- What is Hoard?
- Who are the Hoard team?
Currently, there are a few problems with true ownership within the gaming industry. They are as follows:
Whether classified as games, experimental social networks, or even art projects, virtual worlds have for a long time been established as a domain in which real economic activity is taking place. The result is that there are now a substantial amount of people who are receiving a substantial fraction of their income from such activities.
The problem is that virtual items are often siloed inside a game or a platform and many games prohibit transfer of ownership. This limits the scope of economic and social activities in which virtual goods can be utilised as the person who — at least in theory — is the owner.
Records of ownership are kept in centralized databases posing threats which are both internal (platform owner meddling with entries) as well as external (fraud and attacks resulting in virtual goods being stolen).
Classically, the multifaceted risk of game financing has been faced by a relatively small number of individuals and companies. The sometimes incredible cost of financing these titles has led to overall risk aversion for the entire industry. Consequently, the available room for experimentation with new genres and content is limited.
To an extent, Kickstarter has filled the gap for so-called indie titles with smaller budgets. But we think this is not enough. We believe it is time to create an entirely new framework for financing game development, in which potential risks (and possible successes) are much more evenly spread out.
Currently, the majority of the revenue generated by a game goes to game publishers. As highlighted above (c), this is largely due to the huge risk they take in being major financiers of these projects. Further, game distribution platforms may take a large cut of revenues, provide low transparency in their compensation models and have onerous payment lead times of more than 60 days to developers.
These can diminish the incentive and availability for game developers to create games in the first place.
This doesn’t just affect developers. It also affects gamers and the industry as a whole by:
- Limiting incentives for game developers (especially indie studios) from bringing real value to users
- Unjustifiably high prices on the market due to the presence of an omnipotent intermediary
(See also our intro video)
Hoard is a platform for creating true ownership of virtual content in computer games. Game developers can tokenize all aspects of their games on a blockchain, which allows gamers to finally own the items for which they pay real money. They can buy, sell and even rent out their virtual possessions at will, inside and outside of the Hoard marketplace. Additionally, the Hoard platform offers an alternative way of crowd funding games by inviting funders to contribute in return for valuable virtual items and allowing them to participate in the economies of the games.
Essentially, Hoard consists of three pillars:
Enabling true ownership of virtual items — Disrupting the virtual asset market by bringing blockchain technology to video games.
Example use cases: You are a dedicated gamer and play a new game every month. You buy a bunch of great items of each game and sell them off again once you switch to the next game.
You are going on a vacation and will be gone in 2 weeks. You rent out your super rare and powerful axe from your favorite RPG game while you are away and earn $25 USD.
Change the landscape of game financing — Disrupting the way of financing games by facilitating game developers in creating TGEs (Token Generation Events) to have their games funded directly by their future customers, fans and investors. The Hoard platform makes it possible to create real life economy around games and bring real life value to funders.
Example use case: See this blog post.
Provide opportunities for virtual employment — More and more people are working on producing and selling virtual goods and services and with the Hoard platform everything can be tokenized and traded. Hoard will even facilitate mom and pop-style shops on the Hoard Exchange.
Example use case: You set up your own shop on the Hoard marketplace and make a living selling items from your favorite games. Your customers are paying a premium because of your insightful guides, tutorials and customer service.
- Own and control your virtual assets & trade them at will
- Buy and sell items in a secure and supported manner
- A free and open marketplace for virtual possessions
- Monetise virtual work and services
Example use case: See this blog post
- Monetization of secondary markets
- Increased engagement and extended game lifetime
- Less overhead via decentralized, trustless (no need for trust) and transparent technology
- An integrated crowdfunding platform offers a powerful new way to raise money for development
- No need to rely on first parties, "big players" or proprietary software
Example use case: See this blog post
- SDKs (including plugins for Unity and Unreal).
- The Hoard Exchange — a decentralized marketplace and currency exchange.
- Backend administration interface dApp for setting up tokens and interacting with the blockchain.
- The Hoard Wallet — a convenience app for players to collect the virtual assets.
