Fund III Research
Fund III Investment Framework

How We Find the Next Billion-Dollar Gaming Company

Geographic Framework: Why AI Multiplies Hub Advantages—and How Transcend Captures Them

December 2025 Private and Confidential Fund III

Investment Thesis

Fund III invests in games × AI—spanning mobile, PC, console, and emerging platforms. This geographic framework explains where AI-native gaming studios emerge with the highest probability of billion-dollar exits. The pattern: proven hubs with "F2P IQ" compound their advantage with AI. Transcend's team is positioned to capture these opportunities globally.

This framework explains how we identify winners before they become obvious. The decade's data reveals a clear pattern: cost advantage without domain knowledge produces outsourcing traps. Cost advantage with F2P expertise—monetization design, LiveOps mastery, player psychology—produces $5B+ exits. AI amplifies this gap.

Bottom Line for Limited Partners

Three Reasons This Framework Generates Alpha

  1. Proven Pattern Recognition: Peak Games → Dream Games ($5B) followed the exact lifecycle pattern we identify. We're positioned for the next cycle.
  2. AI Compounds Our Thesis: 4-5x development productivity gains multiply existing F2P IQ advantages—widening the gap between established hubs and low-cost markets.
  3. Transcend's Unique Access: Team fluency in Vietnamese, Japanese, Mandarin + cultural networks in India/China + LP network (Krafton, Bandai Namco, LEGO) = deal flow Western VCs cannot replicate.

The AI Multiplier Equation

AI is a Multiplier, Not an Equalizer

(F2P IQ + Institutional Knowledge) × AI Leverage = Output

Result: The gap WIDENS, not narrows. AI democratizes production; it does not democratize success.

What Winners Look Like Early

Dream Games at Seed (2019): 5 Peak Games executives with puzzle genre expertise, attacking the same category they knew, leveraging Turkey's cost window + innovation edge + accessible acquirers. Result: $5B valuation in 5 years.

What We Look For Today: Proven team from successful studio (Peak, Supercell, Playtika, King alumni) + AI-native workflow from Day 1 + attacking genre where they have domain expertise + in market with cost window AND high F2P IQ.

Two Value Creation Paths

Path 1: Outsized Alpha (Category Creation)

  • Capture platform shifts with skilled teams attacking new genres
  • Higher risk, higher reward (10x+ returns)
  • Requirements: F2P IQ + AI leverage + cost window
  • Examples: Supercell, Dream Games, Playtika
  • Geographic Focus: Vietnam/India (Watch)—if AI enables F2P IQ transfer, these markets could produce category-creating breakouts

Path 2: Consolidation Targets (Roll-up)

  • Position cost-advantaged teams as acquisition targets
  • Lower risk, consistent returns (3-5x)
  • Requirements: Cost window + skills + acquirer gravity
  • Examples: Peak → Zynga ($1.8B), Rollic → Take-Two, Scopely → Savvy/PIF ($4.9B)
  • Geographic Focus: Turkey/Israel (Primary)—proven ecosystems with established acquirer gravity and exit track records

1. How AI Changes the Geographic Playbook

The central question for Fund III: Does AI democratize hit-making (benefiting low-cost markets) or compound existing advantages (benefiting established hubs)? We've analyzed this extensively. Conclusion: AI compounds, it does not equalize.

The AI Impact Matrix

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

Connecting to Fund III Productivity Thesis

Our Fund III AI thesis identifies verified productivity gains across the value chain:

Critical insight: These gains MULTIPLY existing F2P IQ advantage. A Turkish studio with 10 years of puzzle monetization expertise iterates 4x faster on proven winning concepts. A Vietnamese studio iterates 4x faster on cloned concepts without the monetization DNA. The gap widens.

Scenario Analysis: Geographic AI Impact

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% We're positioned on supply side via Kinoa investment. Tool providers capture value; our portfolio companies gain leverage.
AI Democratizes (Vietnam/India breakout) 10% Requires AI to solve "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.

What This Means for Allocation

At 60% probability that AI compounds existing hub advantages, we maintain primary allocation to Turkey/Israel. For the 25% scenario where AI tools capture value, we're positioned on the supply side via our Kinoa investment. Emerging markets (Vietnam/India) remain "Watch" for Fund III—we monitor for AI-native breakout signals that could justify Fund IV allocation.

