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    Date submitted
  • 25-Nov-2016

Grace Foundry

Abstract

Our current mission at Grace Foundry is to release an innovative cooperative game into the VR space. We launched a successful Kickstarter Campaign in June to help market our 3D Puzzle game, Finding Gravity. http://kck.st/24Mg4cG Finding Gravity has been in development since January 2016 and has a tentative release date of February 2017.

Video

Original YouTube URL: Open

Introduction Video

Additional Questions

Who is your customer?

As of January 6th, 2016 Google has shipped over 5 million units of Google Cardboard. The Vive has reported to have sold “much more” than 140,000 units. Due to the cost of Google cardboard, we plan for our mobile user demographic to be a younger crowd as well as a more casual group of mobile app users. Due to the current cost of the HTC vive, our beginning adopters on this platform will be hard core VR users who are looking for an interesting and new experience. As Virtual reality becomes a more ubiquitous experience, our demographic will be shifted towards the casual music listener. As we iterate on a version of the game that is geared towards music therapy, we will also be looking into partnerships with various clinics.

What problem does this idea/product solve or what market need does it serve?

Innovation is dying publishers push out conventional games that bring in money for big companies. We are here to make the game industry great again.

Explain how you (your team) will execute to make this idea/product successful? What gives you (your team) an advantage over others already in the market or new to this market?

We are establishing our product on Google Cardboard so that users can easily obtain the app through their phone. Following this strategy helps strengthen user acquisition because it allows a user to experience the product in the comfort of his or her bedroom. One of Microsoft’s Lead Marketing Directors reached out to us with an open offer to help us market our experience for windows products. They are willing to give us the publicity we need to make a successful launch on the Windows Store. Our goal is to use partnership so that we can hit at least 300,000 downloads in our first month. We are working on a second marketing partnership with Skullcandy. Skullcandy is working on inventing headphones specifically targeted towards the VR space. We have reached out Skullcandy are currently in communication with Diego Nunez (Senior Director of Digital Marketing Commerce) and Matthew Windt (Director of Engineering and Innovation ) about possible partnerships.