They are the first NFT marketplace to connect major brands. We can already see this on their website, which currently has brands such as ‘The Godfather’ and ‘Lost in Space’. They are also working with major film brands such as Paramount, Warner Bros and Universal. The big difference between Rarible and Terra Virtua is brands, and in this case HUGE ones! Rarible allows any artist, good or bad to submit work, which isn’t necessarily a good thing.
Topps trading cards are huge, I imagine at some point in all of our lives we have collected some type of trading card; whether that is a World Cup sticker collection, NFL or NBA. Imagine the possibilities if Terra Virtua partnered with Topps…
Terra has a full suite of products enabling collection, trading and interaction of NFTs. They also plan DeFi integration into their ecosystem.
They also boast that they are the first streamlined commercialisation platform for creators and collectors.
Their ecosystem can be broken down into 3 sections: Buy & Trade, Interact and Social.
Buy and Trade focuses on: Web NFT Marketplace, Digital Art Marketplace, and 3D Gallery Storefront.
Interact focuses on: Fancave, Terradome, Personal Gallery, Mobile AR, Personal Gallery VR, andTerradome VR.
Social focuses on: Web Social Hub, Mobile App, Shared Spaces, and Rewards + Staking.
Their native token ‘Kolect Token (TVK)’ is designed around all aspects of their ecosystem.
- Facilitate transactions
- Rewarding Creators
- Commercialising Collector Portfolios
- Governance
- Staking
Value Proposition (Crypto Model)
- Creators, collectors and fans can use TVK for transactions and stake TVK to boost commercialisation.
- Investors stake TVK to get access to open DeFi products.
- Demands for NFT drives revenue which drives more Ips and more mainstream users.
Value Proposition (Mainstream Business Model)
- Revenues used to buy new IPs.
- Brands tell their users about TV.
- Fans join platform and buy NFTs and TVK.
- Mainstream brings in fresh capital and demand to drive TVK price.
There are some interesting points to take away from the roadmap above. The original vision of TV was AR and VR entertainment, which covered live sporting events/concerts using VR, content creation through their partnership with Unreal Engine and the use of the tools, and a huge social/streaming platform.
There are a number of games that have been developed through a number of different game development studios, with more being planned. Robo Recall is one such example! What is also very promising is that TV would fund the content creation for their platform. This fits perfectly with the roadmap if you take a look in the Q2 2021 section.
Another notable element of the roadmap is within the Q3 2021section, we can see Streaming + Multiplayer from the Fancave. Richard ‘Ninja Blevins AKA ‘Ninja’ (https://www.twitch.tv/ninja) is apparently on board with the project. What does this mean? Well, if you follow gaming, you will know that gamers follow Ninja like Catholics follow the Pope, he is their Jesus Christ!
If Ninja started streaming on TV, that would be big indeed! He reportedly left Twitch streaming for Mixer (Microsoft) and was paid a fee between 20–30 million dollars to do so. He is big business and where he goes, his viewers go. His stats can be found here: https://twitchtracker.com/ninja/statistics
Team
Gary Bracey (Chief Executive Officer)
A BAFTA-nominated games industry veteran of 35+ years, has been active in all aspects of the business from Head of Development at Ocean Software in the 80’s/90’s to Founder of tech company Digimask in 2000. Having been involved in every transition of the videogames cycle, from home computer to console to mobile to VR.
Bracey has demonstrated an ability to identify and bring to market successful games, not only for the Western territories but also for Asia. Success in both the development and commercial aspects of the industry has lent him a unique and rounded perspective of the business. Bracey is an active member of both BAFTA and UKIE.
Kish Hirani (Chief Technology Officer)
20+ years career in the games industry. Former Head of Developer services for Sony PlayStation including PlayStation VR from early concept to launch. Also was technical director for development studios and publishing houses including Acclaim, THQ and Microsoft. Kish’s experience has included running divisions developing and managing resources for all developer-facing technical activities.