2. Market Definition & Scope

Scope Definition

This analysis covers ex-China mobile gaming markets investable by Western VCs:

Grouping Conventions

Canada and UK gaming studios are grouped with US ecosystem due to tax incentive structures that attract US capital, frequent US ownership, and exit paths flowing through US/EU acquirers.

China Exclusion Rationale

China is excluded from investable universe due to CFIUS constraints for US-based funds, state-adjacent industrial model, and acquirer misalignment (Chinese acquirers create exit paths incompatible with Western LP structures).

3. Why Cost Alone Fails

Conventional Wisdom (Wrong)

The standard narrative claims: "Low labor costs create gaming hubs. Find cheap developers, build studios, profit." This thesis has driven capital into low-cost markets for 15 years—and it has consistently failed to produce exits.

The Data Proves Otherwise

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+

The Pattern We've Identified

Vietnam and India maintained cost advantages for 15+ years. Neither produced globally-scaled mobile gaming IP with sustainable enterprise value. Turkey—higher absolute costs but meaningful junior/mid-level arbitrage—created $5B+ in total ecosystem value ($2.2B+ realized exits). Finland—among the highest costs in Europe—generated $12.5B+. Cost predicts nothing. F2P IQ predicts everything.

Why Low Cost Fails Alone

Cost is necessary but not sufficient. A cost window creates temporal opportunity—nothing more. Without an innovation edge, cost advantage produces:

Turkey vs. Vietnam: The Proof Point

Factor Turkey Vietnam
Cost window Yes (35-40% at junior/mid) Yes (lowest globally)
Innovation edge Yes (puzzle/casual attack) Limited (volatile hits)
Seeding event Peak Games ($1.8B, 2020) VNG = Tencent affiliate (43% shares)
Acquirer gravity US/EU/MENA accessible China (CFIUS complications)
Enterprise value $5B+ total Minimal retainable

Efficiency Metrics: Why F2P IQ Matters

Revenue per employee reveals the true story—high F2P IQ + small team = extraordinary efficiency. This is what AI amplifies:

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)

Key insight: The 400x gap between Supercell ($8.8M) and VNG ($20K) is not cost—it's F2P IQ. AI multiplies Supercell's efficiency further; it doesn't close the gap.

Statistical Validation of Key Findings

Finding Correlation p-value Status
Domestic Market Trap r = -0.845 0.001 ROBUST
Cost Alone Insufficient r = +0.724 0.012 ROBUST
Outsourcing Trap r = -0.582 0.060 Notable
B2C Orientation r = +0.566 0.069 Weak
Seeding Events r = +0.837 0.001 CIRCULAR (defined by outcomes)

Note: Seeding Events correlation is high but circular—seeding events are often identified retrospectively. We use this as pattern recognition, not prediction.

4. The Lifecycle Model

The Lifecycle Model explains why some cost windows convert to exits while others stagnate. Three components must align:

Component A: Cost Window (Necessary)

A cost window is a temporal opportunity created by cost advantage relative to incumbent markets. Windows close as wages rise post-success—Israel developer salaries increased from ~$55K to ~$110K+ after validation.

Turkey Cost Reality (Updated)

Senior Unity/Unreal engineers: Wages increasingly USD-pegged to retain talent
Junior/mid-level talent: Significant arbitrage remains (30-40% advantage)
Operational expenses: Full arbitrage benefits (rent, utilities, support staff)

Component B: Innovation Edge (Sufficient)

The innovation edge is what you're attacking—the genre, platform, or mechanic that creates differentiated value.

Era Innovation Edge Winners
2010-2012Mobile-first (vs. web/console)Supercell, Rovio (Finland)
2012-2015F2P monetization + marketing sciencePlaytika, Moon Active (Israel)
2014-2018Puzzle/casual genre depthPeak Games, Dream Games (Turkey)
2017-2020Hypercasual + UA optimizationRollic (Turkey), Voodoo (France)
2020-2022Web3/P2E (volatile)Sky Mavis (Vietnam—unsustained)
2024+AI-enhanced developmentTBD

Component C: Acquirer Gravity (Exit Path)

Value flows TO where acquirers are headquartered, not where development teams sit.

