Wednesday, November 07, 2007
SMU Hostel Cafe
Uttara Gupta
Sunday, November 04, 2007
Recently heard: SG VC's approach to investing
This VC has himself confused with the portfolio manager who works halfway across town at one Raffles Quay in an office that's 30 floors up from his.
A New Begining
We have begun the process of contacting student entrepreneurs in SMU to get them to post on this blog. We are working on linking up this website with websites of other like-minded organisations in Singapore.
So stay tuned...
Tuesday, October 30, 2007
Thursday, October 25, 2007
Getting started developing for Facebook... briefing by Slide
Sunday, September 30, 2007
Too late to get on the Facebook Bandwagon?
I was listening to the 93.8 live DJs discussing Facebook on air and I thought: Wow! Now EVERYONE (even those who aren't part of the usual social network demographic) is talking about Facebook!
Since my company, TYLER Projects, officially launched Singapore's first Facebook MMOG (Massive Multiplayer Online Game), MW:BattleStations! about 3 weeks ago, we've been contracted by 2 other companies to create Facebook apps for them. We actually had to turn down 2 more requests because our order book was already full.
While we were working on BattleStations!, I was tracking the user growth of Warbook (another Facebook MMO) when it still had no more than 1200 users. The day after I joined, it grew by 1500+ users; 2000+ the day after that and 2500+ the day after. Beyond that, I didn't bother counting and spent more time working on our own app. With those kinds of growth figures, it's no surprise that developers are churning out hundreds of new applications everyday hoping to enjoy the same success.
However, economic theory dictates that something this good can't last forever and there are signs that it might already be too late to reap the same exponential growth that the first movers did.
Take our app for example:

MW: BattleStations! is growing at the rate of about 300~400 installs per day (~4000 in total). Active user growth is about 100~150 a day (active users = ~50% of total installs). The growth is certainly accelerating, but it's not exponential. The inertia is definitely noticeable and a sign of increasing saturation in the Facebook app space.
I can think of 2 reasons for this:
1) If you think about it, there's a limited amount of real estate on a user's profile that they are willing to use for apps. The apps that manage to get onto users' profiles earlier tend to stay there. Facebook users have also started to get sick of the torrent of invites they get all the time and now tend to ignore new invites.
2) Facebook has been trying to prevent "spam" marketing by apps and they've changed a few things as a result:
- Apps are now rated according to the % of active users they have instead of just installs (total users with the app).
- FB API has changed to prevent apps from spamming users with invites. Earlier apps could allow users to send invites to all their friends and even reward users just for sending out invites. Not anymore, the new system restricts you to 15 invites and the developers don't have anyway to track the invites and new users.
Newer apps are going find it very hard to get any traction even if they are better than existing apps. The way I see it, if you want to launch an app now you have to either:
a) make an app that's very viral and is really going to make users want to add it to their profile
b) you spend alot of money either buying ad banner space from Facebook or advertising on apps with a larger user base.
I think the Facebook Platform still has some ways to go before it hits a mature stage of development. While most of the early apps were created by individuals, I expect to see more companies with bigger budgets really going all out to push higher quality apps which will mean better quality and variety for Facebook users.
For the application owners who are already on Facebook and have managed to secure a stable user base; that user base will become more valuable as time goes by and the barriers to entry start propping up...
...which is why we'll launching 2 more apps very, very soon.
Thursday, September 06, 2007
TYLER makes Singapore's first Facebook MMOG!
Mobile Weapon: BattleStations! You can play the game now! just follow this link http://apps.facebook.com/battlestations/

We've been doing ALPHA testing since 2 weeks ago and I must say that the game is really fun even though it's now just into BETA. Here are some screen shots of the game.
Explore the world!
We've made sure there's plenty to do in MW:BS. If fighting all the time isn't your kind of thing, you can go exploring or trading to make some gold and maybe find rare items. We've added more than 50+ ships, weapons and upgrades. There are plenty of secret items to be found as well.

Ship to Ship Combat!
Remember the characters in MW1 boarded and airship and flew to the Imperial City? In MW:BS you are the captain of your own airship. Airships are a big part of Sios and we decided it be fun if you get to fly your own and try to become the most powerful battleship in Sios!

