We make software that empowers everyday users with the ability to create studio-quality, animated content
Business overview
Location | Antwerpen, Belgium |
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Social media | |
Website | seedrs.iim.media |
Sectors | Entertainment Digital Mixed B2B/B2C |
Company number | BE0628.984.820 |
Incorporation date | 28 Apr 2015 |
Investment summary
Business highlights
- Proprietary software and render engine with proven track record
- Democratising and disrupting the animation industry
- Preparing for consumer market launch for mobile applications
- Technology selected to be used at the Tokyo 2020 (2021) Olympics
Idea
Introduction
The rise of online social platforms has sparked a revolution in consumer generated and shared content. Consider the popularity of YouTube and Tik Tok, among others. While these platforms make effective use of video-sharing, animation is a highly attractive and powerful means of communication, that we feel has been left out of the trend. In our view, this is because there is a lack of online resources allowing people to easily create and share 3D animated content.
IIM is committed to empowering everyday users with the ability to produce and share animated stories through innovative, real-time 3D animation tools. Based on proven expertise in the field, IIM has responded to this need with the creation of Animachine, software specifically intended to enable easy-to-use, real-time animation production and interactivity on any device.
Our first product, Push! is planned to integrate the thrill and challenge of a multi-user game within a social sharing structure, and intended to implement A.I. and behavior data.
Substantial accomplishments to date
IIM has developed a range of real-time 3D software products that have been used in major events, television shows and productions.
The Animation Now platform was selected to be used to animate the Tokyo 2020 Olympic mascot.
Monetisation strategy
Like TikTok and Fortnite, ‘Push!’ and later Animachine are both intended to be free to use. However, as users begin to evolve their characters, they will be motivated to purchase digital assets and upgrades in our asset store. The bulk of revenue, however, is intended to come from advertising when the app begins reaching volume benchmarks.
A secondary stream of income is planned to be generated by licensing the Animachine platform to third party content developers and providers. For example, Animachine could function as the perfect upgrade for companies offering creative services in the “explainer video” market. Additionally, branded content and ‘brand takeovers’ from drink, sportswear and other companies can become a significant, supplementary revenue stream. We will also introduce an option where 3D artists sell customized characters, props and animated moves through our digital asset store from which we would collect a percentage of revenue.
Our planned strategy is shown here:
Use of proceeds
We are raising these additional funds to strengthen our team, launch a thorough marketing effort and further develop our product roadmap. Because we plan on taking a lead position in this emerging market, we will also need to invest in increasingly powerful A.I. and deep tech. Therefore, we foresee enhancing our R&D team with additional experts in that field.
Key Information
Debt
Please note that the following debts are outstanding:
1) €50k Subordinated Loan from Cofima which was taken out on the 23rd of October 2019. This loan accrues interest at 8% annually. This loan is to be paid back including accrued interest by the 31st of December 2022.
2) €50k Subordinated Loan from Herman Spliethoff which was taken out on the 1st of August 2019. This loan accrues interest at 8% annually. This loan is to be paid back including accrued interest by the 31st of December 2022.
No investor funds will be used for the repayment of these loans.
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