Jago Studios Pitch Deck (2018): 22-Slide Series A Deck

See all 22 slides of the Jago Studios pitch deck — a 2018 deck — with a slide-by-slide teardown of what the deck does well and where it falls short.

Jago Studios is a mobile game developer positioning itself as a specialist in branded IP integration. The deck outlines a clear thesis: using recognized brands like Garbage Pail Kids provides 'Familiarity, Affection, and Trust,' which theoretically lowers acquisition costs and improves retention. The team is highly experienced, with credits including Club Penguin, Star Wars: Galaxy of Heroes, and The Simpsons. While the deck provides strong market context—noting that the 100th ranked mobile game generates $83 million annually—it lacks specific financial projections, burn rate details, or a cl…

Key takeaways

Jago Studios: A Strategy Built on IP and Nostalgia

Jago Studios enters the mobile gaming fray not by promising new worlds, but by monetizing old ones. Their pitch deck is a masterclass in 'de-risking' a startup by leaning on the established success of others—both in terms of intellectual property (IP) and the professional pedigree of the founding team. The deck focuses heavily on the economic potential of the mobile gaming market and the specific psychological levers that branded content pulls.

Slide 1: The Hook

The cover slide introduces the logo and the tagline: "Mobile games that scratch the humor itch." It is simple and sets a tone. The use of three stylized emoji-like faces reinforces the focus on humor and casual entertainment. It doesn't over-explain, leaving the heavy lifting to the market data that follows.

Slide 4: The Market Opportunity

Jago immediately addresses the 'Why Now' and the 'How Big' by showing the revenue potential of the App Store. Citing AppAnnie data from June 2018, the slide notes that "The 100th ranked game makes $83m a year." The table breaks down average net revenue per month by rank:

Top 5: $60m · #6 - 10: $39m · #11 - 20: $25m · #21 - 50: $16m · #51 - 100: $8.1m · #101 - 200: $4.5m

This slide is designed to show that you don't need to be the #1 game in the world to be a massive success. Even a 'mid-tier' success in the top 200 represents a significant business.

Slide 7: The IP Thesis

This is the core of the Jago Studios business model. They argue that "Brands have three key value drivers we leverage." These are: 01 Familiarity (drives downloads at lower cost), 02 Affection (retains players longer), and 03 Trust (increases player spend). In a market where User Acquisition (UA) costs are skyrocketing, using a brand to lower the 'cost per install' is a compelling argument for investors.

Slide 10: The Pedigree

The team slide is exceptionally strong. Stuart Drexler (CEO) is credited with generating $1bn+ in revenue across brands like Club Penguin and Barbie. Aaron Nemoyten (Live Producer) is a 'Mobile RPG maven' who worked on Star Wars: Galaxy of Heroes. Lián Amaris handled marketing for the Kim Kardashian: Hollywood game, and Scott Shaw is a 4-time Emmy Award-winning cartoonist. This slide tells investors that this isn't their first time at the rodeo; they have built and scaled massive hits before.

Slide 13: The First Product - Garbage Pail Kids

Jago reveals their first big bet: a mobile RPG based on Garbage Pail Kids . They justify this choice by noting the brand sold nearly half a billion dollars of product in its heyday. Key metrics provided include:

Topps continues to sell 1M+ card packs per year. · Core fans are 35-45 years old with disposable income. · The brand maintains global awareness, supported by a heat map showing mentions in June 2018.

By targeting an older demographic with nostalgia, they are going after 'whales'—players who have the money to spend on in-app purchases.

Slide 16: The Expansion Plan

Jago isn't just a one-trick pony. This slide shows a 5-year category expansion plan. They start with RPGs (12% market share), then move into Puzzle (24%), Casino (20%), and Strategy (18%). The table shows they intend to launch 8 games total over five years. This demonstrates a 'platform' play rather than just a single-game studio play.

Slide 19: The Roadmap

The 18-month roadmap covers July 2018 through December 2019. It includes a Soft Launch (SL) strategy targeting the Philippines, Australia, and Canada. This is standard industry practice to test monetization and retention before spending big on a Global Launch. It also notes the intention to "Secure IP 2nd Title" by late 2019, showing a commitment to their multi-IP strategy.