It's not MAWs but finally MW players will be able to engage in PvP combat!
Make sure you add the game to your Facebook account ASAP!
Tuesday, July 31, 2007
Great Entrepreneur Revelation
I know what you're thinking: "How can you guys even start or run the damn business if you didn't have a plan?!"
We did a 60 page business plan for the LKY competition last year. What we didn't realize was that the business plan you use to raise money (or for a competition as the case may be) CANNOT be used as your actual business plan.
I felt something wasn't quite right after the competition was over. At the time I described the problem to one of our mentors as "we're back to business as usual". "Business as usual" is great if you're making a lot of money, not so great if you have yet to implement your grand plan for success.
Sure it sounds very "DUH!" in retrospect, but if you won 10,000 USD with your business plan, you wouldn't think you needed to write another one immediately.
What does this mean for you guys? Well you should go and think about what you're doing right now.
Are you:
a) operating on a plan with resources you haven't got?
b) targeting a market you haven't entered yet?
If the answer is "yes" to either, take some time and think about the practical business plan you can implement with the lemons you have now.
Wednesday, July 25, 2007
Vote for SMU Entrepreneur at SOE!
Tuesday, July 24, 2007
Possible consolidation of this blog with SMU Ventures
It would be great because:
1) More contributions from others instead of just my usual angsty posts.
2) Someone else can do the re-design and add pointless widgets like the Google news feed instead of me.
Rock on.
Wednesday, July 18, 2007
Guy Kawasaki - The Art of Innovation
|
Interesting presentation. Click on the image to view =)
Tuesday, July 17, 2007
Tuesday, June 26, 2007
Learn the VCs game, if you're an entreprenuer serious about making $$$
These are just some of the things I realise that we never learn at SMU even if you take finance courses (as I did). For LKY global biz competition, I thought calculating NPV using a 30% return was more than generous. I only discovered after reading the Harvard Entrepreneurs guide that VCs expect 60-70% returns.
Of course, the VC LKY judge who asked me if I thought if "30% rate of return was too low" was a dumbass (like anyone in finance except a VC would think 30% is low) to assume that everyone would know what HE expects. But I think it's a sign that the entreprenuers of SMU really need to buff our knowledge. Seems like at NUS they learn the more technical aspects of the VC trade.
I'll be reading up on it and posting the details here but you should have a look at this in the meantime if you want to find out more: http://www.entrepreneur27.org/sg/2007/06/21/entrepreneurs-educate-yourself-first-before-taking-vc/
Another disadvantage would be our financials. I had hoped that financials forecasts would be our strong suite in the competition but apparently it wasn't. I had learnt a lot more finance and accounting than the other teams but the financials we learnt are meant for normal book-keeping or corporate reporting.
Fund raising requires a different approach. Here's a link to a guide containing an excel file for a captialisation table, which should be useful for entreprenuers trying to raise funds or the next team from SMU that wants to take part in LKY.
The video below explains how to use it:
Saturday, June 09, 2007
How to get into the computer games industry
Friday, June 08, 2007
Wednesday, April 18, 2007
TYLER adopts isolationist policy

