investment. If that doesn’t
With the next Iron Grip game in the making, this time
happen or takes too long, they will start to lose
an ambitious FPS/RTS hybrid called Warlord, the studio
patience or interest.”
needed money to expand. The investors decided to
do a seed investment round, which meant money for
With none of the investors having any experience in
shares in the company. “That’s an important lesson
the games industry, the projections for production
right there”, says Van Geel. “Make sure you’ve got
and sales were not very realistic. They promised an
this covered in the contract because at the time it felt
8-month development cycle and a tenfold return
a bit unfair. Your share in the company gets diluted,
on investment, while Van Geel knew production
watered down, in order to free up shares for everyone
would be closer to 3 years. Pressure was applied to
that invests. This is normal, however as I wasn’t
paint shareholders a more positive picture than the
getting paid anything for years, I felt all my work was
grim reality. “It’s a strange situation. I had this close
valued at zero during dilution, which was pretty steep.
personal bond with the investors. I’ve been at their
You’d expect there at least to be some value applied
homes and played with their kids. After working
to years of non-paid labor. So after that first round,
so closely together, you just don’t walk away from
I had even less.” A situation that would occur a few
everything you built. And so I painted that picture.”
more times along the way.


Van Geel praises the ‘cowboy mentality’ of the studio
and the investors. “We dared to waltz into unproven
It felt like I was standing on the Titanic,
territories. Mixing RTS and FPS genres? No problem,
let’s do it! No game engine that could do this stuff? frantically trying to steer away from certain
Let’s modify Quake 3 so it could! This was something doom. But we couldn’t get off the plotted
the investors taught me at the time: ‘figure out a way course.”
ISOTX

to make it work’. It’s a very simple concept, but an


effective one that could pass as a life lesson. Start
with a simple step, and take things one brick at a time. It became clear to Van Geel that the project was not
Before you know it, you’ve built a wall. And after that, going very well. ‘A million lines of code’ were written
a house.” but it was not good enough. Yet again, a new round
of investments was needed in a desperate attempt to
Crazy hours recoup some of the sunk cost. In a nutshell, the sunk
With several games released, revenue came trickling cost fallacy says that people prefer to keep investing
in. Not quite enough to sustain the growing studio, in a project that already had a significant investment
but just enough to keep investors interested. Another because of a strong loss aversion. “It felt like I was
investment round helped ISOTX expand to a 55-person standing on the Titanic, frantically trying to steer away
game studio in two locations. One in the US where from certain doom. But we couldn’t get off the plotted
most people worked from home and one in The course. There were too many captains with different
Netherlands, located on the top floor of the incubator stakes in the project. I had a lot of responsibilities but I
Dutch Game Garden in Utrecht. was only partially in control.”

The next Iron Grip game was a free-to-play MMO Drastic action
called Marauders. “When you’re young you’re so full of With his 30th birthday coming up, Van Geel did what
energy. I worked crazy hours without ever questioning so many people do around that time: assess his life.
myself”, says Van Geel. “The setup is very clear. In a “I had spent my most productive years running a 50+
game company, the value is in the product and the IP. people strong game studio and that was amazing!
As a starting professional, all you can bring to that is I learned so much in that time. But it also felt like in
time. And you have plenty of that because you don’t the last couple of years the whole thing just got top
have many commitments. Investors put money in, heavy and we needed some drastic action if we were

14
March
of War

to survive.” He put his thoughts on paper and sent relationships that grew into long-lasting friendships.
them to the investor, hoping to kickstart a change. But All in all, no matter how an adventure turns out, it’s
all it did was open up Pandora’s box. The investor was like the cliche says; it’s the journey that matters.”

