ANDi Games LTD Pitch Deck (2017): 27-Slide Seed Deck

See all 27 slides of the ANDi Games LTD pitch deck — a 2017 Seed deck — with a slide-by-slide teardown of what the deck does well and where it falls short.

ANDi Games LTD presents a pitch for a mobile gaming assistant designed to bridge the gap between players looking for high-quality content and developers struggling with discovery. The deck relies heavily on analogies to Spotify and Netflix to explain its value proposition: an automated recommendation engine that pushes games to users based on behavioral profiles. With a business model centered on cost-per-install (CPI) fees ranging from £0.15 to £3.00 and premium analytics for developers, the company seeks £350,000 to fund a 12-18 month runway. While the deck provides a clear product timeline…

Key takeaways

Slide-by-Slide Analysis

Slide 1: Title Slide

The deck opens with the company logo: 'ANDi' with a mascot—a blue spherical character wearing a gaming headset and holding a controller. The tagline is 'Your mobile gaming assistant.' It establishes the brand identity immediately as consumer-facing and friendly.

Slide 2: The Value Proposition (The 'Spotify' Comparison)

This slide uses a comparison table to position ANDi alongside Spotify and Netflix. It defines the 'Goal' as helping people find the best games, just as Spotify does for music and Netflix for movies. The 'Sources' for ANDi are listed as 'Games from App Stores' and 'Profiles from Players.' Crucially, it differentiates its 'Automated Recommendations' by stating they are 'Actively pushed to gamers before and during browse,' contrasting this with Netflix's manual browsing model.

Slide 3: Technology Stack

ANDi provides a high-level overview of its infrastructure. The stack is split into two components: 'Data Collection' using Google Cloud SQL (Database) and a 'Recommendation Engine' powered by Machine Learning written in Java and Python. This slide is intended to signal technical competence and scalability to investors, though it lacks specific details on the algorithms or data points used.

Slide 4: Product Timeline

The timeline tracks development from March 2016 to a future outlook of 18-24 months. Key milestones include:

August 2016: V1 - Base App · April 2017: Beta Test Suite · January 2018: Automated Recommendations · March 2018: Developer Campaigns · 12-18 months: Apple iOS launch · 18-24 months: AR & VR integration

One notable error on this slide is the placement of 'User Engagement' in March 2016, which appears out of chronological order after December 2016 milestones.

Slide 5: Global Mobile Gaming Market

This slide presents market sizing data. It lists 825 million active gamers on Android (out of 1.1 billion users) and 350 million on iOS. Revenue figures for 2016 are cited at £11 billion for Android and £10 billion for iOS. By 2020, the company projects these will grow to £18 billion and £17 billion respectively. A callout box notes that gaming revenue is growing at 8% year-on-year, which they claim is faster than the Chinese and Indian economies.

Slide 6: Business Model

Industry Recommendations: Charging a fixed fee (£x) for slots in the 'Featured Section' for a set number of days. · Marketing Campaigns: A CPI (Cost Per Install) model charging developers £0.15 to £3.00 per install. · Marketing Analytics: A tiered data service where the 'Premium package' provides demographics like age, gender, and even location-based context (travelling, at home, at work).

Slide 7: Why Now?

This slide addresses the market timing. It argues that 'Game discovery is a growing problem' that is getting worse for both users and developers. It also claims that AI and Machine Learning have finally 'advanced to provide us with the capability' to make these recommendations at scale. This is a standard 'market tailwinds' slide designed to create urgency.

Slide 8: Further Applications of ANDi

ANDi suggests that their recommendation engine is horizontal. They propose three future verticals:

Other Apps: Targeting education and lifestyle apps, noting that 60% of app installs are not games. · Investment Assistant: A B2B tool to match startups with investors by scraping AngelList and Crunchbase, taking a commission on investments. · Gambling/Food & Drink: Suggesting bets in real-time or recommending festival food by syncing with user calendars.

This slide may be perceived as 'visionary' by some, but others might see it as a lack of focus for a seed-stage startup.

Slide 9: The Ask (12-18 Months Runway)

The final slide in this set details the funding requirement: £350,000. The funds are intended to:

Hire a part-time designer and a video intern. · Expand the technical team for faster iOS development. · Run business and gaming events. · Prepare for a subsequent round of £1.5 million to £2 million in 12-18 months.