Slide 22: The Legal Disclaimer

The deck ends with a standard legal disclaimer. Notably, there is no 'Ask' slide in this selection. We don't know how much they were raising or what the valuation was. This is a significant omission for a teardown, as the 'Ask' usually dictates the tone of the entire deck.

What Works in This Deck

The Team-Market Fit: The team's past successes (Star Wars, Kim Kardashian, Club Penguin) perfectly align with the strategy of using branded IP to build mobile games. Investors love to see a team that is 'doing it again' in a familiar space.

The Clear Value Proposition: The 'Familiarity, Affection, Trust' slide (Slide 7) is a very clear way to explain why they are licensing IP instead of building their own. It addresses the biggest pain point in mobile gaming: the cost of getting people to download your game.

Specific Demographic Targeting: Instead of saying 'everyone likes games,' they specifically identify 35-45 year olds with disposable income. This shows a sophisticated understanding of monetization.

What Is Missing

The Financials: There are no slides showing projected burn, revenue targets for the first game, or the cost of the IP licenses. Licensing IP is expensive and usually involves high minimum guarantees and royalty splits. Without seeing these numbers, it's hard to judge the viability of the margins.

The 'Ask': As mentioned, the lack of a funding slide is a major gap. We don't know if they are raising $2M or $20M.

Competitive Analysis: While they show the market size, they don't show who else is doing this. Studios like Scopely or Glu Mobile have built massive businesses on this exact model. Jago needs to explain why they are better or different than the incumbents.

Founder's Summary: What to Copy

Use 'Social Proof' for IP: If you are using a brand, don't just say it's popular. Use Slide 13 as a template—show historical sales, current social media mentions, and the specific age of the 'super-fan' who has the money to pay you.

Quantify the 'Why': Slide 4 is excellent because it quantifies the opportunity. It doesn't just say 'mobile gaming is big'; it tells you exactly how much the 100th best game makes. This makes the goal feel attainable and the upside feel massive.

Professional Portraits/Caricatures: The use of high-quality caricatures on the team slide (Slide 10) fits the 'humor' theme of the company perfectly while remaining professional. It’s a great way to build brand identity within the deck itself.

Frequently asked questions

What is Jago Studios' primary competitive advantage?
Their primary advantage is their focus on 'branded games.' By licensing established IP like Garbage Pail Kids, they aim to bypass the high costs of building a new brand from scratch. Slide 7 explicitly states that this strategy leverages 'Familiarity' to drive downloads at a lower acquisition cost, which is the biggest hurdle in modern mobile gaming.
Who is the target audience for their first game?
According to Slide 13, they are targeting 'core fans' of Garbage Pail Kids who are now 35-45 years old. The deck highlights that this demographic possesses 'disposable income,' making them ideal targets for the monetization mechanics found in mobile RPGs.
How does the team's experience validate the business model?
The team (Slide 10) includes veterans from EA, Disney, and Kabam. Specifically, Aaron Nemoyten's experience with 'Star Wars: Galaxy of Heroes'—a top-10 grossing mobile RPG—directly correlates with Jago's plan to launch a mobile RPG as their first title. This reduces execution risk in the eyes of investors.
What are the revenue expectations for the mobile gaming market according to the deck?
Slide 4 cites AppAnnie data from June 2018, showing that the top 5 grossing games average $60 million per month. Even games ranked 101-200 average $4.5 million per month. This data is used to illustrate the 'spectacular return' possible if Jago can place multiple games in the Top 100.
What is missing from this pitch deck?
The provided slides lack a clear 'Ask' (how much money they want), a 'Use of Funds' breakdown, and specific unit economics (CAC/LTV) from their beta testing. While Slide 19 mentions a 'soft launch,' it doesn't share the data gathered from those regions, which is usually what investors want to see in a gaming pitch.
Cover slide of the Jago Studios pitch deck — Seed / Series A 2018
Jago Studios pitch deck, slide 1 (2018)

Jago Studios pitch deck: the facts

Company
Jago Studios
Year
2018
Stage
Seed / Series A
Slides
22
Sector
Mobile Gaming
Deck type
Pitch Deck
Outcome
Active (as of deck date)
Headquarters
California, USA

