Loot Pitch Deck (2015): 17-Slide Seed Deck

See all 17 slides of the Loot pitch deck — a 2015 Seed deck — with a slide-by-slide teardown of what the deck does well and where it falls short.

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 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.
Cover slide of the Loot pitch deck — Seed 2015
Loot pitch deck, slide 1 (2015)

Loot pitch deck: the facts

Company
Loot
Year
2015
Stage
Seed
Slides
17
Sector
Mobile Advertising / AdTech
Deck type
Investor Pitch Deck
Outcome
Not stated
Headquarters
San Francisco, CA / Orlando, FL

Loot pitch deck PDF

The full Loot 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 Loot! pitch deck was used for

This is Loot!’s seed-stage pitch deck from 2015, used to raise early funding for its mobile advertising platform that turns customers into brand advocates through incentivized word-of-mouth campaigns. The deck presents Loot! as a mobile-first, location-based marketing platform focused on micro-influencers, with 60,000 users, 350,000 pieces of branded content created, and a $120,000 annual revenue run rate in 2015. It outlines features such as campaign workflows, in-app reward fulfillment, and unlockable reward codes to connect offline actions (store visits, purchases) with digital campaigns. The company had previously raised an angel round and a Series A per an executive’s profile, and was seeking seed capital to scale its platform and user base.

Business model: Loot! developed a mobile-first incentivized word-of-mouth mobile marketing platform that lets brands run location-specific campaigns and reward customers (micro-influencers) with cash, products, experiences, or coupon codes for creating and sharing branded content on social media.

Founded
2012
Headquarters
Orlando, FL, US
Industry
Mobile advertising / AdTech / marketing technology

Round: Angel and Series A (pre-2015, prior funding to the seed-stage deck).

Year: Angel and Series A rounds occurred sometime between 2012 and 2014, based on the executive’s tenure dates.

Raised: $300,000 angel round and $500,000 Series A round (total $800,000), as reported by a former VP of Business Development on LinkedIn.

Total funding: Raised $300,000 angel round and $500,000 Series A round (total $800,000) according to a former VP of Business Development’s LinkedIn profile.

What the Loot! 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 Loot! deck

Loot! pitch deck: common questions

What did Loot! do, according to the pitch deck?

Loot! was a mobile-first marketing platform that allowed brands to run incentivized word-of-mouth campaigns, rewarding customers (micro-influencers) with cash, products, experiences, or coupon codes for creating or sharing branded content on social media.

What traction and metrics does the Loot! pitch deck claim?

The deck reports 60,000 users (growing by 600–1,000 new users daily), 350,000 pieces of branded content created and shared, and a $120,000 revenue run rate for 2015.

How did the Loot! platform and app work in practice?

Loot! used native iPhone, Android, and HTML5 apps where users could browse campaigns, complete actions such as taking branded photos or sharing messages on Facebook/Twitter, and then receive rewards tracked in an in-app wallet with cash-out via PayPal or redemption in-store.

Which sector and use cases does the Loot! pitch deck focus on?

The deck positions Loot! as a mobile advertising and word-of-mouth marketing solution for brands seeking to leverage micro-influencers at scale, with use cases including retail, entertainment, and CPG campaigns that generate user-generated content and social sharing.

What funding information is available about Loot! around the time of this deck?

A former VP of Business Development states that Loot! (formerly The Daily Hundred, Inc.) raised a $300,000 angel round and a $500,000 Series A round, though the deck itself does not specify exact round sizes or investors.

