Loot is a mobile advertising platform that rewards users for completing social actions, such as sharing branded messages or taking photos with products. The deck highlights a significant market inefficiency: while 20% of media consumption occurs on mobile, only 3-4% of ad spend follows it. Loot reports 60,000 users and a $120,000 run rate for 2015, supported by a strategic partnership with NativeX that allows for an arbitrage model on app installs. The company is seeking $1.5 million in preferred stock to scale its operations. The deck is notable for its early traction metrics and a team with…
Key takeaways
- Loot reports a user base of 60,000, adding between 600 and 1,000 new users daily (Slide 3).
- The company claims a $120,000 run rate for the year 2015 (Slide 3).
- A core problem identified is that 89% of mobile media time is spent in apps, where traditional banner ads struggle to reach users (Slide 5).
- The platform has generated 350,000 pieces of branded content created and shared by users (Slide 3).
- An exclusive partnership with NativeX, formed in December 2014, enables an arbitrage model where Loot sells app installs for 2-3x their cost (Slide 13).
- The 'Unlockable Rewards' feature allows brands to gate campaigns behind physical actions like visiting a store or buying a product (Slide 11).
- The executive team includes an AngelPad alum and a CEO who previously built a medical device venture to $1MM in revenue (Slide 15).
- The specific ask is for $1.5 million through the sale of preferred stock (Slide 17).
Loot Pitch Deck Analysis
Loot presents a mobile-first advertising solution designed to capitalize on the discrepancy between mobile usage and mobile ad spending. The deck focuses on turning everyday users into 'influential customers' who generate content for brands in exchange for rewards. This teardown examines the 17-slide deck (9 slides provided) used to solicit a $1.5 million investment.
Slide 1: Title Slide
The deck opens with a minimalist green background featuring the company logo—an open treasure chest—and the word 'loot!' in lowercase. It explicitly states it is 'For Prospective Investors,' setting a formal tone for the presentation.
Slide 3: Key Facts and Figures
Loot leads with traction, a strong choice for a company with active users. The slide lists 60,000 users and notes a growth rate of 600-1,000 new users daily . It also highlights 350,000 pieces of branded content created and shared, which serves as a proof of concept for their engagement model. Financially, they claim a $120,000 run rate for 2015 . The slide is anchored by logos from TechCrunch and VentureBeat, providing third-party media validation.
Slide 5: A Mobile Problem
This slide establishes the market gap. It uses a bar chart to show that while 20% of media is consumed on mobile , only 3-4% of ad spend is allocated there. A pie chart further clarifies that 89% of mobile time is spent in apps versus 11% on the web. The argument is that traditional web-based ads (banners and search) cannot effectively reach users within the app environments where they spend the vast majority of their time.
Slide 7: Our Solution
Loot defines its solution as a native app (iPhone, Android, and HTML 5) that allows brands to reward customers for 'valuable social actions.' The slide features a mockup of the app showing an offer from 'Edible Arrangements.' Users can earn $0.75 for telling friends about a product or a $10 Gift Card for taking a picture with the product. The visual flow shows 'Influential Customers' interacting with the app to produce 'Branded Content' on Facebook and Twitter.
Slide 9: How It Works
This slide provides a more granular look at the user experience. It explains that users view campaigns from local and national businesses. Participation involves sharing a message or taking a photo. The visuals show examples of social media posts labeled 'Joe Social' on Facebook and Twitter, alongside a graphic of users taking photos with a camera icon, illustrating the transition from app-based prompt to social-media output.
Slide 11: Unlockable Rewards and Campaigns
Loot introduces a feature for 'Super Fans.' Brands can lock campaigns behind a 'branded code.' To get the code, users must perform external actions such as visiting a store, buying a product, or watching a video . Once the code (example: 'LOOTROCKS') is entered into the app, the reward is unlocked. This bridges the gap between digital rewards and physical retail foot traffic.
Slide 13: Strategic Partnership With NativeX
This slide details a specific revenue and growth engine. Loot formed an exclusive partnership with NativeX in December 2014. By integrating the NativeX API, Loot rewards users for downloading other apps. The financial breakdown is specific: users receive 20% of the publisher payout , and the remaining 80% is split 50/50 between Loot and NativeX . Loot describes this as a market arbitrage where they can 'sell' installs for 2-3x what they 'buy' them for.