Acquirer Region Key Players Notable Acquisitions
USZynga, EA, Take-Two, AppLovinPeak Games ($1.8B), Rollic ($168M+), Playfish → EA ($400M)
UKKing (Activision)King → Activision ($5.9B)
Saudi Arabia/MENASavvy Games Group (PIF)Scopely ($4.9B), EA stake ($2.1B)
SingaporeSea Ltd (Garena)SEA publishing, Moonton
ChinaTencent, NetEaseVNG stake, SEA publishing
KoreaNCsoft, Krafton, NetmarbleIndygo/Lihuhu ($103.8M, 2025), Kabam ($800M)

Saudi Arabia Factor

Savvy Games Group emerged as the most aggressive acquirer in 2023-2025. Key implications: Geography-agnostic capital expands options for Turkish studios. Geopolitical considerations may limit Israeli-Saudi deal flow, reinforcing US acquirer gravity for Israel.

The Lifecycle Stages

01
Emergence
0-5 years post-seeding. Cost window opens. First breakout creates talent network. Few exits, high variance.
02
Growth
5-10 years. Alumni launch new studios. VC capital flows in. Cost advantage meaningful. Optimal VC entry window—talent maturing, costs still low.
03
Maturation
10-15 years. Multiple $1B+ exits. Costs rising rapidly. Acquirer interest peaks. Entry still viable but valuations compressed.
04
Consolidation
15+ years. Costs normalized. Incumbents absorb targets. Golden handcuffs. Late entry = overpaying.

5. Market Scorecards

Tier 1: Primary Allocation

Turkey

Primary 25-30%
Cost WindowMeaningful (30-40% at junior/mid-level; senior wages dollarizing)
Innovation EdgeProven (puzzle/casual heritage) + AI capability emerging
Acquirer GravityExcellent (Zynga, King, Take-Two; Savvy Games compatible)
PhaseGrowth → Maturation
Value Creation$5B+ Total ($2.2B realized; $2.75B unrealized incl. Dream Games)
Why We're Bullish

Turkey is performing like early-stage Israel but priced like Poland—mispriced relative to our framework. Peak Games exit ($1.8B to Zynga, 2020) created deep talent network. The "Peak Alumni Cluster" now drives Dream Games ($5B valuation), Spyke Games, Ace Games, and 20+ studios. We have first-call relationships with this network.

Organic Flywheel, Not Subsidies

Critical timing: Peak Games succeeded (2020 exit) before Turkish gaming subsidies began (2022-2024). Turkey's gaming ecosystem is organic—built on talent networks and F2P expertise, not government incentives. The subsidies arrived after the flywheel was already spinning. This validates our thesis: cost window + F2P IQ + accessible acquirers drive value creation, not policy intervention.

AI Multiplier in Action

Turkish tech ecosystem increasingly overlaps with gaming. We've seen direct evidence: one Istanbul studio reduced background art team from 5 to 1 using generative AI, reallocating budget to UA. AI × Turkish F2P IQ = the next Dream Games.

Israel

Primary 20-25%
Cost WindowModerate (offshore team structures maintain advantage)
Innovation EdgeProven (social casino, marketing science) + strong AI/ML capability
Acquirer GravityExcellent (US-dominant; Savvy complicated but alternatives abundant)
PhaseMaturation
Verified Exits$15B+ (Playtika: $4.4B acq 2016, $11B IPO 2021; Moon Active $5B+)
Why We're Bullish

Mature ecosystem with $15B+ in proven exits. Higher entry valuations are offset by dramatically lower execution risk—we know what works here. Marketing science heritage (Unit 8200 veterans, adtech) transfers directly to AI/ML capability.

AI Multiplier in Action

Israel has the strongest AI advantage in gaming. Deep bench of data scientists from adtech (ironSource, AppsFlyer) and gaming analytics (Playtika) enables predictive UA, dynamic pricing, and personalization at scale. These teams adopted AI tools first because they already think in data terms.