ISOTX
not pleased and pulled Van Geel off the project and
threatened legal action. Other people’s money
Although in the end, ISOTX didn’t make it, Van Geel
Van Geel wanted out, but his business partners made would happily advise starting developers and studios
it difficult for him to leave in a clean way, putting the to work together with investors. “Use other people’s
situation in a stalemate. All he wanted was to cut all money to make money”, he says smiling. “Having a
ties completely so he could move on to pursue other 20 or 30% share in a million-dollar investment is more
ventures. When the investors needed another round than you would have if you would go at it alone.
of investments, they needed Van Geel’s signature The money makes it possible to produce games on a
to go ahead. That was exactly the bargaining chip different level. You have a bigger chance of making
he needed. He refused to sign off on the investment that next hit. The games industry is a hit-driven
until he was finally offered a way out of the mess. “All business, so invest in IP, not in building a studio.”
thanks to the advice my dad gave me so long ago. I
remember back then it was a huge point of discussion, And as a final tip “if you want to attract an investor,
but I’m glad I stuck with it. It goes to show that it’s don’t be modest. Investors are a bit like gamblers
vital to put everything down in contracts.” sometimes, they are looking for high stakes and huge
And so, after 9 years the working relationship came payouts. So, if you want to grab their attention you
to an end in a lawyer’s office. There he negotiated an have to present to them not only your business plan
acceptable exit so he could continue working in the but more importantly, sell them the ultimate dream.
games industry. So, set your goals high and then write a roadmap to
those goals that sound reasonable and doable. Get
“You know, my relationship with my investors was sparkles in their eyes. You have to woo them.”
actually great, 95% of my time at ISOTX”, says Van
Geel. “I still hold fond memories of our years together,
our crazy early years of long hours, and the personal

15
Interview • Hester Le Riche

Tover:
launching big by
bootstrapping
Tover (formerly Active Cues) makes interactive installations for people with
cognitive challenges. While their “Tovertafel” (Magic Table) product line can be
found in care homes and special education centers worldwide, the company
was only looking for large investments recently. During the first seven years,
clever bootstrapping made all the difference.
Tover

16
Hester Le Riche apologizes when we meet over video. She is happy to
talk about the investment strategies of her company, Tover, and all
that entails, but at the time of this interview can’t talk freely about
(formerly Active Cues) her conversation with private equity investors. “I’d love to discuss
this in more detail in a few years or so, as it’s such an interesting
F OU N D IN G Y E AR conversation to find yourself in. But as of now, I kinda do not want to

March 2015 jinx these talks. We have to close the deal yet, and this being the first

(first Tovertafel installed) time we do this, I don’t want to discuss our strategies a lot.”

We’re hardly two minutes into the interview, and already Tover
PL AC E OF OR I G IN
surprised the interviewer—how is this blooming company not funded
Utrecht, The Netherlands
by large investors? The Utrecht company enjoys great success in the
world of care homes with their Tovertafel product line: interactive
NU M B E R OF F OU N DE RS
installations that project moving imagery and games onto a flat
3 surface, stimulating the cognitive abilities of users through play. Over
6000 have been installed worldwide—a tremendous achievement for a
CUR R E N T S TAF F company that started in 2015 with just three people and an intern.
70+

CUR R E N T OF F I C E LO C AT I ON:

Utrecht, The Netherlands



Jump from startup to scale-up too fast, and you damage
your service levels, risking the good name you have with

Tover
your target audience.”
FIRST FUNDED BY

Self-funded
In short, Tover quickly grew into one of the largest and most successful
F I R S T P R OD U C T
applied game companies in the Netherlands, and perhaps the world.
Tovertafel And now Hester tells us her first seven years as a business were run
without external funds?
NOTAB L E S U C C E SS

6000+ Tovertafels “As a matter of fact, yes,” she replies, smiling. “We bootstrapped
everything we did until now. Over the years, we did talk to investors,
sold worldwide
but as we relied on our own cash flow, a deal never materialized.
Today, the situation is very different, as we’re eying a big expansion
PR I VAT E F I N AN C ING ROU NDS
into the United States, and we want to properly fund that expansion.
Obtained an investment But that’s all you will hear from me on this, haha.”
early 2022
Fair enough, but this triggers a new question: How exactly do you
bootstrap a successful company, for seven long years? Tover has
70+ staff at the moment—making payroll alone will probably be a
headache? “The answers lie in the specific history of the company,”
Hester clarifies. She explains that the company grew out of her Ph.D.
research on ‘Playful Design for Activation’, which showed her interest
in playful solutions to cognitive challenges in people with dementia or
Alzheimer’s.

