Internal Operating Framework
Fund III · Geographic Sourcing

Mobile F2P Geographic Sourcing Framework

Sourcing priorities, hub selection, and partner coverage for mobile free-to-play studio formation

April 2026 Internal — Not for LP Distribution Mobile F2P Only

Answer Up Front

For Fund III mobile F2P sourcing, we will proactively mine a small set of repeat-formation hubs, remain globally opportunistic elsewhere, and use geography to focus sourcing effort rather than allocate capital.

We are not making a geographic allocation call. We are making a sourcing-efficiency call. AI is more likely to reinforce existing hub advantages than erase them, especially in mobile F2P where live-ops, user acquisition, and operator density still matter. In that context, the right operating posture is selective concentration: mine ecosystems that repeatedly produce venture-backable mobile F2P companies, remain globally open to exceptional outliers, and separate where we spend partner time from where capital can ultimately be deployed. Geography shapes pipeline focus, not capital allocation.

What This Is / Is Not

Tier Markets Why in Tier
Core proactive Turkey, Israel Dense studio base, proven F2P founder recycling, repeat multi-hundred-million-dollar exits, and local early-stage capital. (Turkey and Israel are both Core; Turkey is rebuild priority #1 due to thinner current network depth — see Section 5.)
Active opportunistic Finland, Sweden, United States, United Kingdom Mature ecosystems, deep operator talent, and proven exit liquidity, but ecosystem-wide rather than founder-mafia density.
Selective South Korea Scale and exit proof are strong, but the startup formation pattern is narrower and often runs PC/MMO-to-mobile rather than pure F2P founder recycling.
Relationship markets Gulf (UAE/Saudi), India Strategically important as capital partners or selective participation markets, but not yet founder-density sourcing hubs.
Low priority Japan, Germany, Vietnam, Eastern Europe Markets to watch rather than proactively mine because VC-backable F2P startup formation is weak or unproven.

This framework governs partner time, travel, and outbound coverage. Approximately 60-65% of proactive sourcing effort goes to Core, 25-30% to Active Opportunistic, and the balance across Selective and Relationship markets.

Our current mobile gaming network comprises 434 active studios mapped across 50+ countries and 1,355 named operator and founder contacts. The concentration and the gaps in that network shape the tier logic below.

Why We Are Re-entering Mobile Now

We reduced mobile emphasis in Funds I and II after Apple ATT broke underwriting in 2021. We re-enter only because three underwriting conditions changed. All three are now met.

The pause was discipline, not retreat. Apple’s App Tracking Transparency regime, introduced in April 2021, removed deterministic attribution and drove opt-in to roughly 14% according to Singular. The industry revenue hit was approximately $8-10 billion per year, with Facebook absorbing 80% of that impact according to Konvoy and Lotame. US monthly mobile consumer spend peaked in March 2021 at roughly $600 million and declined thereafter. Mid-core games were down 9% in revenue in 2023, and the hyper-casual model that had supported a large portion of venture-backed mobile formation largely stopped working. In that environment, the prudent response was to reduce emphasis, preserve underwriting standards, and wait for evidence rather than tell ourselves a recovery story.

That evidence now exists. Re-entry gates were met. The first gate was measurement and ad network maturation. The second was developer population equilibration. The third was confirmation that AI compounds strong hubs rather than flattening them. We are re-entering on those grounds, not because the category has become easy again.

Re-entry gate 1: measurement and ad network maturation — MET

Measurement infrastructure has materially improved from the ATT trough. SKAN 4 adoption reached 27% of postbacks in February 2024, and by September 2025 a “SKAN-first” operating posture had become the default according to AppsFlyer and Aarki. Apple’s AdAttributionKit launched in mid-2024 and restored re-engagement and cross-store tracking without personal data. That mattered because it shifted measurement from emergency adaptation to workable operating practice.

Ad network performance also improved in ways that are directly relevant to mobile F2P underwriting. AppLovin’s AXON 2.0 produced 66% year-over-year revenue growth in Q4 2025, reaching $1.66 billion; management characterized the product as “almost a requirement” for mobile UA. Liftoff’s 2025 benchmarks show iOS D30 ROAS for casual games returning to 47%, versus Android at 15%. AppsFlyer’s 2025 Performance Index also points to stabilized iOS media costs and a rebound in ad spend. None of this restores pre-ATT certainty. It does restore enough signal for disciplined operators to spend against measurable return.

Re-entry gate 2: developer population equilibration — MET

The developer base has also reset. Gaming layoffs were 15,631 in 2024 and 9,175 in 2025 according to Satvat and GamesIndustry.biz, meaning 41% of developers were affected across the period. Mobile-specific closures and cuts included Playtika reductions, Outplay, Machine Zone, and NetEase’s overseas mobile pullback. Capital availability tightened at the same time. Gaming VC funding fell to $373 million in Q1 2025, down 41% year over year, and to $193 million in Q2 2025, down 47%, according to Konvoy. Seed-to-Series A graduation in gaming remained 11.5%, versus 20-30% in general tech. That is a brutal selection environment, but it is also the environment in which the next strong cohort forms.

Demand data reinforce the same read. Mobile downloads were down 10.7% year over year in Q4 2025 while IAP revenue increased 3.4% for full-year 2025. The implication is that broad volume noise is receding while monetization quality matters more. That favors teams with deep product, UA, and live-ops reps. It disfavors teams trying to brute-force growth through cheap user acquisition that no longer exists.

Re-entry gate 3: AI compounds hubs, not flattens — MET

The third gate is still forming, but the evidence is sufficient to act. AI lowers execution cost for studios that already possess product and monetization DNA. It does not erase the value of that DNA. AI-first indie teams without live-ops experience still struggle to monetize, and the execution gap between tool access and operating competence has widened. Early Fund III signal is consistent with that view: AI-native mobile studios are forming in Istanbul, Tel Aviv, and Helsinki, which is exactly where a hub-compounding thesis would predict they form.

This is why our mobile posture for Fund III is selective re-entry, not broad mobile renaissance. Scar tissue, not prophets, is the right posture. The partners leading this effort have operated through platform shocks before. They know the difference between improved tooling and restored underwriting.

Disconfirming Hedge

We are not underwriting a broad mobile renaissance. Downloads remain weak, hit concentration remains high, and recovery is uneven by genre and channel. This is selective re-entry based on specific hub conditions, not a whole-category call.

Why Geography Still Matters in Mobile F2P

Geography still matters in mobile F2P because F2P remains live-ops, UA, and product-reps intensive, and operator density is concentrated in specific hubs rather than evenly distributed across markets.

The central question is not whether AI makes teams more productive. It clearly does. The relevant question is where that productivity compounds most. In mobile F2P, it compounds where veteran operators are concentrated, where monetization and content cadence have already been learned the hard way, and where repeat founder formation gives new companies access to pattern recognition before they discover it expensively on their own. AI raises the floor for what a small team can ship. It raises the ceiling faster for a small team plugged into a veteran operator network.