What Works Well

Clear Analogies: By comparing themselves to Spotify and Netflix, the founders bypass a long explanation of how recommendation engines work. Investors immediately understand the user experience they are aiming for. Specific Pricing: Unlike many early-stage decks that remain vague on revenue, ANDi provides specific CPI ranges (£0.15 - £3.00) and a clear tiered structure for their analytics product. Visual Roadmap: The timeline, despite a chronological typo, gives a clear sense of the product's evolution from a simple app to a complex AI-driven platform.

What Is Missing

The Team: In the provided slides, there is no mention of the founders, their backgrounds, or their technical expertise. For a seed round, the 'who' is often as important as the 'what.' Traction Metrics: While the roadmap mentions a 'Beta Test Suite' and 'User Engagement,' there are no hard numbers. Investors would want to see current monthly active users (MAU), retention rates (Day 1, Day 7, Day 30), and the number of developer partners already signed up. Competitive Landscape: The deck identifies the problem of discovery but does not acknowledge existing competitors like the App Store's own editorial teams, specialized discovery apps, or social media advertising (Facebook/Instagram), which are the primary ways developers currently solve the discovery problem.

Founder Takeaways

Focus the Vision: Slide 8 (Further Applications) attempts to show a massive TAM by suggesting the tech can work for gambling and venture capital. However, for a £350k seed round, this can look like a distraction. Founders should ensure their 'future vision' doesn't undermine the credibility of their 'current execution.' Validate the 'Why Now': The claim that AI has 'now advanced' to make this possible is a common trope. A stronger slide would explain what specifically changed in the last 12 months (e.g., specific API access or new ML libraries) that makes this viable today when it wasn't two years ago. Connect the Ask to Milestones: Slide 9 does a good job of listing what the money will buy, but it should more explicitly state what metrics that money will achieve (e.g., 'Reach 100k MAU' or 'Onboard 50 developers') to justify the next £1.5m round.

Frequently asked questions

What is the core problem ANDi Games is trying to solve?
According to Slide 7, the company identifies 'game discovery' as a growing, suboptimal problem for both mobile users and developers. They argue that as the volume of apps increases, finding quality content becomes harder for players, while developers struggle to reach their target audience effectively. ANDi aims to solve this by using AI and machine learning to provide personalized recommendations at scale.
How does ANDi Games plan to make money?
The business model detailed on Slide 6 is three-fold. First, they charge developers a cost-per-install (CPI) fee between £0.15 and £3.00. Second, they offer 'Featured Section' slots for a fixed fee. Third, they provide marketing analytics, with a 'Premium package' that offers deep demographic breakdowns, including user location (e.g., at home vs. at work) and other installed games.
What is the technical foundation of the product?
Slide 3 outlines a relatively standard technology stack. Data collection is handled via Google Cloud SQL databases. The core intellectual property, the 'Recommendation Engine,' is built using Machine Learning frameworks in Java and Python. This engine is designed to 'actively push' recommendations to gamers rather than requiring manual browsing (Slide 2).
What are the company's plans for the £350,000 investment?
As shown on Slide 9, the funds are earmarked for a 12-18 month runway. Specific allocations include hiring a part-time designer and a video intern, expanding the technical team to accelerate the Apple iOS launch, and running gaming events. The goal is to reach a position where they can raise a larger Series A round of £1.5m to £2m.
Does the deck show any proof of market traction?
The provided slides focus more on market potential and product roadmap than historical performance. Slide 4 mentions 'User Engagement' in March 2016 and a 'Beta Test Suite' in April 2017, but the deck does not list specific numbers for Daily Active Users (DAU), total downloads, or actual revenue generated to date.
Cover slide of the ANDi Games LTD pitch deck — Seed 2017
ANDi Games LTD pitch deck, slide 1 (2017)

ANDi Games LTD pitch deck: the facts

Company
ANDi Games LTD
Year
2017 (based…
Stage
Seed
Slides
27
Sector
Mobile Gaming / AdTech
Deck type
Investment Pitch
Headquarters
United Kingdom (implied by GBP currency)

ANDi Games LTD pitch deck PDF

The full ANDi Games LTD deck is embedded on this page and can be read slide by slide in the browser — no download or account required. Each slide is covered in the breakdown above.