Sources

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

Loot pitch deck slides

Loot pitch deck slide 1 of 17
Loot pitch deck — slide 1 of 17
Loot pitch deck slide 2 of 17
Loot pitch deck — slide 2 of 17
Loot pitch deck slide 3 of 17
Loot pitch deck — slide 3 of 17
Loot pitch deck slide 4 of 17
Loot pitch deck — slide 4 of 17
Loot pitch deck slide 5 of 17
Loot pitch deck — slide 5 of 17
Loot pitch deck slide 6 of 17
Loot pitch deck — slide 6 of 17

What each slide of the Loot pitch deck says

Slide 2

= loot! amazonPrime Target © i he ot #hocromTgot and ot rowardod! Gallof Duty. Grab your copy of Callof Duty Advanced 'Wartaro and earm cash! suido S [l A——— v Intorstelar Go see Interstelar at your favorite theatre today! Meet The Future of Advertising Incentivized Word-of-Mouth The world has gone mobile creating a major opportunity for brands to utilize innovative mobile ads to propel sales ahead of their competition. Word of mouth is the most powerful form of advertising, but how do we capitalize on this? At Loot!, our team has developed a mobile first, incentivized word-ofmouth marketing platform with a focus on targeting micro-influencers at scale, through full automation while offerin…

Slide 3

Loot! Key Facts and Figures 60,000 users (adding 600-1,000 new users daily) 350,000 pieces of branded content created and shared $ ] 20.000 run rate for 2015 Featured in "THR wtb 3

Slide 4

A Word Of Mouth Problem Today's consumer is smarter than ever and isn't sold just because they sow a banner ad or TV commercial. In fact, 75% of people don't accept adverfisements as fruthl On top of this 72% of marketers do not recognize or leverage customer referral value, Both of these facts are amazing, considering thot. oO, of peaple trust recommendations from friends and pec © fomily more than all other forms of marketing. 1 lo) of US consumers’ purchase decisions are © influenced by their friends’ social media posts [) of US consumers say friends and family are iheir y © topsourcesof brond awareness. 4

Slide 5

A Mobile Problem There is currently o massive imbalance in mobile adverfising as Mobile users spend 89% of their fime accessing media through apps and 20% of media is consumed on mobile devices, but only 3-4% of only 11% accessing media though the web, Banner ads and search ads total ad spend is allocated to mobile. This same imbalance existed can't reach users while they are in apps. Brands need to get in font of in the late 90s for the Internet users while they are in apps. 20% = 11% 5 Bl Tine Spent ® Time Spent in Apps 10% MW Ad Spend @ Time Spent on Web 5% 89% [I g 0% — — Mobile 4

Slide 6

The Market Opportunity The mobile ad market is predicted to reach $35.62 billion by The native ad market is predicted fo reach $5 billion by 2017 2017 (according to emarketer) at which point it will exceed (occording to emarketer). Native advertising will be the most deskiop ad spending effective woy to advertise on mobile. $40 $5 » $30 = — , $4 2 2 £ 2 ES El c c £ MW Mobile Ad Spend £ Bl Native Ad Spending i $20 MW Desktop Ad Spend 2 3 8 8 Ia & © ° < 510 | < 4 - ] $0 $0 - = = = 2013 2014 2015 2016 2017 2013 2014 2015 2006 2017 6

Slide 10

Reward Fulfillment, Made Easy Once the user completes the action for the brand they receives an awesome reward: cash, product, experiences or promo/ coupon code. Users can keep track of their rewards with their in-app wallet. With their Loot! wallet they can withdraw cash earnings via PayPal, receive coupon codes and redeem non-cash rewards in store by showing an in-app confirmation ticket. o] - o g ol o' Joe Steve Bill Stacey Earned $1 for taking a picture Earned a free small Starbucks Earned a backstage pass to Earned a $10 gift card for of himself wearing his Nike shoes coffee for Tweefing about a new see Less Than Jake in concert Edible Arrangements by taking during soccer practice. fla…

Slide 11

Unlockable Rewards and Campaigns Our newest and most exciting feature allows brands to lock campaigns with a branded code. This will allow brands to reward their customers for a nearly unlimited number of actions, such as visiting a physical store, buying a product or watching a video. Once the customer completes an action they will receive a unique branded code, which they can use to access the offer on Loot! Brands can also use this new feature to hand pick the super fans and customers that they want participating in a campaign. Only the invited individuals would be able fo participate in the campaign and receive the reward. Complete External Actions Receive a Code Enter Code on Loot! Acc…

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

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