That produces two scenarios worth sizing against. In an AI compounds scenario, existing hubs widen their lead because they already have the product managers, analysts, UA leaders, growth marketers, monetization owners, economy designers, and live-ops executives who know how to convert lower production cost into better outcomes. That is the priority bet. In an AI democratizes scenario, emerging markets begin closing the gap because tools substitute for missing local experience and make it easier for talent outside the traditional centers to compete. That is the optionality bet embedded in Relationship and Low-priority tiers. Fund III should be sized for both possibilities, but time allocation should favor the first until evidence changes.

Our framework therefore focuses on three hub-level forces. The first is the cost window: where in a market’s lifecycle does cost remain favorable relative to productivity? The second is the innovation edge: is the ecosystem generating new mechanics, genres, distribution instincts, or monetization design rather than simply iterating on known patterns? The third is acquirer gravity: do scaled publishers and strategic buyers actively look to buy from that hub? These three interact with each other. A market can have low cost and weak acquirer gravity, or very high acquirer gravity and a closed cost window. The right sourcing posture depends on their combination.

A lifecycle overlay helps explain why different markets sit in different tiers. Emerging markets often offer an attractive cost window but limited proof of founder recycling. Maturing markets often show the strongest innovation edge because they are established enough to produce talent spinouts but not yet fully priced. Peak-maturity markets usually carry the strongest acquirer gravity, because buyers know how to diligence the talent base and the output quality. Declining markets can retain important incumbents while becoming less productive hunting grounds for new venture formation. This is why market maturity does not map one-to-one with sourcing priority. Mature ecosystems such as the US or UK still matter because their operator density and liquidity are real, even if the founder-mafia dynamic is weaker than in Turkey or Israel.

The 5-Variable Rubric

Tier placement is driven by a five-variable rubric so that geography remains a process decision rather than a narrative preference.

Variable Signal Measured By
Founder recycling velocity Number of second-time or spinout founders producing VC-backable F2P studios per year Named mafias such as Peak in Turkey, Playtika in Israel, Supercell alumni in Finland, and Zynga India
F2P-specific exit history Dollar-weighted M&A of mobile F2P studios from 2018-2026 PitchBook, InvestGame; Dream, Peak, Rollic, SuperPlay, Rovio, Small Giant, Scopely
Operator density Density of live-ops, UA, product management, and monetization talent Studio count, headcount, and LinkedIn signals
Local early-stage capital Specialized gaming seed capital active in-market Sisu, Play Ventures, Makers Fund, Bitkraft, and ecosystem funds
Cost / accessibility Cost per senior operator, regulatory friction, language, and travel access Labor cost indexes, English proficiency, and hub connectivity

The rubric should be read as a threshold system. Core markets are strong on five of five or four of five variables. Active Opportunistic markets are strong on three to four variables, but usually miss either founder-mafia density or a cost advantage. Selective markets are strong on two to three variables with a specific gap that matters for sourcing. Relationship markets are strong on one to two variables, often on the capital side rather than the founder side. Low-priority markets are below that threshold. This is why the framework is durable even if specific company outcomes change. A tier shift requires a measurable change in a variable, not a story about momentum.

The practical benefit is governance. The five-variable rubric turns market selection into a repeatable decision system. It explains why Turkey and Israel merit proactive mining, why Finland and Sweden deserve sustained presence but not the same rebuild intensity, why South Korea remains selective despite scale, why the Gulf is a capital source rather than a sourcing target, and why Japan is low priority, not exclusion. It also creates a disciplined path for revision. If a low-priority market starts producing founder recycling and real exit velocity, it can move. If a Core market suffers a material break in operator density or acquirer gravity, it can move down. The framework is meant to be falsifiable.

Why Transcend Has Edge in These Hubs

Our edge is not that we predicted mobile’s recovery. Our edge is that the Fund III team carries operator scar tissue from prior platform shocks and a measurable, rebuildable network in the hubs that matter.

Three Operators, Not Three Narrators

Brett Krause served as FunPlus CIO from 2018-2022 and ran capital allocation inside a top-tier mobile publisher while unit economics were breaking. He knows what restored signal looks like and what false confidence looks like.

Shanti Bergel served as FunPlus EVP from 2017-2020, GREE SVP from 2011-2017, and Playfish/EA BD from 2009-2011. Her perspective spans Japan, the US, the UK, and the Nordic markets across multiple mobile cycles.

Andrew Sheppard served as Kabam President from 2009-2014, taking revenue from $180 million to $400 million, and as GREE International CEO from 2014-2017. He has scaled F2P through prior monetization and platform disruptions.

That is the relevant credibility base for this memo. Scar tissue, not prophets. We reduced mobile emphasis when ATT broke underwriting. Hub-specific relationships atrophied during that pause, which is what should happen when a strategy is not being pushed aggressively. Fund III is therefore not a story about permanent omnipresence in every market. It is a story about deliberate reactivation around a narrower mobile F2P thesis.

Each GP carries an operator-era network into Fund III sourcing. These networks are being actively rebuilt. We do not claim deep current penetration where we have not yet rebuilt it. The Affinity-tracked counts below are therefore important because they distinguish inherited access from present-day depth and make the rebuild task explicit.

Hub Studios Mapped Named Contacts Contacts / Studio Rebuild Posture
US 142 483 3.4 Continuous coverage through Fund I and II portfolio activity; no rebuild required.
UK 51 132 2.6 Warm. All three GPs have been London-active and present on the local conference circuit.
Finland 31 94 3.0 Warm. Shanti’s 30+ years of Nordic coverage create real access into Supercell, Rovio, and King-linked networks.
Israel 12 43 3.6 Core hub, moderately warm. Andrew’s Kabam/GREE-era ties into Playtika and Moon Active circles. Fund II+III portfolio company Kinoa (mobile LiveOps/UA platform, Israel-based) provides direct ecosystem signal.
Türkiye 18 33 1.8 Rebuild priority #1. Organizations are mapped, but operator-relationship depth is thin. Brett’s FunPlus-era ties into Peak alumni and Shanti’s GREE-era Istanbul contacts are being reactivated.
Germany 16 22 1.4 Opportunistic. Network depth is thin and supports a watch-list posture rather than proactive mining.
India 14 46 3.3 Relationship market. Coverage is helped by partner network access into Zynga India alumni.
Sweden 10 24 2.4 Warm. Nordic pattern recognition extends into Sweden, though market depth is lower than Finland.
Japan 4 12 3.0 Low priority market with operator-era access through Andrew’s GREE International network.
South Korea 1 1 1.0 Minimal current network, which is one reason the market remains Selective despite its scale.
Gulf (UAE) 1 6 6.0 Relationship market on the capital side, not yet a sourcing-side founder ecosystem.

Switzerland, with 4 studios and 108 contacts or 27 contacts per studio, reflects Brett’s FunPlus-era Zurich network density. It is not a tier market for this memo, but it is a real network asset that supports rebuild work in Core hubs.

Fund I and II deal-by-deal sourcing and deployment records are maintained in Affinity CRM and can be shared with LPs on request.