What the ANDi Games LTD pitch deck was used for

ANDi Games LTD is a London-based startup building a ‘personal mobile gaming assistant’ that recommends and manages mobile games using AI and a Tinder-style swipe interface, positioning itself as the ‘Spotify for mobile games.’ This specific pitch deck, published in March 2017, appears to be a Seed-stage fundraise seeking £350,000 to scale its Android product, later branded as Gameway, and extend to iOS and broader platforms. The deck focuses on solving the mobile game discovery problem via behavioral data collection, intelligent notifications, and automated game management, and was created while ANDi was participating in Telefónica’s Wayra UK accelerator program and winning several startup awards in 2017.

Business model: Mobile AI recommendation and discovery platform that acts as a personal mobile gaming assistant, helping users find and manage mobile games via a Tinder-style swipe interface and behavioral data tracking.

Investors
Telefónica (via Wayra UK accelerator), as stated by co-founder Ben Woolf on LinkedIn.
Founded
February 2016
Founders
Ben Woolf (co-founder and CEO)
Headquarters
London, United Kingdom
Industry
Mobile gaming / AdTech / AI-powered recommendation systems.

Round: Seed, as indicated by the deck and contemporaneous startup award categories.

Year: 2017, based on the pitch deck upload date and award/accelerator timeline.

Raising: £350,000 Seed round described in the 2017 pitch deck context for scaling the Android app and expanding to iOS and additional features.

Raised: Over $160k in total funding, as claimed by founder Ben Woolf on LinkedIn; exact Seed-round split and currency are not independently detailed.

Lead investor: Telefónica (through Wayra UK accelerator program), based on founder’s description of investment and accelerator acceptance.

Total funding: Raised over $160k according to founder’s statement on LinkedIn; described as invested in by Telefónica and accepted into their accelerator program.

Use of funds as presented: Scale the Android mobile gaming assistant, enhance the AI recommendation engine and intelligent notification system, expand to iOS and further platforms, and grow both user acquisition and developer partnerships.

What happened after the ANDi Games LTD deck

ANDi/Gameway built and launched an AI-powered mobile gaming assistant that achieved accelerator backing from Telefónica’s Wayra UK, raised over $160k, and reportedly reached over 100k downloads with notable startup awards in 2017, but the original ANDI GAMES LTD corporate entity was dissolved in 2019 and long-term commercial outcomes beyond those early milestones are not well documented in public

What the ANDi Games LTD deck got right

What could have been stronger

How an investor would read this deck

What draws attention

Risks that stand out

Questions this deck invites

What founders can take from the ANDi Games LTD deck

ANDi Games LTD pitch deck: common questions

What is ANDi Games LTD and when was it founded?

ANDi Games LTD was founded in February 2016 in London, United Kingdom, as a mobile gaming assistant using AI and machine learning to match players with games and help manage their installed titles.

What product was ANDi pitching in this deck?

The company built a personal mobile gaming assistant that uses a Tinder-style swipe interface, behavioral usage data, and machine learning to recommend mobile games, organize installed games, and send intelligent notifications about what to play and when.

How much was ANDi Games LTD trying to raise with this pitch deck?

According to the deck context and contemporaneous descriptions, ANDi was seeking a Seed round of about £350,000 in 2017 to scale its Android app, improve its recommendation engine, and expand to iOS and other platforms.

What is the current status of ANDi Games LTD as a company?

Public company registry records show that ANDI GAMES LTD (company number 10022360) was dissolved on 25 June 2019, indicating the original corporate entity is no longer active, although the Gameway brand continued as the product name.

Did ANDi Games LTD receive external investment, and from whom?

Founder Ben Woolf states that ANDi/Gameway was invested in by Telefónica and accepted into their Wayra UK accelerator program, and that he raised over $160k in funding, but specific round structures, investors, and valuations are not detailed in public sources.

Sources

Funding and outcome facts on this page were researched on 2026-08-21 from the pages below.