Recently as tech consultant, mentor and advisor, mainly still in the games industry, he has been shaping the VR and AR scene via talks and panels at notable videogames conferences as well as through the BAFTA VR advisory group and UKIE Mixed Reality Subgroup.
Doug Dyer (Chief Operating Officer)
A PC, console and mobile industry veteran having worked at Microsoft Game Studios and is the founder of Warner Bros. and THQ’s mobile games divisions. During his career he has helped produce more than 300 different game titles, design games and negotiate publishing deals. As an experienced entrepreneur he has also helped create and build 3 successful international entertainment software companies. Doug has been involved in the development and launch of over 120 games and apps across all platforms accounting for billions in revenue.
Keith Ramsdale (Chief Commercial Officer)
A Games Industry veteran of 25+ years, Keith was Vice President of the Major Markets in Europe at Electronic Arts until 2015. As a key executive, he held responsibility for the P&L delivery across the region, working alongside EA’s Studios, Country teams and external partners. Directly after leaving EA, he took an non-executive director role advising an Esports start up. Keith joined Testronic Laboratories, the QA and localization specialists as Chief Operating Officer in early 2016. During his time there he has overseen the on boarding of the world largest games and film companies.
Industry Support:
Recognised in PCR’s 2014 “50 Most Influential People in Tech.” Board member at UKIE — the trade body for the UK’s games and interactive entertainment industry. Chairman of The London Games Festival Industry. Figurehead for the Government’s 2008 Byron Review negotiating with the UK Government to re-define the Video Games Age Rating system.
Jawad Ashraf (Founder)
Jawad Ashraf is a successful entrepreneur focused on technology innovation over a period of thirty years. Currently Head of Technology at the Entertainer Dubai working on the most successful mobile application in the Middle East. Investor in successful mobile application companies and has been in the VR space since its inception, releasing titles on every platform.
The team is made up of around 30+ people. What we can see in the team above is a wealth of experience. Bracey made games that myself and possibly yourself played in the late 80s and 90s. He moulded with his own hand the experiences we had. Furthermore, there are other members of the team that have a vast experience with many different platforms; VR, mobile, console and PC. Also, members of the team have experience working at different developers and publishers which include powerhouses such as Microsoft, THQ, Electronic Arts (EA) and of course Sony. If the team above can’t deliver I don’t know who can!
Finally, I would like to point out that Keith Ramsdale spent 19 years at Electronic Arts. During this time, we saw the rise of in-app purchases, paid downloadable content (DLC) and pay to win. There is a very good chance that Keith had influence over this new element to gaming. It was so popular in fact that games companies made more money from this side of the business than from actual sales of the game. Why is this important? This is important because this kind of creative thinking, outside the box strategy can fit perfectly within the NFT and DEFI space and ultimately it’s a means of gaining REVENUE.
PARTNERS:
Epic Games (Unreal Engine)
Epic Games, Inc. is an American video game and software developer and publisher based in Cary, North Carolina. The company was founded by Tim Sweeney as Potomac Computer Systems in 1991, originally located in his parents’ house in Potomac, Maryland. Following his first commercial video game release, ZZT (1991), the company became Epic MegaGames, Inc. in early 1992 and brought on Mark Rein, who is the company’s vice president to date. Moving their headquarters to Cary in 1999, the studio’s name was simplified to Epic Games.
Epic Games develops the Unreal Engine, a commercially available game engine which also powers their internally developed video games, such as Fortnite and the Unreal, Gears of War and Infinity Blade series. In 2014, Unreal Engine was named the “most successful videogame engine” by Guinness World Records.
Epic Games owns video game developers Chair Entertainment and Psyonix, as well as cloud-based software developer Cloudgine, and operates eponymous sub-studios in Seattle, England, Berlin, Yokohama and Seoul. While Sweeney remains the majority shareholder, Tencent acquired a 48.4% outstanding stake, equating to 40% of total Epic, in the company in 2012, as part of an agreement aimed at moving Epic towards a games as a service model. Following the release of the popular Fortnite Battle Royale in 2017, the company gained additional investments that enabled to expand its Unreal Engine offerings, establish esport events around Fortnite, and launch the Epic Games Store. As of August 2020, the company has a US$17.3 billion equity valuation.