Market Map and Tiers

The tier map reflects where repeat founder formation, F2P exit proof, operator density, and local access combine to produce a sourcing advantage.

Market Cost Window Innovation Edge Acquirer Gravity Founder Recycling F2P Exits Local Capital Cost Network (Studios / Persons) Tier
Turkey Mid High High Very High Very High Medium Low 18 / 33 Core
Israel Late High High High Very High High High 12 / 43 Core
Finland Late High High High Very High Very High High 31 / 94 Active Opp.
Sweden Late Med High Med-High Very High High High 10 / 24 Active Opp.
US Late High Very High High Very High Very High Very High 142 / 483 Active Opp.
UK Late Med High Med High High High 51 / 132 Active Opp.
South Korea Late High High Med (PC/MMO→mobile) Very High High High 1 / 1 Selective
India Early-Mid Med Med Med (Zynga Mafia) Med Med Low 14 / 46 Relationship

Named evidence by market

Turkey. Turkey remains Core because the recycling engine is unusually visible and because exit proof is repeat rather than singular. Peak became Dream. Dream Games produced Royal Match, which reached $1.9 billion LTM as of Q1 2026. Scopely’s Loom product exceeded $1 billion in Q1 2026. Zynga acquired Peak for $1.8 billion in 2020. Dream Games raised at a $2 billion valuation in May 2025. That is not just one hit. It is a founder formation flywheel with global outcomes.

Israel. Israel is Core because it combines F2P exit density with strong operator quality and local capital. Playtika acquired SuperPlay for $1.95 billion in November 2024. MTG acquired Plarium in November 2024. Coin Master generated $852 million in 2024. The ecosystem comprises roughly 190 companies. Israel’s cost base is high, but its density of monetization and live-ops talent is a clear advantage.

Finland. Finland sits in Active Opportunistic because it is one of the world’s most important mobile gaming ecosystems, but it is more ecosystem-wide than concentrated around a single founder-mafia pattern. Supercell generated €1.7 billion in 2023. Sega acquired Rovio for $776 million in 2023. Zynga acquired Small Giant for $700 million-plus in 2018. Bit Odd raised in 2025 with Andreessen Horowitz and Sisu. Finland scores at or near Core thresholds on multiple rubric variables. It is classified Active Opportunistic rather than Core because its founder-recycling pattern is ecosystem-wide (ex-Supercell and ex-Rovio alumni forming studios broadly) rather than concentrated around a single high-velocity founder mafia like Turkey’s Peak alumni or Israel’s Playtika alumni. The rubric captures this through the qualitative density dimension of founder recycling, not just count.

Sweden. Sweden remains Active Opportunistic because King functions as a major live-ops academy and because MTG and Stillfront contribute to consolidator gravity. Candy Crush generated $1.28 billion in 2024. The ecosystem produces experienced operators and acquirer awareness, though the founder recycling story is less concentrated than in Turkey or Israel.

United States. The US stays Active Opportunistic because liquidity, scale, and operator density are unmatched, but the ecosystem is broad rather than tightly clustered around mobile F2P founder mafias. Savvy acquired Scopely for $4.9 billion in 2023. Take-Two acquired Zynga for $12.7 billion in 2022. Monopoly Go reached approximately $2 billion LTM in Q1 2026. This is a market that must be covered continuously, but its breadth argues for ecosystem coverage rather than narrow-hub mining.

United Kingdom. The UK belongs in Active Opportunistic because London remains a meaningful cluster for mobile operators and scaled studios. King, Tripledot, Space Ape, Hutch, and Kwalee all matter. Tripledot acquired AppLovin’s games business for $900 million in 2025. The UK has liquidity and talent depth, but the founder recycling velocity is less concentrated than in Core hubs.

South Korea. South Korea is Selective because the market has scale, public market proof, and strong operating talent, but its company formation pattern is narrower for Fund III’s mobile F2P sourcing objective. Shift Up’s IPO raised $320 million in 2024. Krafton’s IPO raised $3.8 billion in 2021. Netmarble executed $1.2 billion and $2.19 billion M&A in 2021. The ecosystem is real. Our network is not yet, and the founder pathway often runs through PC/MMO heritage rather than the repeat mobile F2P spinout profile we want to mine proactively.

India. India is a Relationship market because cost is attractive, mobile consumption is massive, and a Zynga India alumni base exists, but founder recycling and F2P exit density are still thinner than in Core or Active Opportunistic hubs. MTG acquired PlaySimple for $510 million in 2021. Stillfront acquired Moonfrog for $90 million in 2021. India has 500 million-plus local gamers. It matters strategically, but today it is better treated as selective participation and relationship development than as a top outbound mining priority.

Location ≠ Revenue

Mobile F2P is globally monetized. A Turkish studio’s revenue comes from players in 100+ countries, typically with roughly 40-60% from the US, Europe, Japan, and Korea. Studio location is not revenue concentration. Political, currency, and sanctions risk tied to studio location are real and are diligenced directly, but they do not drive tier assignment.

Illustrative example: Royal Match, developed by Dream Games in Istanbul, generated revenue split approximately as follows: US 35%, Japan 15%, Korea 10%, Germany 8%, rest of world 32%. The studio is Turkish. The revenue base is global.

Low-priority and watch markets

Market Network (Studios / Persons) Why Here What Would Change This
Japan 4 / 12 Corporate conglomerates dominate, VC-backed F2P startup exits are near-zero, and talent often stays within Cygames, Bandai, or Square Enix. A meaningful VC-backed F2P spinout cohort.
Germany 16 / 22 There is some presence through InnoGames and Goodgame, but no compounding founder flywheel and weak recent exit history. A named founder mafia and exit velocity above $100 million.
Vietnam 1 / 2 Often described as a “cracked the code” market, but hub-level data are still thin. Documented founder recycling and Western acquirer engagement.
Eastern Europe (Poland, Serbia, Romania) 9 / 14 combined There are talent pockets, but not yet a coherent ecosystem with repeat formation. Cluster formation supported by local capital and repeat exits.
Gulf (UAE/Saudi) 1 / 6 Indigenous F2P creation remains nascent. This is a capital-side market, not yet a founder-side sourcing hub. A local studio ecosystem that emerges beyond acquisitions.

China is out of scope. Regulatory and capital-access constraints make it uninvestable for Fund III on our current mandate.

What This Changes in Practice

The framework changes operating behavior, not just how markets are described on a slide.

First, partner travel changes. Core hubs, especially Istanbul and Tel Aviv, receive the most concentrated partner-time investment because they are where the combination of founder recycling, exit density, and current network gaps justifies proactive effort. Active Opportunistic hubs such as Helsinki, Stockholm, London, and the major US nodes remain continuously covered because they are too important to treat episodically, but they do not require the same concentrated rebuild intensity. Selective and Relationship markets are covered through conference circuits, targeted trips, and opportunity-driven follow-up rather than standing proactive mining.

