ABOUT US

Alias Games, LTD.'s objectives are ambitious yet achievable. Upgrade and premium sales of $10 million in year 1 after commercial launch, $24 million in year 2 and $36 million in year 3. We forecast gross margin increases to 58% with net profit increases to 30+%. With our flagship product, 2 Revelation, we will achieve user numbers in excess of 2 million in year one with yearly increases of 150%. We feel given the broad attraction to this type of totally new game genre these numbers are extremely conservative and player numbers in the 5 million to 10 million mark are achievable. These goals will be maintained by adhering to three keys to success; compelling game design/unique offering, customer satisfaction, and the right management team.

The Market
The global video game industry is expected to grow even faster, at a CAGR of 4.8 percent from $71.3 billion in 2015 to $90.1 billion in 2020.

Meanwhile, the U.S. entertainment industry is going to grow at a rate of about 3.7 percent per year. Video games will grow faster than other larger segments such as TV and video (growing 0.5 percent CAGR), music (3.2 percent), cinema (1.2 percent), and books (2.9 percent). But it is growing more slowly than Internet access (7.1 percent), Internet ads (9.4 percent), and out-of-home advertising (4.3 percent).

2 Revelation Introduction
Prepare yourself for a voyage into an online multiplayer experience set in the heart of New York City during a time of Revelation. Welcome to the world of 2 Revelation. Armed with nothing but belief and persistence, your character is thrust into the fold of Armageddon in its most questioned form. The seven seals of revelation have been opened and the four horseman of the apocalypse descend to the realms of man to exact the will of the Divine. The world as we know it is stricken with chaos as the human race is confronted with the error of its ways by ethereal judgment. The sky is darkened to a perpetual night, and the sun is blotted out completely. The city itself is wrought with turmoil; its population immediately divided into two groups based on their faith. The "Saved" as they call themselves – a group of mortals who are pure of faith and heart, true believers in the flesh. They are Gods children who willingly accept the second coming of their heavenly patriarch. They are those who pray and believe in their creator. They recognize the error of their ways and repent for divine salvation. They are the chosen. And the "Damned" as they are called – a group of mortals who simply had not believed. Mortals who lack morals, commit crimes, lead scandalous lives of deception and greed, or simply those who will never believe. They are those who harbor despair instead of hope. They disregard the ways of the divine and focus on self-preservation, or humanity. They are the forsaken.

The Strategy
Alias Games, LTD. will follow four concise strategies to achieve the desired growth. We will build an extremely compelling, totally unique free-to-play game which will be highly controversial. We will develop a strong platform and delivery infrastructure while taking advantage of low cost offshore outsource entities and the existing infrastructure offered by the Game Center Group. By fully integrating wagering as part of the game play model the revenue potential is extremely compelling. The key for us will be to get our products to market and do it in an extremely cost effective manner. Alias Games, LTD. will remain focused and design a compelling near real-time game that centers around the second coming. No other game studio or publisher has the constitution to bring such a controversial game to market. Lastly, Alias Games, LTD. will focus on massive opportunities for advertising and merchandising in the game which will help defray development costs and drive significant bottom line revenues.

Mission
Alias Games, LTD. plans to introduce a controversial game that will reach many in one way or another. In addition to offering a game centered around the second coming, our plan is to fund as much of the game development as possible thru an advertising and sponsorship model that will allow companies who have no outlet for advertising a venue thru which they can communicate their message. As the game will be focused on traversing life as a sinner, the damned, or a non-sinner, the chosen, we feel we can appeal to the many companies in terms of advertising/sponsorship opportunities. Given that our game will be set in near modern times we feel that partnerships with apparel manufacturers, automobile manufacturers, etc. to introduce new lines to the market place. Imagine your character inside the game wearing the very latest Dolce Gabana evening dress...before it hits retail shelves. On the go wagering and side games will significantly increase revenue opportunities. The marketing and branding possibilities are endless. We feel that a game of this magnitude has major implications for market presence and brand awareness. Alias Games, LTD. has the experience and know how to bring this possibility to life.

Keys to Success
1. Marketing power - Word of mouth and internet marketing coupled with non-traditional guerilla marketing will make the flagship title a must have.
2. Availability - We need to have our flagship product available for digital download only. This not only cuts out traditional publishing houses who take a substantial piece of the revenue pie but also alleviates any issues with respect to the mature rating and controversial nature of the game that potential retailers would shy away from. Also by utilizing a digital download platform we avoid expensive box design, marketing and manufacture costs associated with traditional box sales.
3. Customer satisfaction. Our collective experience started on the service side of the house. As such we have intimate knowledge of what works, what doesn't and more importantly what consumer expectations are.
4. Long-term customer satisfaction and low churn is critical to our survival.
5. The right management team, with strong foundations in marketing, management, finance, and MMO game development.
6. Enough working capital to survive in this working-capital-intensive business.

