GamerzClass Pitch Deck (2019): 8-Slide Seed Deck

See all 8 slides of the GamerzClass pitch deck — a 2019 Seed deck — with a slide-by-slide teardown of what the deck does well and where it falls short.

The GamerzClass seed pitch deck, used to raise $4.2 million in 2019, is an 8-slide presentation focused on the gaming education market. It effectively outlines the problem of inefficient learning for gamers, presents its solution through professional instruction and data-driven tracking, and showcases early traction in both users and revenue. The deck also highlights a significant market opportunity with 160 million users and a high growth rate. A strong team slide featuring five founders with relevant expertise is included. However, the deck is extremely brief, omitting crucial details such…

Key takeaways

GamerzClass Pitch Deck Teardown: A Concise Seed Round Overview

This teardown analyzes the seed pitch deck used by GamerzClass in 2019, which successfully secured $4.2 million in funding. The deck, consisting of only 8 slides, offers a highly condensed view of the company's vision, problem, solution, and early traction. It targets the burgeoning esports and gaming education market, aiming to help gamers improve their skills through structured learning. The analysis will proceed slide-by-slide, followed by sections on what works, what is missing, and what founders can learn from this example.

What This Deck Is

This GamerzClass pitch deck is a seed-stage presentation from 2019, designed to introduce the company and its value proposition to potential investors. It is an extremely concise deck, comprising just eight slides, which suggests it might have been intended for an initial meeting or as a high-level overview. The deck focuses on defining a clear problem within the gaming community, presenting a structured solution, and showcasing early indicators of market acceptance and growth. It emphasizes the large addressable market and the expertise of its founding team. The overall aesthetic is dark and professional, aligning with the gaming industry's visual trends.

Slide-by-Slide Walkthrough

Slide 1: Cover Slide

The first slide serves as the cover, immediately establishing the company's brand. It features the company name, GAMERZCLASS , prominently in white, centered on a dark, textured background composed of blurred, grayscale images of various gamers. Below the company name, a tagline reads: “A DEDICATED SOLUTION TO HELP GAMERS INCREASE THEIR SKILLS.” The words “HELP GAMERS INCREASE THEIR SKILLS” are highlighted in orange, drawing attention to the core mission. In the bottom right corner, contact information is provided: “VICTOR @ GAMERZCLASS.COM” accompanied by a small, stylized logo. The visual elements, particularly the background imagery, instantly convey the industry focus.

Slide 2: The Problem

This slide, titled “The PROBLEM.” with an orange underline, clearly articulates the pain points GamerzClass aims to address. The background continues the dark, gaming-centric theme with a blurred image of a gamer. Three bullet points, highlighted in orange, describe the core issues: “LACK OF STRUCTURE,” “INEFFICIENT LEARNING,” and “SLOW IMPROVEMENT.” A central image depicts a frustrated gamer, visually reinforcing the emotional aspect of the problem. The consistent contact information, “VICTOR @ GAMERZCLASS.COM,” remains in the bottom right corner.

Slide 3: The Solution

Following the problem, Slide 3 presents “The SOLUTION.” , again with an orange underline. This slide details how GamerzClass addresses the identified issues. Three key solution points are listed in orange: “EXCLUSIVE VIDEO COURSES,” “PROFESSIONAL INSTRUCTORS (TOP 100 PLAYERS),” and “DATA DRIVEN PROGRESS TRACKING.” The background features a blurred image of a person, likely an instructor, gesturing, and in the foreground, two professional-looking gamers are shown alongside a screenshot of what appears to be a data dashboard or user interface, visually representing the data-driven aspect of the solution. The contact information is maintained at the bottom right.

Slide 4: The Traction Users

This slide, titled “The TRACTION USERS” , begins to showcase the company's early success. The background features a blurred image of a gamer. Two key metrics related to user acquisition are presented, though the specific numbers are redacted in the provided slides. The text reads: “REGISTERED USERS.” and “PAYING CUSTOMERS.” , each with a redacted numerical value next to it. The use of two distinct categories for users and paying customers indicates a focus on conversion and monetization from the outset. The contact information is present.