Second, outbound sourcing changes. Most proactive coverage belongs in Core markets. Active Opportunistic markets are best approached through ecosystem-wide mapping and continuous maintenance. Elsewhere, coverage becomes targeted and evidence-led. This matters because geography is being used to improve the ratio of time spent to qualified opportunities surfaced. It is not being used to force a market allocation decision at the investment committee level.

Third, rebuild priorities become quantitative rather than intuitive. Turkey’s network depth, at 1.8 contacts per studio, is approximately half the average of our two best-covered comparison points among relevant hubs, Israel at 3.6 and Finland at 3.0. Turkey is therefore rebuild priority #1. Israel is rebuild priority #2, not because the density is weak, but because the Core-hub thesis requires deeper founder penetration than a moderately warm base alone can support. By contrast, the US, UK, Finland, and Sweden are warm enough that rebuild can be lighter and more maintenance-oriented.

Fourth, conference strategy tightens. The relevant events are hub-dense gatherings such as Pocket Gamer Connects in London and Helsinki, G-Star in Korea, Gamescom in Cologne, and White Nights globally. The objective is not generic trade-show coverage. The objective is to spend time where mobile operators, founders, and acquirer-adjacent executives from the target ecosystems actually aggregate.

Finally, the framework creates an internal expectation about conversion quality. We expect Core hubs to produce materially higher conviction-to-term-sheet conversion than non-Core hubs because operator density and pattern recognition are stronger there. We are not publishing public conversion targets. We are making an internal operating claim that partner time should be allocated where repeatable insight and repeatable access are both highest.

Governance, Risks, and Evidence Quality

This framework is meant to be governed, challenged, and revised against evidence rather than defended as doctrine.

The review cadence is semi-annual and will be conducted by the full partnership: Andrew Sheppard, Brett Krause, and Shanti Bergel. Any tier change requires majority partner agreement plus documented evidence that at least one rubric variable has shifted. LPs should receive an annual update through the fund letter. That update should focus on what changed in the variables, what changed in network depth, and whether the sourcing pattern is validating or challenging the current map.

LPs should also know what could invalidate the framework. There are five principal failure modes. First, AI could flatten execution faster than expected, allowing emerging markets to close the operator-density gap and weakening the current advantage of Core and Active Opportunistic hubs. Second, UA economics could break again if Android or browser distribution experiences an ATT-like measurement reset. Third, acquirer appetite could compress, reducing exit liquidity in hubs such as Turkey, Israel, and Finland. (Note that Saudi sovereign capital — Savvy Games Group — has expanded exit optionality for Turkish studios in recent years, partially offsetting traditional acquirer-concentration risk. However, dependence on a single sovereign buyer creates its own concentration concern.) Fourth, founder recycling could slow if prior exit winners stop producing second-time founders at historical rates. Fifth, geopolitical disruption could impair a Core hub directly, including Turkey through FX stress or Israel through regional conflict.

These are real risks, but they are not reasons to avoid the framework. They are reasons to govern it honestly. The advantage of a process-driven memo is that disconfirmation can be observed earlier than if we were relying on broad category narratives. If acquirer gravity weakens, it will show up. If founder recycling slows, it will show up. If a low-priority market suddenly produces repeated venture-backable spinouts with real exit outcomes, it will show up.

Evidence Quality

Confident: M&A exit history from PitchBook and InvestGame; named founder mafias; studio density; attribution and ad network maturation from Liftoff, AppsFlyer, and AppLovin public data; developer population consolidation from Satvat and Konvoy.

Noisy / gaps: cohort-level ROAS by geography, for which we do not cite internal portfolio data; D30+ retention benchmarks by geography; specific studio closure counts beyond aggregate levels; and hub-level evidence in Vietnam and Eastern Europe.

The memo should therefore be read as an underwriting tool with honest confidence intervals. The evidence behind Core and Active Opportunistic assignments is strong enough to act on. The evidence behind certain watch-list markets is intentionally weaker, which is why those markets remain low priority rather than forced into the core map. Low priority is not exclusion. Capital source is not sourcing target. Selective re-entry is not a broad mobile renaissance. Those distinctions are the discipline of the framework.

Appendix

Supporting scorecards, network snapshots, and source references

Extended Market Scorecard

Market Cost Window Innovation Edge Acquirer Gravity Founder Recycling F2P Exits Local Capital Cost Network Tier
Turkey Mid High High Very High Very High Medium Low 18 / 33 Core
Israel Late High High High Very High High High 12 / 43 Core
Finland Late High High High Very High Very High High 31 / 94 Active Opp.
Sweden Late Med High Med-High Very High High High 10 / 24 Active Opp.
US Late High Very High High Very High Very High Very High 142 / 483 Active Opp.
UK Late Med High Med High High High 51 / 132 Active Opp.
South Korea Late High High Med (PC/MMO→mobile) Very High High High 1 / 1 Selective
India Early-Mid Med Med Med (Zynga Mafia) Med Med Low 14 / 46 Relationship
Gulf (UAE/Saudi) Early Low-Med High capital-side Low Low High High 1 / 6 Relationship
Japan Late High inside incumbents High Low Low for VC-backed startups High High 4 / 12 Low priority
Germany Late Med Med Low Low Med High 16 / 22 Low priority
Vietnam Early-Mid Unclear Low-Med Low / unproven Low / unproven Low-Med Low 1 / 2 Low priority
Eastern Europe (Poland, Serbia, Romania) Early-Mid Med Low-Med Low / fragmented Low / fragmented Low-Med Low-Med 9 / 14 combined Low priority

Affinity Network Snapshot by Country

This memo’s network logic is grounded in the Affinity mobile studios list, source list 253006, as of April 15, 2026. The in-body markets below are the markets that materially inform tiering and rebuild posture.

Country / Market Studios Named Contacts Contacts / Studio Memo Relevance
United States 142 483 3.4 Largest coverage base; continuous maintenance.
United Kingdom 51 132 2.6 Active Opportunistic; warm network.
Finland 31 94 3.0 High-value Nordic hub with strong exit proof.
Türkiye 18 33 1.8 Core hub; rebuild priority #1.
Germany 16 22 1.4 Watch-list market, not proactively mined.
India 14 46 3.3 Relationship market with targeted access.
Israel 12 43 3.6 Core hub; rebuild priority #2.
Sweden 10 24 2.4 Warm Nordic coverage.
Eastern Europe (Poland, Serbia, Romania) 9 combined 14 combined 1.6 combined Fragmented talent pocket, no coherent ecosystem.
Switzerland 4 108 27.0 Non-tier asset reflecting FunPlus-era Zurich density.
Japan 4 12 3.0 Low priority, not exclusion.
Vietnam 1 2 2.0 Thin data, remains watch-list only.
South Korea 1 1 1.0 Selective market with minimal current depth.
Gulf (UAE) 1 6 6.0 Capital source, not sourcing target.

Illustrative Revenue Geography

Royal Match / Dream Games / Istanbul: US 35%, Japan 15%, Korea 10%, Germany 8%, rest of world 32%. This is the cleanest illustration of the memo’s core distinction: studio location is not revenue concentration. For mobile F2P, local operator density drives company formation and early execution quality; revenue is captured globally.