Executive Summary
Alias Games, LTD. is a Nevada S Corporation. The company has received minor investments from Game Center Group. Alias Games, LTD. creates and designs online video games with a special emphasis on Massively multiplayer Online Games (MMOG).

Alias Games, LTD.'s objectives are ambitious yet achievable. Subscription sales of $47 million in year 1 after commercial launch, $64 million in year 2 and $82 million in year 3. We forecast gross margin increases to 58% with net profit increases to 40+%. With our flagship product, 2 Revelation, we will achieve subscription numbers of 265,000. We feel given the broad attraction to this type of totally new game genre these numbers are extremely conservative and subscription numbers in the 500k to 1 million mark are achievable. These goals will be maintained by adhering to three keys to success; compelling game design/unique offering, customer satisfaction, and the right management team.

The Market
The U.S. entertainment industry is going to grow at a rate of about 3.7 percent per year. Video games will grow faster than other larger segments such as TV and video (growing 0.5 percent CAGR), music (3.2 percent), cinema (1.2 percent), and books (2.9 percent). But it is growing more slowly than Internet access (7.1 percent), Internet ads (9.4 percent), and out-of-home advertising (4.3 percent).

One of the reasons that gaming is thriving is that it has so many segments. PC gaming is expected to grow at a rate of 6.3 percent per year through 2020. That is being driven by outstanding games such as Riot Games’ League of Legends and other popular action titles, said Chris Vollmer, a strategist in PwC’s global entertainment and media business

2 Revelation Introductions
Prepare yourself for a voyage into an online multiplayer experience set in the heart of New York City during a time of Revelation.

Welcome to the world of 2 Revelation. Armed with nothing but belief and persistence, your character is thrust into the fold of Armageddon in its most questioned form. The seven seals of revelation have been opened and the four horseman of the apocalypse descend to the realms of man to exact the will of the Divine. The world as we know it is stricken with chaos as the human race is confronted with the error of its ways by ethereal judgment. The sky is darkened to a perpetual night, and the sun is blotted out completely. The city itself is wrought with turmoil; its population immediately divided into two groups based on their faith.

The "Saved" as they call themselves – a group of mortals who are pure of faith and heart, true believers in the flesh. They are Gods children who willingly accept the second coming of their heavenly patriarch. They are those who pray and believe in their creator. They recognize the error of their ways and repent for divine salvation. They are the chosen.

And the "Damned" as they are called – a group of mortals who simply had not believed. Mortals who lack morals, commit crimes, lead scandalous lives of deception and greed, or simply those who will never believe. They are those who harbor despair instead of hope. They disregard the ways of the divine and focus on self-preservation, or humanity. They are the forsaken.

The Strategy
Alias Games, LTD. will follow four concise strategies to achieve the desired growth. We will build an extremely compelling, totally unique MMO game which will be highly unique. We will develop a strong platform and delivery infrastructure initially for Facebook and mobile gameplay while taking advantage of low cost offshore outsource entities and the existing infrastructure offered by the Game Center Group. Compelling and engaging game play will be accomplished usin the Unity3D Engine. By using this cutting edge technology we will lead the way for immersive 3D experiences. The key for Alias will be to get our products to market and do it in an extremely cost effective manner. Utilizing social networking platform with mobile access will allow us to keep our development costs in check while gauging success of the IP. Alias Games, LTD. will remain focused and design a compelling near real-time game that centers around the second coming and more specifically the book of Revelations which has no licensing fees associated with it. No other game studio or publisher has the constitution to bring such a controversial game to market. Lastly, Alias Games, LTD. will focus on massive opportunities for advertising and merchandising in the game which will help defray development costs and drive significant bottom line revenues.

The Management Team

D. Scott Mattson – Founder
Mr. Mattson has over 19 years Executive experience in the customer relationship management arena for large telecom providers and entertainment entities, including Electronic Arts and Sony Online Entertainment. He is a recognized expert in the outsource model having integrated large CS organizations that are scalable and economical worldwide. His tenure started with Origin Systems Inc. as the Director of Player Relations for Ultima Online and moved to Electronic Arts as worldwide Director of Product Management/CRMD. Mattson was instrumental in the launch of multiple MMO titles for EA including Motor City Online, Earth & Beyond, The Sims Online, Club Pogo, and Majestic. He played a critical role with respect to the overall customer support footprint that encompassed all the MMO titles for EA. Many of the tools and processes used at EA today are a result of his direct input.

Previous to Mattson's engagement at Origin/Electronic Arts he served as Director of Online Marketing & Product Development for ALDI/TeleWorth and as Director of Operator Services for Capital Network Systems in Austin, Texas.