17
During her Ph.D., she took two years researching and it quickly led to new orders.”
the neuropathology of Alzheimer’s more, to better For the past few years, the company found new care
understand how areas of the brain are affected by homes simply by reaching out. The company installs
play. The yield from this research was funneled into a the Tovertafel themselves, instructs local staff, and
classic design trajectory, where Hester co-designed the offers service contracts for maintenance and upgrades
first Tovertafel with inhabitants of care homes. Next, of the games. This means Tover relies on the work of
she validated the design using intervention studies— a relatively large service team, and this takes time to
everything was done 100% in a scientific way. build. “I am of the opinion that growth needs to be
organic, because of the importance of team building.
“If you look at it from a financial point of view, the We service institutes with very specific needs, and
Tovertafel “R&D” trajectory was sponsored by research where trust is a big factor, so you want to be very
grants, so there were practically no costs involved careful in your dealings with them. This is also why
there” Hester adds. “We also knew we wanted to rely we kept investors at bay: it simply takes time to build
on existing technology, to not add to the budget. a service organization, a distribution network, and a
Hence we work with a hardware partner to minimize tech support team, especially when different territories
upfront investments. Of course, they demand upfront are involved. Jump from startup to scale-up too fast,
payments for the hardware we use. So when we first and you damage your service levels, risking the good
contacted care homes, we offered them a discount name you have with your target audience.”
if you paid us in full before delivery of the product.
And care homes being care homes, in a budget sense, Idealism
everyone agreed with this strategy.” Isn’t the funding Tover currently seeks for an expansion


into the US at odds with this statement? Surely
funding leads to a bump in growth, with all that
Whenever we posted a new promo video, it entails? “Haha, yes. But please interview me again in a
would go viral in no time, and it quickly led few years or so, and you’ll get your answer!”
Tover

to new orders.”
Hester stresses the idealism involved in the process. “I
designed with a clear mission: to improve the lives of
This simple budgeting scheme got Tover through its first people in these care homes. I’m an idealist designer
couple of years. Small margins were used for advertising in that sense; leading a business wasn’t on my radar
the product, although most was achieved through free for a long time. Even today, I see “building a business”
publicity. “The care world is a tightly knit community, and as a design trajectory, where you need to be just as
word about my research had reached most specialists clever as when you build a bridge. It takes up a lot of
in the field. So when we wanted to advertise Tovertafel, creativity, and social skills too, as you have to rely on
a lot of ground had already been covered. Whenever we people who know more than you about certain topics.”
posted a new promo video, it would go viral in no time,

Postscript Tover and would rather go for the right balance


than for quick gain. Such a long-term vision has
At the time of this interview, Tover was
brought us together from the start.”
negotiating a deal with a private equity investor.
In the meantime, Tover has announced that
Investment manager Karmijn: “Tover’s diverse
Karmijn Kapitaal from the Netherlands took
team has one thing in common: their love for
a minority stake in the company to support
helping their target audience and contributing
not only financially but also with the right
to their quality of life. Together with great
knowledge and insights.
ambition, we are convinced that Tover will also
be a success overseas.”
Hester: “Karmijn puts the same values ​​first as

18
The
Tovertafel
19
Stolen Couch

Interview • Eric Diepeveen

Stolen Couch’
monetization
machine
Game company Stolen Couch looked at game design primarily from a
business perspective. Their title Castaway Paradise was specifically geared
towards optimizing the yield in a free2play mobile game. Co-founder Eric
Diepeveen explains how it was Stolen Couch’ adaptive monetization system
that drew investors, and not his Animal Crossing clone.