Full Citations

AppsFlyer. Performance Index 2025 and related SKAN adoption reporting, 2024-2025.

Aarki. SKAN 4 adoption reporting, February 2024.

AppLovin. Q4 2025 public results and commentary on AXON 2.0, 2025.

GamesIndustry.biz. Gaming layoff coverage and aggregate counts, 2024-2025.

InvestGame. Mobile gaming M&A and financing reporting, 2018-2026.

Konvoy. Mobile revenue impact estimates from ATT and gaming funding updates for Q1 2025 and Q2 2025.

Liftoff. 2025 mobile gaming benchmark reporting including iOS and Android D30 ROAS.

Lotame. ATT-related advertising revenue impact analysis.

PitchBook. Transaction and financing records for Peak, Dream Games, SuperPlay, Rovio, Small Giant, Scopely, PlaySimple, Moonfrog, and related mobile gaming companies.

Satvat. Aggregate gaming layoff tracking, 2024-2025.

Singular. ATT opt-in estimates following April 2021 launch.

Company public disclosures and transaction announcements: Zynga/Peak 2020; Sega/Rovio 2023; Take-Two/Zynga 2022; Savvy/Scopely 2023; Playtika/SuperPlay 2024; Tripledot/AppLovin games 2025; MTG/PlaySimple 2021; Stillfront/Moonfrog 2021; Shift Up IPO 2024; Krafton IPO 2021.

Affinity CRM. Mobile Studios list 253006, as of April 15, 2026, used for internal studio and contact count snapshots by country.

Glossary

ATT: Apple App Tracking Transparency.

SKAN: SKAdNetwork, Apple’s privacy-preserving attribution framework.

AdAttributionKit: Apple attribution framework launched in mid-2024 that expanded measurement capability without personal data.

Live-ops: Ongoing content, events, economy management, and monetization operations after launch.

UA: User acquisition.

CPI: Cost per install.

eCPM: Effective cost per thousand impressions.

ROAS: Return on ad spend.

LTV/CAC: Lifetime value to customer acquisition cost ratio.

Appendix 1: Statistical Validation & Efficiency Data

Cost arbitrage alone does not predict enterprise value; F2P operational depth is the differentiating variable across every market in our dataset.

1.1 Global Cost vs. Enterprise Value Disconnect

The takeaway from this appendix is straightforward: low cost does not predict enterprise value; F2P operational depth does. Conventional venture capital wisdom has argued that lower operating expenses provide more at-bats, thereby improving the probability of a breakout hit. A review of the top 50 global studios reveals a clear disconnect between cost arbitrage (measured by COLA relative to NYC=100) and realized enterprise value. Cost arbitrage is insufficient without accompanying Free-to-Play Intelligence (F2P IQ).

Market COLA Index (vs NYC=100) Gaming Value ($B) Top 50 Global Studios
Vietnam ~25 (lowest) ~$0.1B (gaming IP) 0
India ~28 $0.6B (mostly RMG) 0
Turkey 56 (senior dollarizing) $2.2B+ realized, $5B+ total 3+
Israel 75 (offshore model) $15B+ 5+
Finland 85 $12.5B+ 3+
Takeaway: Vietnam and India have maintained the deepest global cost advantages for 15+ years. Despite this prolonged window, they have produced 0 studios in the Top 50 globally. Finland, operating at a COLA index of 85 (among the highest costs in Europe), has generated $12.5B+ in enterprise value and houses 3+ top-tier studios. Turkey, at a moderate COLA index of 56, has captured $2.2B+ in realized exits and $5B+ in total ecosystem value. Cost alone does not predict enterprise value creation; F2P operational depth does.

1.2 Studio Efficiency Metrics (Revenue per Employee)

Revenue per employee isolates the impact of domain expertise (F2P IQ) from headcount scale. This metric acts as a proxy for operational leverage, showing how effectively a studio monetizes its talent base before the application of generative AI tools.

Studio Revenue / Employee Notes
Supercell (Finland) $8.8M Gold standard efficiency
Dream Games (Turkey) $5.4M Single-game focus, peak efficiency
Peak Games (Turkey) $2.1M Pre-AI benchmark
VNG (Vietnam) $20K Publishing model (no IP leverage)

The starkest contrast in our dataset lies between Supercell's $8.8M revenue per employee and VNG's $20K. This represents a 400x efficiency gap. This gap is not driven by labor costs, but by F2P IQ: the institutional knowledge of monetization design, live-ops execution, and player psychology. A Turkish benchmark like Dream Games ($5.4M) further validates that a high F2P IQ combined with a targeted cost window drives extraordinary capital efficiency. Under the AI Compounds scenario (estimated at 60% probability; see Appendix 3), AI integration is likely to multiply Supercell's and Dream Games' efficiencies substantially, leaving low-efficiency publishing models further behind.

1.3 Pearson Correlation of Hub Variables

To validate the sourcing tier assignments, we scored key ecosystem variables across all candidate markets. The data does not support the "cost-alone" thesis and reveals the structural barriers that trap emerging markets. Note: the sample is small (n=13 markets) and variables are ordinal; the directional findings below should be read as pattern indicators, not statistically conclusive results.

Finding Direction Strength Confidence
Domestic Market Trap Strong negative High Directional (n=13, ordinal)
Cost Alone Insufficient Positive Med-High Directional (n=13, ordinal)
Outsourcing Trap Negative Medium Suggestive
B2C Orientation Positive Medium Weak
Seeding Events Strong positive High Circular (defined by outcomes)

Interpretation of findings:




Appendix 2: The 4-Stage Hub Lifecycle Model

Hub maturity stage determines sourcing posture: Growth-stage hubs warrant proactive mining; Consolidation-stage hubs warrant maintenance coverage.

2.1 The Four Stages of Ecosystem Evolution

The key takeaway: a hub's lifecycle stage determines the right sourcing posture. The Lifecycle Model explains why some cost advantages convert into large exits while others stagnate as outsourcing or publishing traps. A gaming hub progresses through four sequential stages. Misunderstanding a market's current stage leads to mispriced risk and poorly timed sourcing effort.

  1. Stage 01: Emergence (0-5 years post-seeding): In this nascent phase, the initial cost window opens. The ecosystem relies heavily on a first breakout success, which begins to assemble a nascent talent network. This stage is characterized by extremely high variance and a dearth of verified exits. Currently, markets like Vietnam (with its first notable non-Tencent exit in Dec 2025) and Poland (relying on RU/BY exodus talent) are navigating this phase.
  2. Stage 02: Growth (5-10 years): This is the optimal window for venture capital entry. Alumni from the initial breakout success begin to launch their own independent studios. Institutional VC capital flows inward. Crucially, the cost advantage remains highly meaningful, but talent is rapidly maturing. Turkey is currently transitioning from Growth to Maturation, having spun out 20+ studios from the Peak Games cluster.
  3. Stage 03: Maturation (10-15 years): The ecosystem validates its existence with multiple $1B+ exits. However, operational costs rise rapidly as the market becomes globally recognized. Acquirer interest reaches its absolute peak. Entry for VCs is still highly viable, but valuations are noticeably compressed compared to the Growth stage. Israel is the prime archetype of the Maturation phase.
  4. Stage 04: Consolidation (15+ years): Costs have completely normalized to global standards. Large incumbents systematically absorb any remaining viable targets. Top-tier talent is restrained by lucrative golden handcuffs. For seed-stage investors, late entry here equates to overpaying. The Nordics (Finland/Sweden), the US, and the UK firmly occupy this final stage. Consolidation does not imply reduced sourcing value. Mature ecosystems in Stage 4 continue to produce venture-backable studios through founder recycling and acquirer-driven spin-outs. The Active Opportunistic tier reflects this: these markets are past their explosive growth phase but remain productive sourcing environments.