Tier 2: Selective Allocation

Nordics (Finland, Sweden)

Selective 15-20%
Cost WindowNone (among highest in Europe)
Innovation EdgeHeritage (mobile-first pioneers: Supercell, King, Rovio)
Acquirer GravityProven exit paths to US/UK acquirers
PhaseConsolidation
Why Selective

$12.5B+ in exits proves the ecosystem works. But cost window closed years ago—Supercell alumni command premium salaries. Investment thesis is pure team quality and IP potential, not geographic advantage. Reserve for exceptional second-time founders from Supercell, King, or Rovio alumni networks.

Exceptional Only: Mature Markets

USA & UK (Category Pioneers)

Exceptional Only 0-5%
Cost WindowNone (highest global costs; UK cost window closed post-King acquisition)
Innovation EdgeCreated the category (US: Zynga, Kabam, Scopely; UK: King, Playfish); now consolidation phase
Acquirer GravitySOURCE of acquirers (Zynga, EA, Take-Two, AppLovin, Activision) + target for Savvy/PIF ($4.9B Scopely)
PhaseConsolidation (acquirers, not startups)
Why Exceptional Only—"Avoid the Middle"

The US and UK created mobile F2P gaming—Zynga, Kabam, Scopely, Jam City (US) and King, Playfish (UK) pioneered the category. But these markets are now where acquirers sit, not where startups with cost advantages emerge. "Avoid the middle": we don't invest in average US/UK opportunities. Premium valuations + no cost arbitrage = only exceptional founding teams with unique defensibility warrant allocation. Middle-tier deals in these markets offer neither the upside of emerging hubs nor the risk mitigation of proven ecosystems.

Transcend's US/UK Credentials

We know these markets from the inside: Andrew Sheppard led Kabam's growth as VP Marketing during its scale from startup to $400M+ revenue and eventual Netmarble acquisition. Shanti Bergel built Playfish's marketing through its acquisition by EA. We understand why US/UK work for consolidators but not for seed-stage geographic arbitrage.

Opportunistic Allocation

Poland + Eastern Europe

Opportunistic 5-10%
Cost WindowStrong (-28% COLA, RU/BY exodus adding talent)
Innovation EdgeEmerging (PC/console heritage transitioning)
Acquirer GravityGood (EU/US access, Savvy active)
PhaseEmergence → Growth
Thesis

RU/BY developer exodus (2022+) is potential seeding event—experienced talent relocating to Warsaw, Krakow, Prague. Mobile-native breakout hit needed to validate ecosystem transition. Fund IV primary candidate if validation emerges.

Tier 3: Watch Markets (Fund IV Candidates)

Vietnam

Watch
Cost WindowStrongest (lowest global costs, 15+ years)
Innovation EdgePresent but volatile (Flappy Bird, Axie—unsustained; Lihuhu acquisition promising)
Acquirer GravityEvolving (NCsoft $103.8M acquisition Dec 2025 provides Korean path; VNG remains Tencent-linked)
PhaseEarly Emergence (first notable M&A exit Dec 2025)
Why Not Now

VNG operates as Tencent's primary publishing affiliate in Vietnam (43% shares, 23% voting rights). Vietnam remains a low-cost, high-execution gaming market that has not yet demonstrated a repeatable, globally scalable IP flywheel. While Hanoi plays an important role in policy, telecom infrastructure, and state AI research, Vietnam's true commercial gaming production, export, and executive leadership hub is Ho Chi Minh City—home to VNG, Sky Mavis, Amanotes, Sparx*/Glass Egg (Virtuos), and most export-focused studios. Flight time Shenzhen ↔ HCMC is 2h45m ("commuter route")—explaining satellite status.