Jago Studios pitch deck PDF

The full Jago Studios 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 Jago Studios pitch deck was used for

This is Jago Studios’ 2018 Seed / Series A pitch deck for a 22‑slide fundraise in the mobile gaming sector, focused on humorous mobile games built on licensed brands. The deck centers on their debut title, a free‑to‑play mobile RPG/card battler based on the Garbage Pail Kids brand, developed under an exclusive license from Topps. It presents a hybrid publisher model that partners with major IP owners and experienced developers to reduce user acquisition costs and increase the odds of reaching Top‑100 grossing rankings. The raise described in the Slideshare listing is $3M, intended to fund completion, launch, and scaling of Garbage Pail Kids: The Game and establish a pipeline of future branded games.

Business model: Independent mobile game studio focused on humorous, social, free‑to‑play mobile games built around licensed entertainment brands, notably Garbage Pail Kids.

Round
Seed / Series A
Year
2018
Founded
2017
Founders
Stuart Drexler
Headquarters
Greater Los Angeles Area, California, United States
Industry
Mobile gaming / interactive entertainment

Raising: $3,000,000 Seed / Series A round to complete development, launch, and scale Garbage Pail Kids: The Game while funding future branded mobile game titles, as described in the Slideshare pitch deck listing.

Use of funds as presented: Ensure profitability of Garbage Pail Kids: The Game and finance future humorous, brand‑driven mobile game launches, including development, marketing/user acquisition, and live‑ops for a growing portfolio.

What happened after the Jago Studios deck

Jago Studios successfully secured an exclusive Garbage Pail Kids license from Topps, developed and launched Garbage Pail Kids: The Game as a free‑to‑play mobile card‑battler RPG in 2019, and operated through at least 2024 under founder and CEO Stuart Drexler. There is no public confirmation of the specific funding outcome of the $3M Seed/Series A raise described in the pitch deck, nor of additiona

What the Jago Studios 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 Jago Studios deck

Jago Studios pitch deck: common questions

What is Jago Studios and what does it do?

Jago Studios is an independent mobile game developer and publisher founded in 2017 by Stuart Drexler in the Greater Los Angeles area. The studio focuses on humorous, social, free‑to‑play mobile games built around well‑known entertainment brands, with its flagship title being Garbage Pail Kids: The Game.

What was the purpose of the Jago Studios pitch deck?

The deck is a 2018 Seed / Series A pitch for Jago Studios’ debut title, a free‑to‑play mobile RPG/card‑battler based on Garbage Pail Kids. It explains their hybrid publisher strategy, brand‑driven user acquisition, partnerships with top developers, and seeks a $3M raise to launch and scale the game while building a broader portfolio of branded humorous mobile games.

How is Jago Studios connected to Garbage Pail Kids and Topps?

Jago Studios obtained an exclusive license from The Topps Company in 2017 to develop card‑collecting and role‑playing games based on Garbage Pail Kids across platforms. The deck highlights that IP partnership as the core of their strategy to lower acquisition costs and attract fans with strong brand affinity.

What is Garbage Pail Kids: The Game that appears in the pitch deck?

Garbage Pail Kids: The Game is a free‑to‑play card‑collecting and strategy role‑playing mobile game, developed by Jago Studios under license from Topps and launched on iOS in May 2019. It uses characters from the original 1980s collectible cards and newer cards, and monetizes through optional in‑game purchases while allowing players to progress without mandatory spending.

How much was Jago Studios trying to raise with this deck, and did the round close?

The Slideshare description for the deck states that Jago Studios was raising $3M to ensure profitability and future game launches around the time of the Garbage Pail Kids mobile RPG. However, there are no publicly available funding announcements or investor records confirming whether this specific $3M round closed, which investors participated, or at what valuation.

Sources

Funding and outcome facts on this page were researched on 2026-08-22 from the pages below.