Wax
WAX is the safest and most convenient way to create, buy, sell, and trade virtual items — to anyone, anywhere in the world.
Hundreds of millions of people around the globe already trade digital and physical items. But the problems that plague the digital goods and trading community have stunted its growth far beneath its full potential.
WAX has created a full suite of blockchain-based tools that allows anyone to trade digital or even physical items instantly and securely, to anyone, anywhere.
Participants of the Worldwide Asset eXchange gain access to a global community of collectors and traders, buyers and sellers, creators and gamers, merchants, dApp creators, and game developers.
Buy and sell gift cards with confidence on a marketplace powered by WAX. Or build an online store with ease using our B2B tools. Create a digital version of the sneakers in your closet and then sell them to a buyer who lives half a world away.
WeMerge
WEMERGE — The Investment Strategists in Blockchain — was established in Singapore with operational offices in China, Malaysia and the SEA region and listed on Bancor Network in May 2018. Our focus is to accelerate the growth of high-profile blockchain portfolios across the globe. Moreover, we provide the means for anyone to become a smarter investor by using our effective and comprehensive BlockMax Superconference, as well as our global community ecosystem.
Make[Real]
We create immersive learning experiences that result in meaningful, validated outcomes. Our purpose is to inspire, immerse and enable people to grow — at work, at home and on the move. We are driven by solutions, not technologies. We believe that immersive experiences are transforming the way we work, learn & play. We create collaborative serious games, VR and AR training experiences & other tools that support new ways of changing behaviours for the better.
nDreams
An award-winning VR studio, dedicated to high-end games and experiences. Since 2013, we have launched numerous titles, whilst building a team of over 100 industry pioneers to deliver quality VR content.
Our team has come from the biggest studios from within the video games industry, bringing a wealth of experience in their specialist fields.
Cooperative Innovations
www.cooperativeinnovations.co.uk
We have a core belief that immersive technology is the future of entertainment, work and life. We have a passion for removing the barriers to creating compelling, immersive experiences for all to enjoy. But we also believe that people are the multiplier for any technology, so our work is focussed on educating and empowering creators, technologists and consumers to create shared, social VR/AR spaces. To do that, we have an ongoing commitment to establishing best practice in VR/AR development through extensive R&D, the creation of industry-leading tools and technology, and training and knowledge-sharing.
Conclusion
So what can we expect from Terra Virtua? Well, firstly I would like to point out that this is a team of veteran game developers, they have careers that span over 30 years, at some of the best companies in the industry. They know how to craft experiences that will last and they know how to build hype. This team compared to any other game development blockchain team is ALLSTAR!
Our current experience of NFTs is a 2D image on a screen which follows you around marketplaces such as OpenSea or Rarible and is connected to our ethereum account. What if I told you that not only could you earn and buy NFTs in Terra Virtua but you could also inspect them in 3D inside of your fan-cave! What if I told you that not only can you inspect them in 3D but you can get inside of them and drive them around, even fly them around the Galaxy! This is the grand vision of Terra Virtua! With Terra Virtua we are inching closer and closer to the movie ‘Ready Player One’.
Why stop there? In their original vision of VR and AR entertainment, they planned on giving the consumer the ability to watch live sporting events from within their virtual world while you’re in the comfort of your own home. You could even go to a virtual concert and feel like you are in the front row. It is all possible with VR. I think the possibilities of live sporting events and concerts are too good to be left out, and looking at their roadmap I can certainly see where these would fit in nicely.
The future is extremely bright for Terra Virtua, they have the team, the experience, the network, the partnership and the vision to make it something truly remarkable. The only limitation is the imagination and they have that in abundance!