20
“Stolen Couch was founded on ideas we developed while in university.
The HKU program for interactive design had a strong focus on artistic
expression, and not so much on business. From the get-go, our group—2
biz dev-oriented people, and 3 developers and artists– had this instinct

Stolen that we wanted to go in a different direction than our peers and were

Couch
quite dogmatic about it, haha. We felt much of what people wanted at
school was risk-averse, while we wanted to “maximize our chance of
success,” as we kept repeating to ourselves.”
A C T IV E Y E AR S

2009 - 2021 “I remember having conversations about the strategy for mobile, a
platform on the rise back then. Would we go for a premium model and
PL AC E OF OR I G IN set ourselves up for, say, 10 million installs at price X, or should we go
Utrecht, The Netherlands for free2play, and have one hundred million users? I mean, that was
our way of looking at things, even as students, however far-fetched
NU M B E R OF F OU N DE RS it sounded to everyone around us, including our teachers. To give us
a decent runway and be able to hire staff in the future, an external
5
investment would be the best option, we felt. Work for hire wasn’t for
us as this would just distract us from our goal.”
NU M B E R OF F OU N DE RS AT C LOSI NG

4
Being a business
“To set ourselves up for any success, we tried to plan ahead and do

Stolen Couch
FIRST FUNDED BY
things like using school projects to try things out. We also wanted
Art subsidy (WWIK) to move out of the school buildings, and into offices in the Dutch
Game Garden, to show how serious we were about running a proper
F I R S T G AM E business. We just had that very strong sense we needed those steps
Kids vs. Goblins to get somewhere. Also because the rift with our fellow students was
growing. You’d ask them “what’s the go-to-market strategy for your
NOTAB L E S U C C E SS game?,” and you’d be greeted by empty faces, mostly.”

Castaway Paradise

PR I VAT E F I N AN C ING ROU NDS

Angel investors

Go big or go broke was our motto by then,
and so we started looking at trends.”

“After school, we released Kids vs. Goblins, a Diablo-like game for iPad.
We swiftly realized this was not what we wanted: it was a game-game,
much too focused on the fun of it, and not on the monetization. It
made some money (about 10k Euros), but nowhere enough to sustain
ourselves. The same was true for the next game, Ichi, a puzzle game
our friend Jay van Hutten had built the prototype for. We squeezed
it for all it was worth, monetized it, optimized it, ported it to various
platforms, but we only made something like 30.000 Euros off of it.”

21
Animal Crossing surprised at how easy they came to their decision.
Apparently they liked the pitch! Another surprise
“We could have gone on just like that, but all felt
was how hands-off they were. We kept them up to
we didn’t want to flatline like that until retirement.
date on releases and met during the shareholders’
Remember: most of us were still on art subsidies at
meetings once a year. As founders, we had a majority
the time, but our government grants would end soon.
share in the company, so there were never any large
Go big or go broke was our motto by then, and so
discussions with them about our business decisions.”
we started looking at trends. What is happening out
there, and how can we take a chunk of that cake? And
what would be interesting to investors? It was then The right idea
we looked at Animal Crossing, a highly successful “What they saw in us was: we had the right idea,
game only available on Nintendo platforms, and we at the right time, and we had a team that believed
thought: yeah, but what would happen if that would in the pitch. That system was our product, not the
be free2play on mobile?” game! From the outside, the game was all about
scheduled (weekly) content, and social interaction for
“We all felt we had a viable game idea, but we also the players. But investors were much more interested
knew monetization was key if we wanted to have in how we could tweak the in-game economy for
success. We focussed on that in our pitch to investors, bigger yields. And we had everything to offer to them:
whom we met at an industry event in Hamburg, and our system recognized what device you played on,
played to our weaknesses first, before selling ourselves say the latest iPad model, and tweaked the pricing
on our strengths. First, we told them we made terrible of items according to what we thought these users
mistakes with our first few games but would make would want to pay for in-game items. For Android
good through a killer monetization strategy for the users, we offered more ads, as they tended to pay less
next one. Our “special ability” was we could tweak in-game, et cetera. Other factors included geography,
Stolen Couch