Everything on the Hoard Platform will be completely free and open source. Game developers are free to adapt, modify and use in any way (even setting up own marketplace).
The Hoard team
- Slawomir Bubel, CEO: Fifteen years of game industry experience and involved in more than 60 games. He was previously director of development at QLOC with more than 100 developers and artists under his management.
- Thomas Hagen Johansen, COO: Tech entrepreneur and passionate programmer. Development director at ITE, Section and online development manager at IO Interactive and independent contractor at Unity Technologies. Involved in games like HUGO, Kane & Lynch, Batman: Arkham Asylum, Just Cause and Tomb Raider.
- Martin Amor, Special Advisor, Co-Founder: Eighteen years of game developer experience. Lead programmer of MMORPG Anarchy Online. Technical producer of Hitman and Mini Ninjas and Technical director at IO Interactive.
- Wendell Davis, Product Design, Co-Founder: Serial entrepreneur and futurist. Deep blockchain experience with involvement in: OmiseGo, Steamr, Golem, Cosmos, ++.
- Cyryl Matuszewski, Lead Programmer: Senior software game developer. Ported and optimized engines such as Unreal Engine 3/4, RED Engine and MT Framework. Worked on titles such as The Witcher 2, DMC: Definitive Edition, Mortal Kombat X and Dark Souls across most of the major platforms and PC.
- Radoslaw Zagarowicz, Programmer: Senior software developer, blockchain and core technology. More than 10 years of programming experience in projects relating to computer graphics processing. Co-founder of Golem. Worked as development section manager at imapp.
- Marek Siemieniuk, Programmer: Senior programmer with more than 10 years experience in porting games to PC, Sony, Microsoft and Nintendo platforms. Prior experience includes working on titles such as The Witcher 2, Ultra Street Fighter IV, Resident Evil 6, Dragons Dogma: Dark Arisen.
- Daria Kurpiewska, Programmer: Expert in developing and optimizing rendering engines. Applied these skills in previous roles at imapp and QLOC, where she was involved in porting titles such as Injustice 2 and GetEven. Also worked on facial motion capture software for Platige Image.
- Rafal Wydra, Programmer: Has been working in video game development for more than 15 years specializing in optimizing games and rewriting rendering engines. Has worked on many games including Injustice 2, Gears of War and Mortal Combat X. Has a strong technical background in PC, PlayStation and Xbox game engines.
- Michal Majchrzak, Programmer: Experienced backend developer and a self-proclaimed big data wrangler. Excited to introduce blockchain technology into video games as he believes it is one of the best ways to manage the huge amount of data that games generate.
- Kuba Lesisz, Programmer, Co-Founder: Background in finance. Full stack experience
- Bartlomiej Ochnio, Game Designer: Previously worked as lead programmer for Juggler Games. Real life and human interactions inspire his design of game economies and mechanics. He believes that execution, persistence and the ability to take criticism is key to being a successful game designer.
- Mikkel Thykjaer Jorgensen, Legal: Co-founder of HEJM Law with many years of experience as a legal advisor in transactions concerning corporate law, investments and acquisitions. Heavily involved in advising startups with a tech focus.
- Adora Goh, Communications/Community Manager: Experienced marketing and communication manager who has spent the past 5 years helping early stage startups grow and engage their communities.
- Marta Byrne, Administration: A seasoned startup veteran, 16+ years of business experience in HR, administration, and operations to help drive and shape digital economies of the future.
- Christopher Robison, Community Manager: Has driven communications and community management in both the startup world and global operations at a Fortune 500. Has been involved in cryptocurrency and blockchain since 2012 and actively participates in events, speaking and educating on the importance, value and opportunities afforded by decentralization.
- Julian Zawistowski, CEO and Co-Founder of Golem
- Piotr Janiuk, CTO and Co-Founder of Golem
- Steffen Toksvig, VP of Engineering at Unity Technologies
- Jeremy Petreman, Senior Artist/Designer at Playdead
- Janos Flosser, Senior Partner at Promentum Equity
- Vansa Chatikavanij, Managing Director at OmiseGO
- Rasmus Hojengaard, Chief Design Officer at DICE and Brain+