Sourcing priorities, hub selection, and partner coverage for mobile free-to-play studio formation
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.
| 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 |
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.
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.
| 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.
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.
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.
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.
Supporting scorecards, network snapshots, and source references
| 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 |
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. |
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.
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.
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.
Cost arbitrage alone does not predict enterprise value; F2P operational depth is the differentiating variable across every market in our dataset.
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+ |
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.
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:
Hub maturity stage determines sourcing posture: Growth-stage hubs warrant proactive mining; Consolidation-stage hubs warrant maintenance coverage.
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.
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:
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) |
AI compounds existing F2P operational advantages rather than equalizing them; the sourcing framework is resilient across the most probable AI scenarios.
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.
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.
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.
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.
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.
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.
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).
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.
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.
F2P talent clusters at the city level, not the country level; effective sourcing targets specific urban nodes where seeding events occurred.
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.
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.
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.
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.
This granular reality dictates our entire ground-game strategy for Fund III:
Low-priority and watch markets require specific, named validation events before sourcing effort increases; premature coverage wastes partner time without improving pipeline quality.
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:
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.
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.
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.
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).
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 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 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.