the monetization of a game for any platform, and where people lived, and what we could expect from
react to any new trend, we told them. This adaptive them in terms of expenditure, but also the way a
monetization system was to be the basis of the new player responded to pricing in the game. This meant
game, Castaway Paradise. Two ”angel investors” said our system serviced the full range of f2p players, from
yes to that idea, both offering more than 200.000 people who opted for a monthly subscription to users
Euros in seeding money. I remember being super who paid by seeing ads.”

Castaway
Paradise
22
Castaway
Paradise

“The 400.000 seeding money first went into new cross-promotion, lowering the cost per acquisition
studio hires, then into the game. When we soft- with a new title, Castaway Home Designer. This more
launched the game, the early state of the game meant casual game included a gachapon mechanism with
not all KPIs were as high as we’d liked. After improving (randomly distributed) collectible cards, but it flopped.

Stolen Couch
the game for more than a year we launched it And so we went back to our investors and showed
worldwide. Initially, we had hundreds of thousands of them we would soon be bleeding money, and why we
organic installs per month. The monetization worked thought it wise to pull the plug. Of course, we were
pretty well, too. What worked against us, was people nervous, because they stood to lose a lot of money,
expected Animal Crossing-levels of polish, and we but they shrugged it off and said: “tough luck guys,
obviously didn’t have that. Our game also deviated better luck next time.” And that was the end of the
from Animal Crossing in terms of gameplay, alienating adventure.”
a large number of people who wanted a f2p carbon
copy of their favorite game.” “Looking back at it, the fun to us is in the fact the
game still makes money for us. That monetization


system we uploaded is still doing its job, across
various platforms including Xbox, PS4, and Switch.
They stood to lose a lot of money, but
Now, eight years after launch, we’ve recouped all
they shrugged it off and said: “tough development costs. Not exactly the “maximizing of
luck guys, better luck next time.” success” we had hoped for, but a pretty decent result
nonetheless.”

Bleeding money Stolen Couch disbanded in 2021. Eric is


But an even larger problem was in player acquisition. currently senior producer at Ronimo Games,
As the mobile market was getting more crowded, new where he continues to build games as a
players were hard to find without a large marketing service. Eric is also a member of the expert
budget. Also, as a small company, we could not scale panel at the Fors VC game investment fund.
in time to blast the competition out of the water with Castaway Paradise is still serviced and runs
improved content. In the end, it was too little and too on various platforms.
late. We tried to expand our IP, hoping it would enable

23
KeokeN Interactive

Interview • Koen Deetman

Finance your
game, but keep
the company
independent
A couple of key moments defined the fate of KeokeN
Interactive. Founders Koen and Paul Deetman always
looked for ways to finance the development of the
game, but never for shares in the company.

24
The history of KeokeN is both a cautionary tale and an epic saga. The
studio experienced its own Hero’s Journey with the development of its
debut game Deliver Us The Moon. They set out on a grand adventure,
learned valuable lessons along the way, were nearly beaten but

KeokeN never gave up in the face of adversity, and finally returned home

Interactive
triumphantly.

This particular journey started in 2013 at the kitchen table in their


F OU N D IN G Y E AR parent’s house where Koen Deetman and his older brother Paul
2 0 13 decided to start a game company together with their friend Johan
Terink. And not just any old game studio, but a triple-A game studio.
PL AC E OF OR I G IN “It might sound silly for a couple of guys with very little experience, but
we were dead serious. Why can’t we build a second Guerrilla Games?
Hoofddorp,
The ambition was there from the start”, says Koen Deetman
The Netherlands
Together with some friends and an artist he found on DeviantArt,
NU M B E R OF F OU N DE RS
Deetman started planning their first project. Inspired by the success of
3 the horror indie game ‘Slender: The Arrival’ the team started working
on their own horror game. With financial aid from parents and family,
CUR R E N T F OU N D E RS Deetman secured a small office in a multi-tenant building. They had

KeokeN Interactive
2 enough money to pay rent for 4 months. And in that time, they had to
come up with something that showed enough promise to impress the
CUR R E N T S TAF F Dutch Creative Industries Fund.