Slide 5: The Traction Revenue

Continuing the traction narrative, Slide 5 focuses on financial performance, titled “The TRACTION REVENUE.” . A bar chart dominates the left side of the slide, illustrating revenue growth over several quarters: “Q1 19,” “Q2 19,” “Q3 19,” “Q4 19,” and “Q1 20.” The bars show a clear upward trend, with a line graph superimposed to emphasize the growth trajectory. Specific revenue figures are redacted, but the visual representation clearly communicates positive momentum. Key metrics are highlighted in orange: “REVENUE 2019” (redacted value) and “54.20% Q/Q GROWTH 2019/20.” This slide provides concrete evidence of market validation through revenue generation. The contact information is present.

Slide 6: The Opportunity

Slide 6, titled “The OPPORTUNITY.” , outlines the market potential for GamerzClass. The background is a blurred image of a gamer. The slide begins with a bold statement: “ESPORT IS MAINSTREAM TODAY.” Below this, three key market statistics are presented in orange boxes: “160 MILLION USERS” identified as the “TOTAL ADRESSABLE MARKET,” “$300 / YEAR” described as “SPENT ON DIGITAL ASSETS,” and “+15% CAGR” representing the “INDUSTRY GROWTH RATE 2021.” These figures aim to impress upon investors the significant and growing market GamerzClass operates within. The contact information is present.

Slide 7: The Team Founders

This slide, titled “The TEAM FOUNDERS” , introduces the core leadership. It features five individuals, each with their name, title, and a brief description of their background and expertise. From left to right, they are:

CEO VICTOR FOLMANN: Described as “ENTREPRENEUR & ESPORT VETERAN” with “MSC. IT. LEARNING” and “FORMER DIRECTOR OF ECOMMERCE AT BDIO LLC.” · CMO JONAS ROSBECH: Described as “CLOSE PARTNER @ GOOGLE & FACEBOOK” with “PUBLIC SPEAKER +10 YEAR” and “SCALED VIVINO & TATTOODO TO MULTI-MILLION DOLLAR BUSINESSES.” · CPO RASMUS HOLMGAARD: Described as “CREATIVE GENIUS AND FORMER PRO ATHLETE” with “MSC. ECONOMICS” and “SENIOR ENTREPRENEUR BUILT +3 BUSINESSES.” · CTO MARINUS ELGAARD: Described as “DEVELOPER, IT ENGINEER AND ECONOMICS” with “BA. IT & ECONOMIC ENGINEER” and “FORMER HEAD OF WEB AT NORDIC DIGITAL.” · CFO OLIVER GROENNE: Described as “GROWTH-MODELLING & ECONOMICS EXPERT” with “BA. ECONOMICS” and “FORMERLY WORKED AT AUTOBUILER BEFORE BEING SOLD FOR +€70M.”

Each founder has a professional headshot. The collective experience presented aims to demonstrate a well-rounded and capable leadership team. The contact information is present.

Slide 8: Call to Action

The final slide serves as a simple call to action. It features a blurred image of a young gamer, similar to previous slides. The central text, highlighted in orange, reads: “JOIN US AND THE 160 MILLION GAMERS WE AIM TO HELP.” This statement reiterates the company's mission and the scale of its ambition, inviting investors to be part of this large market opportunity. The consistent contact information, “VICTOR @ GAMERZCLASS.COM,” is present in the bottom right corner.

What Works Well

The GamerzClass pitch deck, despite its brevity, has several strong elements that likely contributed to its successful seed round. Firstly, its conciseness is a double-edged sword, but for an initial meeting, it forces clarity and focus. The deck gets straight to the point, outlining the problem, solution, and opportunity without unnecessary fluff. This can be highly effective in capturing an investor's attention quickly.