Jago Studios pitch deck slides

Jago Studios pitch deck slide 1 of 22
Jago Studios pitch deck — slide 1 of 22
Jago Studios pitch deck slide 2 of 22
Jago Studios pitch deck — slide 2 of 22
Jago Studios pitch deck slide 3 of 22
Jago Studios pitch deck — slide 3 of 22
Jago Studios pitch deck slide 4 of 22
Jago Studios pitch deck — slide 4 of 22
Jago Studios pitch deck slide 5 of 22
Jago Studios pitch deck — slide 5 of 22
Jago Studios pitch deck slide 6 of 22
Jago Studios pitch deck — slide 6 of 22

What each slide of the Jago Studios pitch deck says

Slide 2

We create and publish humorous mobile games by partnering with worldrenowned brands and top developers in their genre. This enables us to launch competitive games more economically, with increased probability of becoming Top-100 earners.

Slide 3

It's obvious, gaming is a huge and growing market Mobile gaming is the fastest growing segment, already making up 51% of all global gaming revenue Revenue per segment of the global games market (2012-2021)' Mobile gaming % share of the total market a 18% = $200 $180 $180 $140 ; $120 r= $100 S106 $95 0 582 > $60 $70 $40 7 $56 $20 Si §32 ei % ER 7 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 Mobile PC ® Console Jago Studio Pitch Deck Sae- evao, 20 try gt Gl res ret pr

Slide 4

The 100th ranked game makes $83m a year If we rank multiple games in the Top 100, the return would be spectacular Rank of Top Average Net Revenue Grossing Game' per Month Toph S60m #6-10 $39m - #11-20 $25m <)) #21-50 $16m » 7 #51-100 $8.1m g #101- 200 S4.5m Jago Studio Pitch Deck Source: 'ppAanie, Worldwide June 208. je

Slide 5

A game's creative and technical brilliance isn't enough to maximize potential One big thing was missing from each of these... INGRESS Worldwide Lifetime to Date (LTD) 10m downloads 17m downloads 2m downloads $8.4m Net Revenue $3.2m Net Revenue $1.9m Net Revenue Jago Studio Pitch Deck

Slide 6

...a brand that turbo-charged the game. Brands have tremendous, emotional power Revenue on average went up 108x after rebranding Worldwide Lifetime to Date (LTD) 49m downloads 414m downloads 1Im downloads $130m Net Revenue $1.3b Net Revenue $28m Net Revenue Jago Studio Pitch Deck 6

Slide 7

Brands have three key value drivers we leverage They drive greater spend and retention with lower acquisition costs Familiari Drives tremendous downloads : Affection Retains players for longer Trust Increases player spend Jago Studio Pitch Deck

Slide 8

Publishing and development is a broken model Developers don't have the resources to self-publish, but publishers are sharks Publishers SSSSSSSSSSSSSSSSS $3855388558858888S « Smaller companies used to be able to get in the Top 10. The big guys outspend to SSSSSSSSSSSSSSSSS maintain position SSS5SSSSSSSSSSSSS Publishers promote their own games over 3rd party titles SSSSSSSSSSSSSSSSS Unwilling to make riskier bets if the opportunity is not obvious Developers 1010101010101010101010 1 1010101010101010101010 * Indie games are creative, but lack strong commercial mind-set 1 1010101010101010101010 : 1010101010101010101010 « Independent developers survive on contract work, and lack resources to suup…

Slide 9

We've designed a smarter model Hybrid publisher: focused on own game development, leveraging data, brands and developers < Partner with recognized brands * Brands co-market * Increase viral spread with humor Partner with top development teams * Leverage genre domain expertise and pre-existing code base « Faster to market, more reliable (than spinning up new dev team) « Skinin the game, so they are highly motivated Focus on smart shots on goal * Proven genres and game mechanics that monetize best + Focus on Top-100 ranking. Consistent shots on goal Jago Studio Pitch Deck 9

Slide 10

We know how to leverage IP to make money through fun, branded games Collectively worked with world's largest brands including EA, Kabam, Disney, Simpsons etc Jago Studio Pitch Deck Stuart Drexler CEO & Executive Producer Generated $1bn+ in revenue across several brands Digital media veteran with 20+ years' experience creating global brands including Club Penguin, Moshi Monsters, Barbie, ElImo and LEGO. Led product development for LEGO MindStorms robotics, Disney's virtual worlds, and VC-backed Mind Candy. He has created games reaching over 100m users and generated $1B+ in revenue across several brands. Aaron Nemoyten Live Producer Mobile RPG maven Former Game Designer at EA for Heroes of Dr…

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

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