25+

CUR R E N T OF F I C E LO C AT I ON

Hoofddorp

Money was tight and although they were
living the dream of making games, the reality
of running a business came creeping in.”
FIRST FUNDED BY

Self-funded (work for hire),


Subsidy Gamefonds Key Moment number 1
“I applied for a grant at the Game Fund”, explains Deetman. “I thought
F I R S T G AM E I had quite a clever business case. It was either €15,000 for a prototype
Deliver Us the Moon or €48,000 for the full game. Not surprisingly they went for the cheaper
(Steam) (2018/19) and on PlayStation option.” It turned out to be the first key moment for the young studio
and Xbox in 2020 (that got its name from the gamertag Koen used when his clan
became online world champion with the game Soldier of Fortune 2

NOTAB L E S U C C E SS
when he was 18 years old).
“That money was super important for us. We stretched that budget
Overnight success of the
to last us a year, maybe even more. We bought new computers and
Deliver Us the Moon extended the lease on the office. The grant allowed us to look further
Kickstarter ahead and establish ourselves as a real company.”

PR I VAT E F I N AN C ING ROU NDS The three founders didn’t take out any salaries for themselves. All three
No (Game publisher advances ) still lived with their parents and got a monthly allowance of about 300

25
euros. Money was tight and although they were living share and taxes were deducted the sum was less
the dream of making games, the reality of running a than €50,000. That was enough to give KeokeN room
business came creeping in. They tried work-for-hire to expand but not enough to finish the game. They
projects to finance the game development but soon needed a publisher. Preferably a well-established one
found out that they couldn’t do both at the same time. that could pay for the rest of the development. So, a
A big decision was made to focus solely on the game. search began and after a lot of bad deal proposals
“It sounds cool and all but we decided to have an from many risk-averse publishers, KeokeN landed a
income of zero euros for the foreseeable future.” deal with Swedish publisher Starbreeze. “We were
invited to present our case to the board of directors.


We hoped for €400,000 max, but apparently, they
liked us and offered a €500,000 deal with full recoup
That was only possible after all the hardship,
and then a 50/50 revenue split. IP rights remained
and perseverance and a bit of luck.” ours.” Yes indeed, another key moment for the ever-
expanding game and budget.

The studio got a lease on life for another couple


Shoestring budget
of months when one of the founders Johan Terink
Deetman felt that the dream of actually building a
decided to take on a well-paying freelance job and
triple-A studio might become a reality. KeokeN grew
donate his income to the game’s budget. Horrinth, the
fast, from 5 to 22 employees, a mix of full timers and
prototype that was funded by the grant, was finished
interns, and work on Deliver Us the Moon went well.
by then and Koen Deetman was disappointed by the
They were hitting all of the milestones and payment
way the game looked. He searched for an alternative
came promptly. But publisher Starbreeze was taking
KeokeN Interactive