2.2 The Temporal Physics of Cost Windows

Cost advantage is never permanent; it is a decaying asset. A cost window represents a strictly temporal opportunity. When a hub begins generating global hits, capital influx inevitably drives up local talent pricing. The data vividly illustrates this compression:

2.3 Component C: The Mechanics of Acquirer Gravity

Value flows to where acquirers are headquartered, not where development teams sit. An ecosystem cannot advance to Maturation without clear pathways to liquidity. Understanding the geographic distribution and strategic intent of global acquirers is important for risk assessment.

Acquirer Region Key Players Notable Acquisitions & Exits
US Zynga, EA, Take-Two, AppLovin Peak ($1.8B; see Section 6), Rollic ($168M+), Playfish → EA ($400M)
UK King (Activision) King → Activision ($5.9B)
Saudi Arabia / MENA Savvy Games Group (PIF) Scopely ($4.9B; see Section 6), EA stake ($2.1B)
Singapore Sea Ltd (Garena) SEA publishing, Moonton
China Tencent, NetEase VNG stake, SEA publishing
Korea NCsoft, Krafton, Netmarble Indygo/Lihuhu ($103.8M, 2025), Kabam ($800M)
The Saudi Arabia Factor: Savvy Games Group has reshaped the M&A landscape between 2023 and 2025. By deploying geography-agnostic capital, they have expanded exit optionality for Turkish studios. Geopolitical considerations may limit Israeli-Saudi deal flows, which reinforces the importance of US acquirer gravity for Israeli portfolio companies.



Appendix 3: AI Impact Scenarios & Contrarian Volume Play

AI compounds existing F2P operational advantages rather than equalizing them; the sourcing framework is resilient across the most probable AI scenarios.

3.1 The AI Impact Matrix

Understanding which elements of studio building are disrupted by generative AI, and which are reinforced, is central to sourcing posture. AI is an asymmetric multiplier: it lowers the floor on production capabilities while amplifying entrenched domain knowledge.

Market Attribute Pre-AI Importance AI Impact
F2P IQ (monetization knowledge) Critical AMPLIFIED – AI multiplies winning formulas.
Execution IQ (code/art) Important COMMODITIZED – AI makes this table stakes.
Seeding Events (alumni networks) Required PARTIALLY SUBSTITUTABLE – AI transfers explicit knowledge, not tacit.
Cost Arbitrage Useful CHANGED – Value shifts to "AI direction ability" not raw cost.
English Fluency Important REDUCED – AI translation near-instant.

The productivity evidence spans the value chain. In development, early benchmarks suggest 4-5x productivity gains (Duolingo case studies). In marketing, AI-driven platforms like AppLovin AXON and Meta Advantage+ report up to 4x efficiency improvements. On the content generation side, 40% of studios report 20%+ real productivity gains. One Istanbul-based studio reduced its background art team from 5 to 1 using generative AI, reallocating that budget into User Acquisition (UA). The pattern is consistent: AI accelerates studios that already hold an F2P operational advantage.

3.2 Scenario Analysis: Geographic AI Impact

Fund III evaluates the evolution of the market through four scenario lenses. Sourcing emphasis shifts depending on which scenario unfolds.

Scenario Probability Implication
AI Compounds (Turkey/Israel extend lead) 60% High F2P IQ × AI = faster iteration on winning concepts. Our core thesis holds.
AI Commoditizes Production (tools win) 25% Tool providers capture value; portfolio companies with AI tool exposure gain leverage on the supply side.
AI Democratizes (Vietnam/India breakout) 10% Requires AI to solve the "Product Taste" gap. LLMs are regression-to-mean engines.
Big Tech Captures 5% Innovator's Dilemma. Big Tech uses AI for cost cuts; startups use AI for risk-taking.

Given the 60% probability that AI compounds existing advantages, the Core sourcing emphasis on Turkey and Israel remains well-supported. For the 25% scenario where value shifts to the tooling layer, portfolio exposure to AI tool providers serves as a supply-side hedge.

3.3 The "Volume Play" Counter-Thesis (Mathematical Model)

We actively monitor the contrarian view: What if AI sufficiently commoditizes production quality such that hit-making degrades into a pure probability game? Under this counter-thesis, raw burn rate and prototype volume dictate ultimate success, theoretically allowing extreme low-COLA markets to overpower established hubs via sheer output.

Current Assessment on Volume Play: We do not subscribe to this view currently. The framework's evidence across 15 markets and 10 years of exits indicates that F2P IQ (monetization design and live-ops pacing) remains non-commoditized. If a Vietnamese studio iterates 4x faster on cloned concepts without monetization DNA, they fail faster. However, if AI tooling eventually bridges the "Product Taste" gap, portfolio exposure to AI tool providers provides a hedge on the supply side.



Appendix 4: Historical Hub Seeding Case Studies 2007-2025

Every Core and Active Opportunistic hub traces back to identifiable seeding events and founder recycling; the historical pattern directly informs where proactive sourcing effort should concentrate today.

4.1 USA (2007-2015): The Category Pioneer

The United States invented the mechanics of mobile F2P gaming without a cost window; the defining advantage was a first-mover innovation edge. Zynga (2007) pioneered social gaming monetization on Facebook. Kabam (2006) proved that mid-core F2P mechanics could scale on mobile via titles like Kingdoms of Camelot, growing to $400M+ in annual revenue before Netmarble's $800M acquisition in 2017. Scopely (2011) followed a similar trajectory to a $4.9B exit to Savvy Games in 2023 (see Section 6). Today, the US sits in the Consolidation phase: it is the source of capital and acquirers, not a destination for seed-stage arbitrage.

4.2 Finland (2010-2015): The Mobile-First Seeding

Finland is the clearest example of a forced seeding event. Between 2011 and 2013, Nokia's collapse flooded the domestic market with thousands of skilled, newly available engineers. Combined with a tiny domestic market (5M people), Finnish studios adopted an immediate, global-first focus. Rovio (Angry Birds, 2009) and Supercell (Clash of Clans, 2012) capitalized on this talent availability. The Finnish edge was executing mobile-first game design before console incumbents recognized the platform shift. Finnish puzzle games demonstrated D30 retention rates 15-20% above the global average. This focus on quality over cost resulted in $12.5B+ in verified exits (see Section 6 for Rovio's $776M exit), pushing the hub into the Consolidation stage.