The problem statement on Slide 2 is clear and relatable to anyone familiar with competitive gaming or skill acquisition: 'Lack of Structure,' 'Inefficient Learning,' and 'Slow Improvement.' This immediately establishes a pain point that GamerzClass aims to solve. The visual of the frustrated gamer further reinforces this emotional connection.

The solution presented on Slide 3 is equally clear and compelling. Highlighting 'Exclusive Video Courses,' 'Professional Instructors (Top 100 Players),' and 'Data Driven Progress Tracking' immediately communicates a high-quality, structured, and results-oriented approach. The mention of 'Top 100 Players' lends significant credibility and aspirational value to the offering, which is crucial in the gaming community.

The presentation of traction across two slides (4 and 5) is effective. Separating 'Registered Users' and 'Paying Customers' from 'Revenue' and 'Q/Q Growth' provides a more granular view of market acceptance and monetization. The visual growth trend in the revenue chart, even with redacted numbers, clearly indicates positive momentum and validation. The explicit '54.20% Q/Q GROWTH 2019/20' is a strong indicator of rapid expansion.

The 'Opportunity' slide (Slide 6) effectively quantifies the market. Stating '160 Million Users' as the 'Total Adressable Market' and a '+15% CAGR' for industry growth paints a picture of a large, expanding market. The inclusion of '$300 / YEAR' spent on digital assets suggests a willingness of the target audience to spend money within the gaming ecosystem, implying monetization potential for GamerzClass.

The 'Team Founders' slide (Slide 7) is exceptionally strong. Featuring five founders with diverse and highly relevant backgrounds—ranging from esports veterans and entrepreneurs to technical experts, marketing specialists, and financial modelers—instills confidence. The specific achievements and experiences listed for each founder, such as scaling businesses to 'multi-million dollar' revenue or working at prominent tech companies, demonstrate a high level of capability and experience crucial for a seed-stage company. The CFO's experience with a company sold for '+€70M' is particularly impressive and adds significant weight to the team's financial acumen.

Finally, the consistent branding with the dark theme, orange highlights, and gamer imagery throughout the deck creates a cohesive and professional appearance. The persistent contact information on every slide ensures that investors always know who to reach out to.

What Is Missing

While the GamerzClass deck is effective in its brevity, it omits several critical pieces of information that investors typically expect, especially for a seed round. The most glaring omission is a detailed business model. While 'Paying Customers' and 'Revenue' are mentioned, the specific monetization strategy (e.g., subscription tiers, one-time course purchases, freemium model) is not elaborated upon. Understanding how the company generates revenue and its pricing strategy is fundamental for evaluating its financial viability.

Closely related to the business model, there is no mention of unit economics. Investors would want to see metrics like Customer Acquisition Cost (CAC), Lifetime Value (LTV), and the ratio between them. These figures are crucial for understanding the scalability and profitability of the business model.

Financial projections are entirely absent beyond historical revenue. A seed deck typically includes a 3-5 year financial forecast, outlining projected revenue, expenses, profitability, and key assumptions. Without this, investors cannot assess the company's future growth potential or how it plans to achieve its market opportunity.

There is no slide dedicated to competitive analysis. While GamerzClass might have a unique approach, it's highly unlikely they operate in a vacuum. Investors would want to know who the competitors are (direct and indirect), what their strengths and weaknesses are, and what GamerzClass's sustainable competitive advantage is. This could include other gaming education platforms, YouTube channels, or even in-game coaching services.

The deck also lacks a clear go-to-market strategy. How does GamerzClass plan to acquire its '160 Million Users'? What marketing channels will be utilized? What is the strategy for reaching and converting potential customers? These details are vital for understanding how the company will scale.

Perhaps the most significant omission for a fundraising deck is the 'ask.' There is no slide or mention of how much capital GamerzClass is seeking, what the valuation expectations are, or how the funds will be deployed. Investors need to understand the purpose of the raise and how their investment will contribute to specific milestones and growth. The absence of this information means the deck serves more as an introduction than a complete fundraising document.