to Unity and found it in Unreal Engine 4. “We came


on far too many projects and saw some key titles
up with the early concept of Deliver Us The Moon
underperforming. And so less than a year after the
(working title MoonMan) through an internal pitch. It
deal, Starbreeze was no longer able to help KeokeN to
was heavily influenced by Stanley Kubrick’s 2001 Space
release the game. The brothers Deetman renegotiated
Odyssey and Duncan Jones’ film Moon (2009). We
the initial deal and retained the publishing rights. It
decided to do a Kickstarter campaign for the game.”
was agreed upon that the €500,000 would be paid
back in installments with revenues of the game.
Kickstarter Rollercoaster With no money coming in KeokeN had to let go of 12
The Kickstarter was another key moment. The team employees and try to finish the game on a shoestring
spent 4 months building a prototype and setting budget and with a core team. “I felt terrible,’’
up the Kickstarter campaign. Tons of research went remembers Deetman. “When you work so hard as
into striking the right balance between showing an a team, you really grow close. And now I had to fire
interesting project and asking for the right amount of them. Just awful.”
money. “A lot of people called us crazy that we went
for €100,000, but we knew we had to go big.” Deetman When part 1 of the saga finally came out as Deliver Us
approached hundreds of YouTubers in an attempt to the Moon Fortuna, KeokeN fulfilled its obligation to
garner interest for their new project. They struck gold the Kickstarter backers. But the game story was far
when popular German vlogger Gronkh rallied his fans from finished. To complete the full game the studio
behind Deliver Us The Moon. With special streaming was in desperate need of money. So, Koen and Paul
events, the game became an overnight success on went on a final search for a new publisher. In two
Kickstarter and the community carried the title over weeks, the brothers went to several conferences and
the finish line. “We couldn’t have done it without him”, pitched their game to more than 60 publishers. They
says Deetman. were close to exhaustion when they finally landed a
deal with English publisher Wired Productions. “To be
But the team soon found out that €100,000 on honest, we were really hoping for a larger publisher,
Kickstarter doesn’t exactly translate to the same but in the end, we couldn’t have been happier.” Wired
amount in your bank account. Once the platform

26
Productions paid for the completion of the game best possible studio. But that was only possible after
and ports to other platforms. “They did a good job at all the hardship and perseverance and a bit of luck.
marketing the game and produced a great-looking Along the way, we got some good advice from people
collector’s edition. It kept the studio afloat.” we trust and developed our own business intelligence.
We learned how to be agile and nimble. We have
Business Intelligence become so efficient, so cost-effective. We are quite
With the complete game released, revenues started disruptive if you look at our budget. We can deliver a
coming in. “The game did -and does- pretty well, but polished game for a very competitive price.”
it’s not enough to finance a medium-sized studio”,
says Deetman. The game was well received by critics Koen Deetman is now in a position to say that money
and gamers and that got the attention of larger isn’t the most important factor in the success of the
publishers. “Our ambition to become a real triple-A studio. “It’s always people and time over money. Take
developer is as strong as ever.” For KeokeN’s next good care of your employees because they determine
project they looked for upfront investment in the new the worth of your company.” So, what’s next for
game Deliver Us Mars and that’s exactly what they KeokeN Interactive? “We already had people inquiring
got from publisher Frontier Development. about buying the studio, but we haven’t yet decided
how we would like to go about this. We’re in this
“We’ve learned so much on this journey”, says business for the love of games, so that’s what we will
Deetman. “We now know our path to becoming the be doing for the years to come.”

KeokeN Interactive

Deliver Us
the Moon
27
Perspectives on the
growth of the Dutch
games industry
by Christel van Grinsven

The worldwide games industry is growing fast, and Dutch


companies profit from the worldwide growth in games as well.
Dutch Game Garden – together with some partners - collects data
about the growth of the Dutch games industry and insights into
trends and developments. Below are some data about growth
and funding from the Games Monitor 2022 edition. A full report
is available on our website www.dutchgamegarden.nl/games-
monitor.

The Dutch games industry has grown from roughly 320 companies in 2012 to 630 by
the end of 2021. The number of employees has increased from around 2700 in 2012
to 4560 in 2021. The total revenue of game companies has more than doubled since
2012 to € 420 - €440 million in 2021. Alongside a growth in numbers, how the industry
grows also has changed over the last ten years. Initially, the sector increased mainly in
the number of companies. Between 2015 and 2018, growth could be seen mostly in the
number of employees, while the last three years’ revenue showed the most noticeable

28
increase. Also, the number of companies with more On the one hand, professional investors want a proven
than 50 employees has grown significantly over the business model before they invest and on the other
years. These data reflect what we see in the current hand, game companies are not used to the idea of
investment climate: the Dutch games industry is on giving up control or IP and have never thought about
the road to maturity. a potential exit strategy.