4.3 Israel (2012-2020): The Marketing Science Edge

Where Finland mastered game feel, Israel built its edge on user acquisition science. The Israeli ecosystem, with $15B+ in verified exits, grew out of social casino gaming, which required sophisticated marketing analytics, precise CAC/LTV optimization, and algorithmic player segmentation. Analytical talent from IDF Unit 8200 veterans and a deep local adtech ecosystem (ironSource, AppsFlyer) meant Israeli studios competed on the math of player acquisition as much as game design. Offshore team structures maintained early cost windows. The benchmark exit was Playtika ($4.4B acquisition in 2016, $11B IPO in 2021; see Section 6).

4.4 Turkey (2014-2020): The Puzzle Genre Attack

The Turkish ecosystem is the most directly relevant contemporary template. Favorable currency dynamics during the global expansion of F2P gave Turkey a meaningful cost window. Peak Games (2010) used this to build a strong position in casual puzzle genres. After Zynga's $1.8B acquisition of Peak in 2020 (see Section 6), founder Sidar Sahin and his team spun out the "Peak Alumni Cluster": Dream Games ($5B valuation in 5 years), Spyke Games, Ace Games, and 20+ additional studios. The pattern demonstrates that a cost window, combined with deep genre expertise and accessible US/EU acquirers, can produce concentrated enterprise value.

4.5 Vietnam (2010-2025): From Satellite Trap to Early Emergence

Vietnam has the lowest costs globally, a workforce of ~35,000 developers, and ~400 active game companies. Despite this volume, Vietnam has historically been trapped as a satellite ecosystem. VNG emerged as the nation's first unicorn, but crucially operates primarily as a publishing affiliate for Tencent (which holds 43% of shares and 23% of voting rights). True commercial production is centralized in Ho Chi Minh City—hosting VNG, Sky Mavis, Amanotes, and major outsourcers like Sparx*/Glass Egg (~1,000 employees combined). The proximity to China (a 2h45m flight from HCMC to Shenzhen) reinforces this satellite status.

Historically, Vietnamese innovation has struggled with sustainability. Flappy Bird (2013) was a cultural phenomenon but captured zero enterprise value. Sky Mavis pioneered the P2E Web3 space, reaching a $4.6B peak valuation before a token collapse wiped out >90% of its value. A notable inflection point occurred in December 2025 with NCsoft's $103.8M acquisition of the Indygo Group (parent of HCMC-based Lihuhu). While modest compared to Peak's $1.8B exit (see Section 6), this represents Vietnam's first traditional M&A validation with a non-Chinese acquirer. We are monitoring whether Lihuhu alumni spawn independent, AI-native studios, potentially replicating the Peak Games flywheel. For the specific trigger criteria that would move Vietnam from Low-priority to a higher tier, see Appendix 6.

Appendix 5: City-Level Hub Dynamics

F2P talent clusters at the city level, not the country level; effective sourcing targets specific urban nodes where seeding events occurred.

The Urban Concentration of F2P IQ

Sourcing frameworks that assess markets at the country level fundamentally miscalculate the nature of gaming talent. The propagation of F2P IQ is not constrained by national borders, nor is it evenly distributed within them; it behaves as a localized contagion. Expertise clusters within specific urban centers where original seeding events occurred. Our historical analysis demonstrates that "second-generation" founders rarely relocate far from the epicenter of their initial success. They rely on local, deeply entrenched networks for early-stage hiring, whisper-network referencing, and tacit knowledge transfer.

Practical implication: Sourcing is a neighborhood-level activity. A "Turkish gaming company" headquartered in Ankara is a red flag. A "Vietnamese startup" in Hanoi lacks commercial DNA. Proactive sourcing effort concentrates on verified urban clusters.

Istanbul vs. Ankara: The Anatomy of a Pure Ecosystem

Turkey validates the city-level thesis clearly. The country has significant technical talent nationwide, but 90%+ of Turkish gaming value is localized within Istanbul. This concentration is the direct result of Peak Games ($1.8B exit; see Section 6) and the subsequent "Peak Alumni Cluster" that spawned 20+ studios, including Dream Games ($5B valuation; see Section 6).

The operational reality of Istanbul is a tightly woven community where senior talent circulates among a handful of blocks on the European side of the city. Conversely, Ankara serves as the hub for state-sponsored defense, telecom, and general IT outsourcing. Sourcing in Ankara yields government-subsidized tech projects masquerading as gaming studios. Our Turkish strategy ignores the broader country to focus exclusively on infiltrating the Istanbul F2P nexus.

Ho Chi Minh City (HCMC) vs. Hanoi: Commercial vs. Bureaucratic Centers

Vietnam is classified Low priority in the main framework; this city-level analysis informs what would need to change for re-tiering per Appendix 6 triggers.

Vietnam is home to ~35,000 developers and ~400 active game companies, representing the lowest cost base globally. However, this ecosystem is sharply divided between HCMC and Hanoi.

Tel Aviv vs. Jerusalem: The Marketing Science Adjacency

Israel's $15B+ in verified exits (see Section 6 for named deals) is overwhelmingly anchored in Tel Aviv. The Tel Aviv advantage is not built on pure game design; it is a byproduct of Unit 8200 veterans transitioning into adtech (ironSource, AppsFlyer) and applying those data science principles to social casino and mid-core gaming. Tel Aviv is an ecosystem of user acquisition, CAC/LTV optimization, and algorithmic monetization. Jerusalem and Haifa, while possessing strong academic and general tech talent, lack this specific adtech-to-gaming evolutionary bridge.

Operational Implications for Transcend

This granular reality dictates our entire ground-game strategy for Fund III:

  1. Scout Placement and Travel: Coverage is city-specific rather than country-wide. Travel time is concentrated on prolonged stays in Istanbul and Tel Aviv rather than regional tours.
  2. Conference Strategy: We actively avoid national-level, government-sponsored gaming conferences (which typically attract subsidy-seeking, low-tier studios). Instead, we prioritize private dinners and invite-only mixer events specifically targeting alumni of our anchor studios (e.g., Lihuhu, Peak, Playtika) in their home cities.
  3. Secondary European Hubs: We map secondary ecosystems with the same precision. In Finland, value creation is isolated to Helsinki (the Supercell/Rovio/Nokia nexus; see Section 6 for exits). In Eastern Europe, we specifically track the RU/BY talent exodus into Warsaw and Krakow (leveraging proximity to CD Projekt), not broader Poland.

Appendix 6: Quantitative Triggers for Watch Markets

Low-priority and watch markets require specific, named validation events before sourcing effort increases; premature coverage wastes partner time without improving pipeline quality.

The AI-Native "Micro-Studio" Baseline

For Fund III, emerging markets remain low-priority for proactive sourcing because they currently lack the F2P IQ infrastructure and acquirer gravity necessary to generate outsized venture returns. However, our thesis explicitly accounts for the possibility that AI tools could eventually democratize "Product Taste" and bridge the F2P IQ gap.