Finally, while the team slide is strong, there's no mention of advisors or board members, which can add further credibility, especially for a seed-stage company.

What a Founder Should Copy

Founders can learn several valuable lessons from the GamerzClass pitch deck, particularly regarding clarity and conciseness for initial investor interactions:

Clear Problem-Solution Narrative: Emulate the direct and unambiguous way GamerzClass presents the problem (Slide 2) and its corresponding solution (Slide 3). This structure immediately grounds the pitch in a real-world need and positions the company as the answer. Use bullet points and strong, active language to make these points memorable. · Credibility through Team and Instructors: The emphasis on 'Professional Instructors (Top 100 Players)' on Slide 3 and the detailed 'Team Founders' slide (Slide 7) are excellent. Founders should highlight the unique expertise and achievements of their team members, especially those that directly relate to the industry or problem being solved. If applicable, showcasing key partners or early adopters who bring significant credibility is also highly effective. · Visual Representation of Traction: The use of a clear bar chart for revenue growth on Slide 5, even with redacted numbers, effectively communicates positive momentum. Founders should prioritize visual data representation over dense text for key metrics. Showing both user acquisition and monetization metrics (Slides 4 and 5) provides a comprehensive view of early market validation. · Quantify Market Opportunity: Slide 6 effectively uses specific numbers to define the total addressable market, spending habits, and industry growth. Founders should strive to quantify their market opportunity with compelling, up-to-date statistics to demonstrate scale and potential. · Consistent Branding and Aesthetics: The deck maintains a consistent visual theme with dark backgrounds, orange accents, and relevant imagery. This creates a professional and cohesive presentation. Founders should invest in a clean, consistent design that reflects their brand identity and enhances readability. · Concise Communication: While this deck is extremely short, its brevity forces every slide to be impactful. For an initial meeting or an executive summary, founders can learn to distill their message to its core components, ensuring that every word and image serves a purpose in conveying value and potential. This discipline helps in crafting more detailed decks later. · Persistent Contact Information: Having contact details on every slide (as 'VICTOR @ GAMERZCLASS.COM') is a simple yet effective way to ensure investors always know how to follow up, removing friction from the communication process.

By focusing on these elements, founders can create a compelling and memorable first impression, even with a highly condensed pitch deck.

Frequently asked questions

What was the primary purpose of this GamerzClass pitch deck?
The primary purpose of this GamerzClass pitch deck was to secure seed funding, as indicated by the reported $4.2 million raised in 2019. It aimed to introduce the company, highlight the market opportunity in gaming education, demonstrate early traction, and showcase the founding team's capabilities to potential investors.
How did GamerzClass present its market opportunity?
GamerzClass presented its market opportunity on Slide 6, titled 'The OPPORTUNITY.' It stated a 'Total Adressable Market' of '160 Million Users,' noted '$300 / YEAR' spent on digital assets, and projected a '+15% CAGR' for industry growth in 2021, emphasizing that 'ESPORT IS MAINSTREAM TODAY.'
What key information was missing from this pitch deck?
Several key pieces of information were missing from this pitch deck. These include a detailed business model, financial projections beyond historical revenue, a competitive analysis, go-to-market strategy, customer acquisition costs, unit economics, and a specific funding 'ask' outlining how the raised capital would be utilized.
What was the most effective aspect of the GamerzClass pitch deck?
One of the most effective aspects of the GamerzClass pitch deck was its concise and clear problem-solution narrative, coupled with a strong team slide. The deck quickly established the pain points for gamers and presented a credible solution, backed by a diverse and experienced group of founders, which is crucial for early-stage investment.
How did GamerzClass demonstrate traction in this deck?
GamerzClass demonstrated traction across two slides. Slide 4 showed 'REGISTERED USERS' and 'PAYING CUSTOMERS' (specific numbers redacted). Slide 5 presented a revenue bar chart from Q1 19 to Q1 20, indicating growth, and explicitly stated '54.20% Q/Q GROWTH 2019/20' and 'REVENUE 2019' (specific number redacted).
Cover slide of the GamerzClass pitch deck — Seed 2019
GamerzClass pitch deck, slide 1 (2019)