What Would Change Our Mind
  • AI-native studio reaching US Top 50 Grossing with Hybrid-Casual title (complex economy, not Hyper-Casual)
  • Partial: Non-Tencent cap table with global-first strategy—NCsoft/Indygo demonstrates Korean exit path exists; US/MENA acquirer interest would strengthen thesis
  • Evidence of "F2P IQ" transfer via AI tools (successful LiveOps automation)
  • Lihuhu alumni spawning independent studios (replicating Turkey's Peak Games flywheel)
December 2025: First Notable M&A Exit

NCsoft's $103.8M acquisition of Indygo Group (Lihuhu's Singapore-based parent) represents the first traditional M&A exit for Vietnam-origin gaming IP—modest by global standards (compare Peak Games at $1.8B), but notable as proof of exit path. Unlike Axie's token-based volatility, this is traditional M&A with a non-Chinese acquirer. The Singapore holding structure validates the "M&A-ready" corporate architecture path. However, one acquisition does not create an ecosystem—Turkey required Peak Games plus 20+ alumni studios before the flywheel validated. Vietnam now has Domino #1; we monitor for Domino #2.

Transcend Edge

Brett's Vietnamese fluency enables monitoring HCMC's gaming and AI dev scene before Western VCs arrive. We track Amanotes-style casual exporters and emerging hybrid-casual studios pivoting to midcore with AI-native teams. The NCsoft/Indygo deal increases our monitoring intensity on Lihuhu alumni movement.

India

Watch
Cost WindowStrong (low costs)
Innovation EdgeDomestic only (RMG/fantasy sports)
Acquirer GravityGalapagos market—only Korean bridge (Krafton)
PhaseIsolated from Asian supply chain
Why Not Now

"Galapagos" market—isolated entirely from Asian B2B networks. No organic connection to Vietnam, Thailand, or China post-2020. Krafton is the ONLY bridge. Large domestic market (600M+ gamers) creates "local trap" with low ARPU. Enterprise/service DNA (Infosys, Wipro) doesn't translate to F2P product creation.

What Would Change Our Mind
  • Indian studio with >60% revenue from Tier-1 geos (US/UK/DE) within 6 months of launch
  • AI-enabled "culturalization at scale" (Indian core engine skinned for 50 markets)
  • Domestic trap escape via Krafton-style foreign bridge
Transcend Edge

Team member's ethnic background + cultural familiarity enables identifying outliers breaking domestic trap. We watch for Games24x7 or Dream11 alumni founding AI-native global studios.

Tier 4: Watch List (0% Current | Specific Triggers)

Brazil

Watch 0%
Cost WindowModerate (LATAM competitive)
Innovation EdgeWildlife only ($3B exit, isolated success)
Acquirer GravityUS accessible but no ecosystem
PhasePre-ecosystem
Why Not Now

Creative talent exists but business environment (taxes, labor law) makes scaling difficult. Wildlife ($3B exit) remains the only major success; no ecosystem formed around it. Wildlife alumni network not yet visible.

What Would Change Our Mind
  • Sub-5-person AI-native team raising Series A purely on metrics
  • Asset-light studio model avoiding jurisdiction complexity
  • Wildlife alumni network forming and spawning second unicorn
Transcend Edge

Portuguese is one translation hop from Spanish (our LP network in LATAM). AI translation reduces linguistic barrier significantly.

Markets We Understand But Don't Chase

LPs often ask: "Why not China? Korea? Japan?" These are massive gaming markets. We've thought carefully about this—and in some cases, have direct operating experience that informs our view.

China

Not Investable
Market SizeLargest globally (~$50B mobile)
InnovationWorld-class (Tencent, NetEase, miHoYo)
Why NotCFIUS constraints, state-adjacent model, LP structure incompatibility
Our Direct Experience

Brett worked with FunPlus in China—we understand the market's sophistication firsthand. Chinese studios are world-class at F2P design; they're not a "watch list" opportunity, they're a fundamentally different investment universe. CFIUS restrictions make direct investment impossible for US-based funds. Chinese acquirers create exit paths incompatible with Western LP structures. This isn't ignorance—it's structural incompatibility.

How We Engage China

We monitor China for innovation trends that will reach Western markets. Chinese studios often pioneer mechanics (gacha, battle pass, social features) that Turkish and Israeli teams then adapt for Western audiences. Our Mandarin-speaking team member tracks this flow.