Since the first edition of the Games Monitor report


in 2012, funding has been part of the surveys we A few developments helped change the perceptions
sent to developers. Over the years, we have seen the about external investments:
attitudes towards potential forms of funding change. • There are more examples of successful investments
External funding, specifically a private investment available;
(Angel investor or Venture Capital), has slowly become • These examples show it is possible to maintain
more interesting for developers: from less than 20% your creative freedom;
in 2012 to more than 40% of the companies in 2021 • Not all investors want a quick exit and investors
gave private investment as an option to finance their have gotten used to the rapidly changing business
ambitions for growth. This also shows in the type of models in the games industry;
arrangement companies are willing to accept. Project • The idea of ‘smart money’ has become more
funding is still very relevant, but a growing number widespread: investors do not only offer money but
of companies are also interested in equity-based also a useful network, experience, and knowledge.
arrangements. Over the years, we have also seen
the amount of money companies are looking for has
steadily increased.

Although finding a sufficient amount of capital to


grow remains a challenge for a large group (between
40 and 50% of the respondents), over the years these
challenges have changed. In the 2015 edition of the
Games Monitor, two main challenges were described.

29
Epilogue:
Key takeaways
In this edition of “Game Biz Stories” These are the key takeaways
about funding strategies, we have we’ve collected from the six
provided you with insights from interviews:
experienced entrepreneurs in the Dutch
• Be aware of the differences between project
games industry. It is not a blueprint funding and funding based on equity;
on how to fund your company. Many • The start of your company may not be the best
moment to start with equity funding. Depending
different stories can be collected
on your business model, it may be better to have a
about that. It is clear, there is not sound structure (employees, service model, etc.) for
one road to realizing your ambitions. your company first;
• Be prepared to run your company on a shoestring
Some companies want to remain fully
budget for a while;
independent and will choose a path of • Get advice from older or experienced people when
small steps and organic growth. Others you negotiate a deal;
• Think carefully about which share of the company
realize they need external funding if they
remains yours and how this potentially may dilute
want to fully accomplish their goals. during future investment rounds;
External funding can take various forms • Try to find an investor who is knowledgeable about
the entertainment industry, or otherwise be careful
and can vary according to what you
about unrealistic expectations;
want to achieve. • A good investor does not only offer money but also
knowledge and business insights;
The stories in this publication show a lot of variety and • Be prepared to deal with external pressure and
each one of them has a unique focus. All entrepreneurs deadlines;
have experienced ups and downs. One of the things • Don’t be too modest in your pitch to external
they have in common is their perseverance. Being investors: sell them a dream;
an entrepreneur involves making difficult choices, • Show investors what you have learned from
and running a business is hard, especially in game previous mistakes;
development. They had to be versatile and show • The quality of the team is very important to
resilience. Some were more successful in the endeavors investors;
described, others are still on their path to growth, and • External investors do offer the opportunity to grow
others had to cease their activities. All of them have faster than if you try to finance everything yourself;
learned valuable lessons. • External funding lets you make mistakes without
killing the company.

You will make your own choices and your own faults.
But we hope these lessons will help you along the way.

30
Colophon:

Game Biz Stories


Funding Strategies
Q4 2022

is a publication by
Dutch Game Garden
Europalaan 400-1, 3526 KS Utrecht, The Netherlands
T: +31 (0) 30 204 0227
M: info@dutchgamegarden.nl
www.dutchgamegarden.nl

Authors

Interviews
Eric Bartelson
Arjan Terpstra

Foreword and epilogue


JP van Seventer
Christel van Grinsven

Editing & support


Christel van Grinsven
Krista Hendriks
Aryeh Loeb
JP van Seventer

Design & Layout


Defigners

All rights reserved


© Dutch Game Garden 2022
This publication is made possible with
the support of Province of Utrecht and
City of Utrecht.

31
Game Biz Stories is published by Dutch Game Garden

32

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