GamerzClass pitch deck: the facts

Company
GamerzClass
Year
2019
Stage
Seed
Slides
8
Sector
Gaming

GamerzClass pitch deck PDF

The full GamerzClass 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 GamerzClass pitch deck was used for

This is GamerzClass’s 8-slide **seed-stage** pitch deck from 2019, used to raise approximately **$4.2M** in funding for its esports and gaming education platform. The company, founded in 2018 in Copenhagen, offers online masterclasses and coaching for competitive gamers taught by professional players. The deck focuses on the problem of inefficient skill improvement for gamers, the solution of structured pro-led courses and subscription access, and the team’s esports, tech and growth experience. It was aimed at institutional and angel investors in the gaming and Nordic startup ecosystem to finance product development and growth at seed stage.

Business model: Online learning platform for gamers offering paid masterclasses and courses taught by top-tier professional players in titles such as Dota 2, League of Legends, FIFA, Counter-Strike and Fortnite, sold as individual courses (around $60, often discounted) or via an annual all-access subscription.

Round
Seed
Lead investor
byFounders for the $2.5M seed round that brought total investments to $4.2M.
Investors
byFounders, Bumble Ventures, TrueSight Ventures, 500 Startups, Ben Holmes, Morten Wulff, Vækstfonden, Jesper Drecher
Founded
2018
Founders
Victor Folmann, Marinus Elgaard, Rasmus Holmgaard, Oliver Grønne
Headquarters
Copenhagen, Denmark
Industry
Gaming / Esports education and content platform

Year: 2021 (seed round of $2.5M bringing total funding to $4.2M; earlier seed/angel investments were made in 2019 but not fully broken out by amount in public sources).

Raised: $2.5M seed round completed in 2021, bringing total investments to $4.2M.

Total funding: $4.2M total funding across multiple rounds, including a $2.5M seed round that brought total investment to $4.2M.

Use of funds as presented: Public coverage indicates the seed capital was intended to expand the catalog of masterclasses, grow the user base, and further develop the gaming education platform, offering more content and improving the learning experience for gamers.

What happened after the GamerzClass deck

After founding in 2018 and using its seed-stage deck to raise funding that contributed to a total of $4.2M, GamerzClass expanded its catalog of pro-led courses and grew within the esports education niche, ultimately being acquired by U.S.-based Metafy in 2022 as part of Metafy’s strategy to expand classes for gamers.

What the GamerzClass 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 GamerzClass deck

GamerzClass pitch deck: common questions

What does GamerzClass do?

GamerzClass is an online learning platform for gamers that offers professional masterclasses and coaching to help players improve in titles like Dota 2, League of Legends, FIFA, Counter-Strike and Fortnite. Courses are produced with top-tier pro players and sold either individually or via an annual all-access subscription.

How much funding has GamerzClass raised and in which round was this deck used?

According to multiple funding overviews, GamerzClass has raised a total of **$4.2M**. A prominent part of this is a **$2.5M seed round** completed in 2021, which brought total investments to $4.2M. Earlier capital included initial seed/angel investments in 2019 from investors such as Bumble Ventures and TrueSight Ventures.

When and where was GamerzClass founded, and what games does it focus on?

The company was founded in **2018** and is based in **Copenhagen, Denmark**. It emerged from Cphbusiness’s incubator environment, where it launched the platform in October 2018 and initially specialized in courses and masterclasses for CS:GO, League of Legends, Fortnite and FIFA.

Who are the founders and key team members of GamerzClass?