Korea

Monitor Only
Market SizeTop 5 globally (~$8B mobile)
InnovationStrong (Krafton, Netmarble, NCsoft)
Why Not PrimaryMature ecosystem, domestic consolidation, limited seed opportunities
Why Monitor, Not Invest

Korea's gaming ecosystem is mature and domestically consolidated. The major players (Krafton, Netmarble, NCsoft, Kakao) dominate deal flow. Seed-stage opportunities are rare; when they exist, Korean VCs have first access. The value for Transcend is as LP relationship (Krafton) and co-investment pipeline, not as primary allocation target.

How We Engage Korea

Krafton is our LP—we co-invest on deals they source. Shanti and Brett's Japanese fluency + regional relationships create access Western VCs lack. But we're a co-investor here, not a lead.

Japan

Monitor Only
Market SizeTop 3 globally (~$20B mobile)
InnovationIP-driven (Sony, Nintendo, Bandai Namco, Sega)
Why Not PrimaryDomestic focus, IP-centric model, cultural barriers to Western integration
Why Monitor, Not Invest

Japan's mobile gaming success is built on domestic IP (anime, manga, console franchises). The model doesn't translate to seed-stage F2P investing—Japanese studios optimize for Japanese audiences with Japanese IP. Global expansion is an afterthought, not a strategy. Western-style F2P mechanics are often culturally adapted in ways that limit global portability.

How We Engage Japan

Bandai Namco is our LP—we access Japanese studios through this relationship. Shanti and Brett speak Japanese, enabling direct relationship building. But like Korea, we're positioned for co-investment and partnership, not lead investment.

6. Historical Case Studies

USA (2007-2015): The Category Pioneer

Created the Category | Phase: Consolidation (Acquirer Market)

The US invented mobile F2P gaming. Zynga (founded 2007) pioneered social gaming monetization on Facebook. Kabam (founded 2006) proved mid-core F2P could work on mobile with games like Kingdoms of Camelot. Scopely (founded 2011) scaled to $4.9B exit to Savvy Games (2023)—though notably with significant international talent (Barcelona, Dublin, Israel studios).

The Scaling Story: Kabam grew from startup to $400M+ annual revenue before being acquired by Netmarble ($800M, 2017). This era established the playbook—F2P monetization, whale economics, LiveOps cadence—that every subsequent market learned from. Scopely's success reinforces the pattern: US HQ for capital and acquirer access, international talent for cost efficiency.

Key Insight: No cost window, but first-mover innovation edge. US defined the rules, then other markets (Finland, Israel, Turkey) executed with cost advantages. Today the US is where acquirers sit (Zynga, EA, Take-Two, AppLovin, Savvy/PIF), not where seed-stage arbitrage exists. Transcend's Andrew Sheppard led Kabam's growth; Shanti built Playfish through EA acquisition—we understand this market from the inside.

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

Verified Exits: $12.5B+ | Phase: Consolidation

Nokia's collapse (2011-2013) released thousands of engineers. Rovio's Angry Birds (2009) and Supercell's Clash of Clans (2012) demonstrated mobile-first could exceed console heritage.

Key Insight: Nokia collapse created forced seeding event. Small domestic market (5M) forced immediate global focus. Innovation edge was mobile-first execution before incumbents recognized platform shift. Finnish puzzle games demonstrated D30 retention 15-20% above global average.

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

Enterprise Value: $103.8M+ (Dec 2025) | Phase: Early Emergence

Lowest costs globally (~35,000 developers, ~400 active game companies). Strong talent. VNG became first Vietnamese unicorn—but as Tencent's primary publishing affiliate (43% shares, 23% voting rights). VNG is headquartered in Ho Chi Minh City, Vietnam's true commercial gaming hub.

City-Level Dynamics: Ho Chi Minh City hosts the largest concentration of work-for-hire, art-outsourcing, and export-focused studios: VNG, Sky Mavis (Axie Infinity), Amanotes (#1 global music game publisher, 3.5B+ downloads), Sparx*/Glass Egg (Virtuos, ~1,000 employees combined), Gameloft Saigon, and Lihuhu (Indygo Group). Hanoi serves as a secondary hub anchored by publishers (Appota/Gamota, SohaGame, VTC) and state-linked policy/telecom functions—not the commercial gaming center.

The Sustainability Problem: Vietnam produced genuine innovations. Flappy Bird (2013) was global phenomenon but creator shut it down—no enterprise value captured. Sky Mavis pioneered P2E with $4.6B peak, but token collapse reduced value by >90%—volatility, not sustainability.