To prevent premature coverage while avoiding missed opportunities, we have established a quantitative baseline for evaluating any emerging market startup. We will only initiate diligence on a low-priority market team if they meet the following baseline filters:

Market-Specific Escalation Triggers

Beyond the micro-studio baseline, each Watch market requires specific, macro-level validation events to justify a tier upgrade for Fund IV consideration.

Market / Current Tier Primary Structural Deficit Named Trigger Events for Escalation
Vietnam
Low priority
Tencent satellite trap; historical volatility (Flappy Bird, Axie P2E token collapse). 1. Achieved (Dec 2025): NCsoft's $103.8M acquisition of Indygo Group (Lihuhu parent) proved a non-Chinese exit path exists. (The Lihuhu/NCsoft acquisition and its implications for Vietnam's ecosystem maturity are detailed in Appendix 4.)
2. Pending Trigger: Formation of a Lihuhu alumni flywheel (founders leaving Indygo to start independent studios, replicating Turkey's Peak pattern).
3. Pending Trigger: An AI-native studio reaching the US Top 50 Grossing chart with a Hybrid-Casual title (demonstrating complex economy mastery, not just ad-driven hyper-casual).
India
Relationship market
The "Galapagos Trap": A massive 600M+ gamer domestic market with inherently low ARPU, leading to RMG/fantasy sports isolation. India's Relationship-market classification reflects two reinforcing constraints: thin F2P founder recycling into globally scaled studios (the primary rubric-level deficit; see Section 6), compounded by a domestic market structure that rewards local-ARPU optimization over global monetization design — the "Galapagos Trap." Both must improve for tier escalation. 1. Pending Trigger: An Indian studio generating >60% revenue from Tier-1 geos (US/UK/DE) within 6 months of launch.
2. Pending Trigger: Demonstrated AI-enabled "culturalization at scale" (a core engine seamlessly localized for 50+ Western markets).
3. Pending Trigger: Krafton serving as a verified foreign bridge for a major global M&A exit.
Poland / EE
Low priority
PC/Console heritage transitioning to mobile; requires ecosystem validation. 1. Pending Trigger: A mobile-native Top 50 global hit originating from the post-2022 RU/BY talent exodus into Warsaw/Krakow.
2. Pending Trigger: Exploitation of the -28% COLA advantage to achieve 40-50% operating margins in a mobile title.
Brazil
Not currently tiered
Hostile business environment (taxes, labor laws); Wildlife ($3B exit) remains an isolated success. Brazil is not assigned a tier in the main framework; it is included here as an emerging watch signal. 1. Pending Trigger: A sub-5-person AI-native team raising a Series A purely on global metrics, utilizing an asset-light model to bypass local jurisdiction complexity.
2. Pending Trigger: The visible formation of a Wildlife alumni network spawning a second regional unicorn.
Saudi Arabia / Gulf
Relationship market
Ecosystem is an acquirer (Savvy/PIF; see Section 6 for Scopely exit), not a developer hub. 1. Pending Trigger: First wave of talent graduating out of Savvy Games' acquired portfolio to found independent studios locally.

Volume Play monitoring: See Appendix 3 (Section 3.3) for the full counter-thesis. The core tracking question: are "good enough" AI-produced low-cost games beginning to displace "great" games on app store charts? If so, these tier assignments would need revisiting.

Review Cadence

Trigger tracking is integrated into our regular sourcing workflow. We use proprietary AI tools to monitor app store rankings, revenue estimates, and competitive positioning of non-English markets (parsing Turkish, Vietnamese, and Japanese app charts) on a bi-weekly sprint cycle. If a named trigger event is detected, the market undergoes a partnership-level review to determine whether sourcing posture should change.

Additionally, our portfolio investment in Kinoa (Fund II + Fund III, Israel-based mobile LiveOps/UA platform) provides a direct signal channel into the Israeli mobile F2P ecosystem. Kinoa's operator network and product telemetry surface ecosystem-level shifts — studio formation, talent movement, UA cost trends — that inform both Israel Core-hub coverage and broader watch-market monitoring.

Appendix 7: Structural Constraints in Low-Priority and Non-Sourced Markets

China, Japan, and Korea are treated as intelligence sources and LP/co-investment nodes rather than primary sourcing targets because structural barriers prevent the Western VC ownership-to-exit model from functioning.

The Illusion of Market Size

A common friction point in LP communications is our limited sourcing posture in Asia's largest gaming markets. By gross mobile revenue, China (~$50B), Japan (~$20B, Top 3 globally), and Korea (~$8B, Top 5 globally) dominate the global landscape. Furthermore, the design sophistication and F2P IQ in these markets are world-class.

However, venture capital returns are not driven by market size; they are driven by the mechanics of ownership, growth scaling, and frictionless M&A exits. The structural, geopolitical, and cultural barriers in these regions constrain the Western VC ownership-to-exit model, which is why China is out of scope, Japan is Low priority, and Korea is Selective (see Section 5).

China: The Uninvestable Superpower

Brett’s direct operational experience with FunPlus in China provides us with firsthand visibility into the world’s most sophisticated F2P market. Chinese studios pioneer the monetization mechanics (advanced gacha, battle passes, complex social economies) that Turkish and Israeli teams routinely clone and adapt for Western audiences. However, China is designated as NOT INVESTABLE for structural reasons that cannot be mitigated:

Operational Pivot: We treat China as an R&D laboratory. Our Mandarin-speaking team member maps China-adjacent deal flows and monitors the Shenzhen hub solely to detect gameplay innovations that we can immediately thesis-test with our European and MENA portfolios.

Japan: The Domestic IP Fortress

Japan is the third-largest mobile market globally. It is classified as Low priority in the main framework due to its insular commercial architecture.

Operational Pivot: We leverage Bandai Namco (a Fund III LP) to access the Japanese market. Shanti and Brett’s Japanese fluency allows us to build direct relationships with Japanese studios, positioning us to broker partnerships or execute co-investments alongside our LPs, rather than leading seed rounds.

Korea: The Consolidated Galapagos

Korea is classified as Selective in the main framework. It is an ~$8B mobile market characterized by an extreme concentration of power around domestic giants: Krafton, Netmarble, NCsoft, and Kakao. The structural constraints below explain why Selective is the correct posture despite the market's scale and F2P depth: the talent pipeline and exit mechanics favor incumbents, limiting the pure F2P startup sourcing that Fund III prioritizes.

Operational Pivot: Korea serves primarily as an LP relationship node and a liquidity provider. Krafton is a Transcend LP. We co-invest on deals they source within APAC, and we actively position Core and Active Opportunistic portfolio companies as acquisition targets for Korean strategics seeking Western or low-cost market penetration.

Strategic Conclusion: We do not force proactive sourcing into mature, consolidated Asian ecosystems. Instead, we leverage our linguistic capabilities (Japanese, Mandarin) and LP relationships (Krafton, Bandai Namco) to extract intelligence, secure co-investment pipeline, and build M&A exit paths for our Core and Active Opportunistic portfolio companies.