The founding team includes **Victor Folmann (CEO)**, **Marinus Elgaard (CTO)**, **Rasmus Holmgaard (CPO)** and **Oliver Grønne (CFO)**. Public profiles and the deck’s team slide highlight their combined backgrounds in entrepreneurship, ecommerce, IT engineering, economics, growth modeling and experience scaling consumer digital businesses.

What happened to GamerzClass after its seed funding round?

In 2022, GamerzClass was **acquired by Metafy**, a U.S.-based gaming education company that had raised $25M in Series A funding; the acquisition was part of Metafy’s strategy to expand classes for gamers. Following the acquisition, GamerzClass’s founder and CEO Victor Folmann moved into an executive role at Metafy.

Sources

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

GamerzClass pitch deck slides

GamerzClass pitch deck slide 1 of 8
GamerzClass pitch deck — slide 1 of 8
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GamerzClass pitch deck — slide 2 of 8
GamerzClass pitch deck slide 3 of 8
GamerzClass pitch deck — slide 3 of 8
GamerzClass pitch deck slide 4 of 8
GamerzClass pitch deck — slide 4 of 8
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GamerzClass pitch deck — slide 5 of 8
GamerzClass pitch deck slide 6 of 8
GamerzClass pitch deck — slide 6 of 8

What each slide of the GamerzClass pitch deck says

Slide 1

GAMERZCLASS. A DEDICATED SOLUTION TO HELP GAMERS INCREASE THEIR SKILLS VICTOR @ GAMERZCLASS.CcOM 7

Slide 2

« LACK OF STRUCTURE « INEFFICIENT LEARNING ee + SLOW IMPROVEMENT e ——— PROBLEM. in ) = =e VICTOR @ GAMERZCLASS.COM \4

Slide 3

« EXCLUSIVE VIDEO COURSES + PROFESSIONAL INSTRUCTORS (TOP 100 PLAYERS) i « DATA DRIVEN PROGRESS TRACKING e — SOLUTION. 8 5 bh 190 = — i RE Minn, = = fe 5 ZEEE SE = : VICTOR @ GAMERZCLASS.COM 7

Slide 4

The REGISTRED USERS. ee. TRACTION users - PAYING CUSTOMERS. VICTOR @ GAMERZCLASS.COM 7

Slide 6

ESPORT IS MAINSTREAM TODAY. 160 MILLION USERS B(UWWUITETEIIVLTE 3 SR _ OPPORTUNITY. $300 / YEAR ELUTE ADEE: EX +15% CAGR LUE ETTN ITV CPT TIN VICTOR @ GAMERZCLASS.COM 7

Slide 7

The TEAM rounpers CEO VICTOR FOLMANN - e T * » d . S '\:"- - <Y ENTREPRENEUR & ESPORT VETERAN MSC. IT, LEARNING FORMER DIRECTOR OF ECOMMERCE AT 8DIO LLC cMO JONAS ROSBECH CLOSE PARTNER @ GOOGLE & FACEBOOK PUBLIC SPEAKER +10 YEAR SCALED VIVINO & TATTOODO TO MULTI-MILLION DOLLAR BUSINESSES CPO RASMUS HOLMGAARD CREATIVE GENIUS AND FORMER PRO ATHLETE MSC. ECONOMICS SENIOR ENTREPRENEUR BUILT +3 BUSINESSES cTO MARINUS ELGAARD DEVELOPER, IT ENGINEER AND ECONOMICS BA. IT & ECONOMIC ENGINEER FORMER HEAD OF WEB AT NORDIC DIGITAL CFO OLIVER GROENNE GROWTH-MODELLING & ECONOMICS EXPERT BA. ECONOMICS FORMERLY WORKED AT AUTOBUTLER BEFORE BEING SOLD FOR +€70M VICTOR @ GAMERZCLASS.coMm ¢

Slide text above is read directly from the GamerzClass deck PDF embedded on this page.

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