December 2025 Inflection: NCsoft's $103.8M acquisition of Indygo Group (Lihuhu parent, Singapore-domiciled) marks the first traditional M&A exit for Vietnam-origin gaming IP—modest by global standards, but proof that a non-Tencent exit path exists. The critical test: whether Lihuhu alumni spawn new studios (replicating Turkey's Peak Games pattern) or remain within NCsoft.

Key Insight: Vietnam's first notable M&A exit signals potential phase transition from satellite trap to independent hub. However, one acquisition does not validate an ecosystem—Turkey required Peak Games ($1.8B) plus 20+ alumni studios before the flywheel produced Dream Games ($5B). Cost window present 15+ years; NCsoft/Indygo demonstrates the exit path exists. The Tencent–VNG relationship remains the dominant structural force for most Vietnamese studios. We monitor Lihuhu alumni movement as the key indicator for Fund IV allocation.

Israel (2012-2020): Marketing Science Edge

Verified Exits: $15B+ | Phase: Maturation

Social casino gaming required sophisticated marketing analytics—CAC/LTV optimization, whale identification. Israeli ecosystem (Unit 8200 veterans, adtech) had competitive advantage.

Key Insight: Innovation edge was marketing science applied to gaming. Studios competed on player acquisition and monetization optimization, not pure game design. Cost window via offshore team structures. Acquirer gravity firmly US (Playtika: $4.4B acquisition 2016, $11B IPO 2021).

Turkey (2014-2020): The Puzzle Genre Attack

Value Creation: $5B+ | Phase: Growth → Maturation

Peak Games (founded 2010) attacked Facebook/mobile casual games. Currency dynamics created cost window during F2P expansion.

Key Insight: Peak Games founder Sidar Sahin and team created "Peak Alumni Cluster"—experienced operators now at Dream Games, Spyke Games, Ace Games, and 20+ studios. Innovation edge was puzzle/casual genre depth with superior retention mechanics. Cost window + innovation edge + accessible acquirers = $5B+ enterprise value.

7. Why Transcend Can Execute This Thesis

Geographic allocation frameworks are worthless without execution capability. Here's why Transcend has unique access to execute this thesis:

Team Linguistic & Cultural Reach

Market Transcend Edge Competitive Moat
Turkey Peak/Dream alumni network via portfolio First-call access to second-time founders
Israel Unit 8200 veteran deal flow; existing relationships Deep ecosystem presence
Japan/Korea Shanti + Brett Japanese fluency; Krafton/Bandai Namco LP relationships Co-investment access Western VCs lack
Vietnam Brett's Vietnamese fluency + AI-powered deal flow scanning Early signal detection before Western capital
India Team member ethnic background + cultural network Ability to identify outliers breaking domestic trap
Greater China Team member Mandarin fluency + ethnic network China-adjacent deal monitoring
Poland/EU EU proximity; RU/BY exodus monitoring; Brett's German/French Talent migration tracking

Regional Hub Knowledge

Gaming talent doesn't distribute evenly across countries—it clusters in specific cities where seeding events occurred. Our network maps to these hubs specifically:

This granularity matters: a "Turkish gaming company" headquartered in Ankara is a red flag. The talent network is in Istanbul. Our relationships are hub-specific, not country-level.

Genre-Specific Expertise: Mobile F2P

Our Networks Are Mobile-First

Important limitation: Transcend's regional expertise is genre-specific—we source mobile F2P opportunities, not all gaming. Our Turkish network, for example, is deep in puzzle/casual mobile but has limited reach into PC/console development. When we've looked for Turkish talent in PC/console, the network doesn't extend there—the talent pools are largely separate.

This is a feature, not a bug: mobile F2P is our thesis. But LPs should understand that "Turkish gaming expertise" means "Turkish mobile F2P expertise." The same applies across our regional networks—they're built around mobile-first alumni clusters, not general gaming industry contacts.

AI in Our Own Operations

We Practice What We Preach

We use AI extensively in operations—the same 4-5x productivity gains we seek in portfolio companies:

This is not theoretical; it's how we operate. Our thesis about AI multiplying productivity is validated daily in our own workflow.