ANDi Games LTD pitch deck slides

ANDi Games LTD pitch deck slide 1 of 27
ANDi Games LTD pitch deck — slide 1 of 27
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ANDi Games LTD pitch deck — slide 2 of 27
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ANDi Games LTD pitch deck — slide 3 of 27
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ANDi Games LTD pitch deck — slide 4 of 27
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ANDi Games LTD pitch deck — slide 5 of 27
ANDi Games LTD pitch deck slide 6 of 27
ANDi Games LTD pitch deck — slide 6 of 27

What each slide of the ANDi Games LTD pitch deck says

Slide 2

Experience Finding App's is appalling 40% Discover apps in app stores on their mobile devices 52% Discover new mobile apps from their family, friends, and co-workers 52% Of app installs 7 2 0/0 are games Games only played 59 0/0 once or twice Spend over 15 minutes looking for a new mobile game they might enjoy

Slide 3

Issues in app Discovery & Management Saturated Google Play Store Storage 2 million apps (1 million games) 17 game categories displayed with Continually having to 200,000+ new games in 2016 40 vertical rows of 40 horizontal rows manually organise your own 400+ new games every day and 2 scrolling banners games as they change 044 nnn Rule the Arcade wore ————— Google L cd Tv Bu EE CAE "A 5 == EE EE A 4 rs se ps p - pe 1] ( Defend Your Position wore — rf Sl ed x . - BEER a & Fr EE re ——_ — dsr Defens Dele " Sustains Conquer wore Unsocial ce i IER App stores do not connect to the world’s 5 Fon | E § biggest social networks Cc] ir] ® ® 5] a » Facebook, Twitter, Instagram, WeChat 4 0 o Dawn 1 Swan…

Slide 4

Finding you the best games! © spotify NETFLIX '& anoi People want to watch people want to play the best music the best movies and . Goal TV shows, Netfiix best games, ANDi helps them do that helps them do that Movies & TV Shows Sources from Producers, Profiles from Viewers Games from App Stores, Profiles from Players Automated ' Manually browse Actively pushed to gamers Recommendations through Netflix's own before and during browse

Slide 5

Your Mobile Gaming Assistant Tinder for Games My Games Featured Section $AS: Zombie Assault 4 Clash Royale s a Tower Defense, Card Batler title rom Moblee Gaming gants, Supercel Although stiltoppingthe chatsfo Top Grossing game., Clash sl canbe cnjoyed without spending resiworld Sudoku 'Smash Hit e gkt money.Batleother players n 3 minute arena bouts, colect new cards. improve and upgrade your batte deck.joincans, compete intournaments and much * ok k ok ok KFisWB, Leod Marketer @ ANDI Games Lt Hovercraft: Takedown ColorSwitch Clash Royale High Score Hro LLC 1 discovered this game a few weeks g0 s s0 simple and the graphics are 0.800d, t ecs ke the movie Picls and youcan slowly destroy ll th…

Slide 6

Data Collection ANDi runs code in the background Customers Game installations When they play (time of day) and how long for How long games are installed for Where they play (home, office, friends house) Download attributions (social media, messaging apps) What they are doing (still, walking, running, in a vehicle, Time spent searching through app stores using a VR headset) Key Words, game description, images Birthdays Research, Crowdsourcing (users & developers), integration with Games Frequency and annoyance of adverts Average spend on in-app purchases Financial cost to complete a game The data will allow us to improve the features already in the app and develop new features around our cus…

Slide 8

Exchange Games AND:i will know how long people keep their games for. So when a game's install time is about to expire, ANDi will make an automatic recommendation on replacement titles. These will be titles we know the user will enjoy and likely download. B2C Use Cases When to Play We know that users will play in the morning and evening whilst on their commute. We can safely assume from the data gathered, they are indeed playing a game and not driving. To save time deciding what to play, ANDi will prompt them with a game to play as they get seated. Sharing Game Content Customers want to share a screenshot of their achievements. ANDi will show you friends who also have the game installed (on…

Slide 9

Improving Intelligence Intelligent Notification System Improved conversion for game opens/installs/news and social updates by learning from each users notification patterns and preferences e.g. method (push, email, in-app), timings, content Further Assistance o= Automated game management e.g. notifying users when to uninstall unused games Automated game organisation e.g. when the user has no internet, not showing games that need internet and presenting the games in a dynamically changing design best suited to the games they have Use of our on screen avatar for more graphical interfaces e.g. full screen displays instead of notifications (triggered after device unlock, in gameplay or otherwis…

Slide text above is read directly from the ANDi Games LTD deck PDF embedded on this page.

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