Mr. Mattson's latest tenure was at Sony Online Entertainment as Executive Director of Global Customer Support which included contact centers in the UK, India and San Diego. At SOE he was responsible for all in-game customer support activities for EverQuest, Star Wars Galaxies, PlanetSide and EverQuest Online Adventures. While at SOE he oversaw the launch of EverQuest II, and the integration of The Matrix Online. Mattson provided many enhancements to the existing service when arriving at SOE including the implementation and management of the company's outsource efforts in India and the UK, direct management of the International CS integration teams and recommendation on enterprise CRM solutions in place at SOE presently. Mr. Mattson currently owns Game Center Solutions & Investment Group, LLC out of San Diego.

Credits:

• Ultima Online: The Second Age

• Ultima Online: Renaissance

• Ultima Online: Third dawn

• Ultima Online: Lord Blackthorns Revenge

• Ultima Online: Age of Shadows

• Majestic

• Motor City Online

• Earth & Beyond

• The Sims Online

• Club Pogo

• EA Sports Online (multiple titles)

• EverQuest II

• Star Wars Galaxies: Jump to Light Speed

• Star Wars Galaxies: Episode III; Rage of the Wookiees

• Star Wars Galaxies: Japanese Launch

• EverQuest: Champions of Norrath

• EverQuest: Omens

• EverQuest: Gates of Discord

• EverQuest: Return to Arms

• The Matrix Online - CS integration efforts

• Dungeons & Dragons Online: Consultant Capacity

Alyr Alonso – e-Support Director (Poway, CA.)
Mr. Alonso joined Game Center Group 4 years ago and quickly grew within the company. His past accomplishments in business ownership, customer service and management made him an ideal fit.

Mr. Alonso currently holds the title of e-Support Director and manages the day-to-day client process internally for the company. He has a deep understanding of the client’s needs and what it takes to deliver world class service in and outside of the gaming vertical. An avid board game player and video game aficionado make him a perfect fit for any process.

John Venners – Officer/Board Member (Scottsdale)
Mr. Venners has over 35 years of experience in developing and managing private and public companies. He began his business career after working at the White House Office of Emergency Preparedness during the 1973-74 national crises. Venners realized early on the importance and benefits of understanding public policy and government initiatives in developing new, early stage companies. He was co-founder of KFx, Inc. which traded on the NYSE. In addition, he teamed up with Sumitomo Corp to introduce new, innovative technologies to the North American market. Venners founded and managed numerous entities involved in international trade. He has been quoted on numerous occasions, including in the Wall Street Journal, Business Week, the New York Times, the Washington Post, and has traveled the world extensively on behalf of his various business ventures.

Objectives
1. To increase sales to $47 million in year 1(post launch), $64 million in year 2(post launch) and $82 million in year 3 (post launch)

2. To increase gross margin to 60% and net profit margin to more than 40+%.

3. To achieve registered user number of 1 million by the end of year 1 (post launch), 1,5 million registered users by the end of year 2 (post launch) and 3 million registered users by the end of year 3 (post launch).

4. To achieve $1.00 per subscriber/monthly in ad/branding revenue by the end of year 1 (post launch) and maintain this average throughout the product lifecycle.

5. To achieve $.20 per subscriber/month in merchandising revenue by the end of year 1 (post launch) and maintain this average throughout the product lifecycle.

Mission
Alias Games, LTD. plans to introduce a controversial MMO game that will reach many in one way or another. In addition to offering a game centered around the second coming, our plan is to fund as much of the game development as possible thru an advertising and sponsorship model that will allow companies who have no outlet for advertising a venue thru which they can communicate their message. As the game will be focused on traversing life as a sinner, the damned, or a non-sinner, the chosen, we feel we can appeal to the many companies in terms of advertising/sponsorship opportunities. Given that our game will be set in near modern times we feel that partnerships with apparel manufacturers, automobile manufacturers, etc. to introduce new lines to the market place. Imagine your character inside the game wearing the very latest Dolce Gabana evening dress...before it hits retail shelves. The marketing and branding possibilities are endless. We feel that a game of this magnitude has major implications for market presence and brand awareness. Alias Games, LTD. has the experience and know how to bring this possibility to life.

Keys to Success
1. Marketing power - Word of mouth and internet marketing coupled with non-traditional marketing will make the flagship title a must have.

2. Availability - We need to have our flagship product available for digital download only. This not only cuts out traditional publishing houses who take a substantial piece of the revenue pie but also alleviates any issues with respect to the mature rating and controversial nature of the game that potential retailers would shy away from. Also by utilizing a digital download platform we avoid expensive box design, marketing and manufacture costs associated with traditional box sales. Placement on Steam. iTunes and Google Play will also be part of the distribution plan.

3. Customer satisfaction. Our collective experience started on the service side of the house. As such we have intimate knowledge of what works, what doesn't and more importantly what consumer expectations are.

4. Long-term customer satisfaction and low churn is critical to our survival.

5. The right management team, with strong foundations in marketing, management, finance, and MMO game development.

6. Enough working capital to survive in this working-capital-intensive channel.