LP Network as Co-Investment Pipeline

Our LP base creates proprietary deal flow unavailable to competitors:

These relationships create "first look" opportunities in markets where language and relationships gate access.

8. Risk Mitigation

Currency Risk

Natural Hedge Structure: Portfolio companies earn revenue in USD/EUR. Operational expenses (rent, utilities, support staff) denominated in local currency. Labor increasingly bifurcated—senior talent often dollarized, junior/mid arbitrage remains.

Geopolitical Risk

Valuation Risk

Liquidity Timing Risk

Yield Floor Defense: The thesis assumes a 2027+ M&A supercycle. If that window closes or delays, AI-native studios with 40-50% operating margins can distribute profits as dividends. Unlike traditional gaming studios operating at 20-25% margins with reinvestment pressure, high-margin AI-native studios generate meaningful free cash flow that can return capital to investors independent of exit timing. This yield floor provides downside protection if M&A markets remain constrained.

9. Allocation Framework & Conclusion

Fund III Geographic Allocation

Tier Markets Allocation Rationale
PRIMARY Turkey 25-30% Peak/Dream ecosystem + cost window + AI compounds F2P IQ
PRIMARY Israel 20-25% Playtika/Moon Active ecosystem + Unit 8200 talent + proven exits
SECONDARY Finland/Sweden 15-20% Supercell/King alumni + high F2P IQ (high cost offset by quality)
EXCEPTIONAL USA & UK 0-5% "Avoid the middle"—category pioneers now acquirer markets; cost windows closed; exceptional teams only
OPPORTUNISTIC Poland 5-10% Watch for mobile-native breakout; RU/BY talent influx
WATCH Vietnam/India 0% Fund IV candidates; monitoring for AI-native breakout signals
AVOID Canada 0% Branch office economy; no change expected

Fund IV Thesis: AI-Native Emerging Markets

What We're Monitoring (Not Investing Yet)

Vietnam and India remain "Watch" for Fund III. For Fund IV, we'll evaluate AI-native micro-studios meeting these criteria:

Why Not Now: These markets lack the F2P IQ infrastructure and acquirer gravity required for Fund III returns. We invested in Kinoa to own the supply side of AI tools—if AI eventually enables emerging market studios to close the F2P IQ gap, we're positioned as the tool provider, not betting against our own thesis.

What We're Watching for Fund IV

Market Current Status Trigger for Escalation
Poland Watch 5-10% Mobile-native Top 50 hit; or AI-native breakout from RU/BY exodus talent
Vietnam Watch 0% Partial (Dec 2025): Non-Tencent exit achieved (NCsoft $103.8M). Remaining: AI-native US Top 50 hit; Lihuhu alumni flywheel formation
India Watch 0% Tier-1 geo revenue majority; Krafton-style bridge
Brazil Watch 0% Wildlife alumni ecosystem; sub-5-person unicorn
Saudi Arabia Monitor Savvy Games portfolio graduates; sovereign wealth patience

The Contrarian View We Monitor

The "Volume Play" Counter-Thesis

If AI commoditizes production quality, the market becomes a pure probability game:

We monitor for signs that "good enough" AI-produced games become indistinguishable from "great" games. If this happens, lowest-COLA markets win.

Current Assessment: Not yet. F2P IQ (monetization design, LiveOps) remains non-commoditized. AI amplifies expertise; it doesn't replace it. But if AI tools do eventually solve the "Product Taste" gap, we're positioned on the supply side via Kinoa—we'd rather be the company providing those tools than betting against them.

Bottom Line: We've validated our framework across 15 markets and 10 years of exits. Cost window + F2P IQ + accessible acquirers = value creation. AI multiplies this equation—it doesn't replace it. Fund III deploys where AI-native gaming studios emerge with proven F2P expertise AND cost advantages AND accessible exit paths. The thesis is Games × AI. Geography is where we execute it. Transcend's unique linguistic/cultural reach and LP network enables us to find these opportunities before competitors.

Data Sources: Numbeo COLA Index, data.ai, Sensor Tower, CB Insights, Pitchbook, Company filings