Slide 15: Executive Team
The team slide provides professional biographies for three leaders. Nick Haase (CEO) is credited with launching a medical device distributorship that reached $1MM in revenue in its first year. Max Finn (COO) comes from a background in commercial real estate marketing at NAI Global. Dana Severson (VP of Sales & Marketing) is highlighted as an AngelPad alum and former CEO of Wahooly, adding significant startup ecosystem credibility. Notably, the photo for Nick Haase includes him standing next to Mark Cuban, though Cuban's involvement as an investor is not explicitly stated in the text.
Slide 17: Contact Us and Investment Opportunity
The final slide contains the 'Ask.' Loot is seeking to raise up to $1.5 Million through the sale of preferred stock . It provides two office addresses (San Francisco, CA and Orlando, FL) and direct contact information (email and phone) for the three executives listed on the team slide. It also includes links to their Facebook and Twitter profiles.
What Loot Does Well
Loot excels at quantifying its early success. By placing the 'Key Facts and Figures' slide early (Slide 3), they immediately answer the investor's question about whether the product has a pulse. The inclusion of a specific daily growth rate (600-1,000 users) suggests a predictable acquisition funnel.
The explanation of the NativeX partnership (Slide 13) is also a highlight. Many early-stage decks are vague about how they will actually make money or acquire users cheaply. Loot provides a transparent look at an arbitrage model that serves as both a revenue stream and a user growth mechanism. This level of detail on unit economics—specifically the 20/80 split—is rare and generally welcomed by analysts.
What is Missing from the Loot Deck
Despite the strong traction metrics, the deck lacks a clear Competitive Landscape slide. While they mention the problem with banner ads, they do not address other incentivized sharing platforms or influencer marketing agencies that were prevalent during the 2015 period. Investors would want to know how Loot defends its 'arbitrage' against competitors who could integrate the same APIs.
There is also no Use of Funds breakdown. While they ask for $1.5 million, they do not specify how that capital will be allocated between engineering, sales, or user acquisition. Furthermore, the deck does not provide a Financial Projection or 'Roadmap' slide to show where the company expects to be in 18-24 months after the raise.
Founder Takeaways: What to Copy
Lead with Traction: If you have thousands of users and a growing run rate, do not bury it at the end. Loot puts its most impressive numbers on Slide 3. · Explain the 'Why Now': Slide 5 effectively uses industry data to show a massive imbalance in the market. Aligning your startup with a macro-trend (like the shift from web to app) makes the investment feel timely. · Detail Your Partnerships: If a partnership is central to your business model, don't just list a logo. Explain the API integration and the revenue split as Loot did on Slide 13. It demonstrates a deep understanding of your own operations. · Professional Pedigree: The team slide doesn't just list titles; it lists specific achievements (e.g., '$1MM in revenue in its first year'). This builds confidence in the founders' ability to execute.
Frequently asked questions
- What is Loot's primary value proposition for brands?
- Loot allows brands to tap into the influence of their own customers by rewarding them for social actions. Instead of traditional banner ads, the brand's experience becomes the advertisement. Users create content, such as photos with products, and share them on Facebook and Twitter, providing brands with authentic user-generated content and social reach.
- How does Loot generate revenue according to the deck?
- Beyond direct brand campaigns, Loot utilizes a strategic partnership with NativeX. They integrate the NativeX API to reward users for downloading apps. Loot receives a publisher payout, giving 20% to the user and splitting the remaining 80% with NativeX. They describe this as an arbitrage where they sell installs for 2-3x the cost.
- What stage of growth was Loot in when this deck was produced?
- The deck cites a 'run rate for 2015,' suggesting it was produced in late 2014 or early 2015. With 60,000 users and a six-figure run rate, the company was likely at the Seed or late-Seed stage, seeking $1.5 million to transition into a Series A or scale its existing user acquisition model.
- What specific user actions does the platform incentivize?
- Users are rewarded for taking pictures with a brand's product, sharing brand messages on Facebook or Twitter, visiting physical stores, buying products, or watching videos. The deck shows examples of users earning small cash rewards (e.g., $0.75) or gift cards (e.g., $10) for these specific engagements.
- Who are the key members of the leadership team?
- The team consists of Nick Haase (CEO), who has a background in medical device sales; Max Finn (COO), formerly head of digital marketing at NAI Global; and Dana Severson (VP of Sales & Marketing), an AngelPad alum and former CEO of Wahooly.