Ok, it's not really as the title says. I just got fed up with all the delivery people expecting us to open the door for them or sign for packages when there are other people closer to the door. :-P
Wednesday, March 28, 2007
Mixing emotions with business
It's wrong to mix business with pleasure because it's not professional (most of us understand that). Emotions with business? That's the basis of Entrepreneurship.
Sunday, March 18, 2007
Spamming SMU with your product
Would it be effective? Well, it depends on what you're selling. I sell computer games so it's pretty easy for students to just click the link and try out our game for free.
Our main aim in spamming the school was to increase awareness of our product and what we're working on. I wasn't exactly expecting a huge increase in sales but it was very encouraging that some professors and students actually emailed to ask questions about the product.
Thursday, March 08, 2007
Love Your Work
Counting down the lessons that could be learnt... Articles about Donald Trump
Lesson #2: Love Your Work
“The most important thing in life is to love what you’re doing,” says Trump, “because that’s the only way you’ll ever be really good at it.”
It wasn’t Trump’s knowledge of the real estate market or salesmanship alone that led him to become one of the wealthiest Americans and owner of over 18 million square feet of land in Manhattan alone. Rather, it was all the late nights he worked to get his ideas off the blueprints and onto the streets; it was the endless business meetings and phone calls he placed to the powers that be; it was his tireless promotion of what seemed to others to be nothing more than outlandish fantasy. In other words, it was his passion.
As soon as the young Trump began making property inspections with his father, he knew he could take a strong liking to real estate. While he had confidence in his abilities to excel in this field, it wasn’t the potential for money that was pushing Trump ahead. Nor was it the fame. Instead, it was the real estate business itself and the art of deal making that Trump thrived on.
“Money was never a big motivation for me, except as a way to keep score,” says Trump. “The real excitement is playing the game.” It is Trump’s love for the game that allowed him to keep playing despite the critics, the lawsuits, the bankruptcy. It was only the dedication that came from his passion for real estate that enabled him to continue reaching for his dreams against all odds.
“Without passion, you don’t have energy, without energy you have nothing,” says Trump. “It’s tangible, it’s solid, it’s beautiful. It’s artistic, from my standpoint, and I just love real estate.” Trump knew he would never be able to devote his life to anything else, and so he threw all his energy into real estate. And, that, says Trump, is one of the biggest keys to his success. Otherwise, he might have crumbled when the first ten or so people laughed at his ideas.
Making business deals was, for Trump, an art form that he was happy to spend endless hours devoted to. “Other people paint beautifully on canvas or write wonderful poetry. I like making deals, preferably big deals,” says Trump. Whether it’s painting or writing or buying and selling real estate, Trump stresses that a passion for what you do will be the underlying cause of whatever success you achieve. And without it, success will never come.
Today, Trump could easily retire knowing not only that he has amassed a fortune worth over an estimated $2 billion, but that he has also changed the face of New York. Instead, Trump’s passion keeps him going to work every day. He craves the adrenaline that comes from a handshake over a new deal, a tough negotiation, or a groundbreaking for a new building. Despite his lavish lifestyle, Trump would not be content to sit in the penthouse at the top of Trump Tower and be idle. He craves his work, he loves his work and this is why he has succeeded in his work.
Thursday, February 08, 2007
Singaporean game developers lack creativity
UK, January 11, 2007 - Ian Livingstone, Eidos' supreme commander of worldwide product acquisitions, has criticised developers in Singapore.
Livingstone opined that Singapore lacked "the ability to think outside the box to create new intellectual property, new game-play and new characters". Then, just to add insult to injury, he bemoaned: "The tendency here [Singapore] is to make copies of previous games, rather than to think about what the world hasn't seen before or what new games haven't been done before. [There must be a] unique selling point that differentiates them [game developers] from everyone else."
I completely agree with him as well as the comments about MW not being wholly original. But what IS 100% original these days?
You also have to understand the kind of society that Singapore is:
a) Educators and parents here vilify computer games.
If your grades aren't good it's because you've been playing to many video games (never because the curriculum is boring). The idea of a good education system here is to cram as much practical knowledge you can into a kid so they don't even have the time to think about what they are learning. When you're not at school, you're having tuition at home, the rest of the time is spent actually doing the homework. This is actually a really good formula for creating robots, ...uncreative robots. < No, we're not Cylons.
The general opinion is that of "If you play computer games you will never achieve the Singaporean dream of becoming a scholar." < Pretty retarded dream in my opinion.
b) Singapore is a VERY meritocratic society.
Most of Singaporean society doesn't view making games a REAL work (nevermind that the videogame industry is worth billions). Artists, game developers and other jobs that don't generally command a high pay aren't even considered professions. My friend, who is an artist, bemoaned how a taxi driver chided him when he revealed his choosen field and asked him to get a real job.
I feel like I'm under constant pressure to get a job working in a bank (because I can get one with my nice CV) because a banker has a higher social standing than a game developer. How retarded is that concept?!
It's a little difficult to produce good creative work if everyone you know keeps telling you that what you're doing is a big waste of time.
Singaporean game developers have already fought societal stigmatisation to pursue their passion and I can see that more and more Singaporeans are pursing their own dreams instead of ascribing to old mindsets. Here's a crazy idea: MAYBE THEY FEEL FREE TO PURSUE THEIR OWN DREAMS BECAUSE THE GAMES TAUGHT THEM HOW TO!
We just need a bit more time to really get completely "out of our boxes".
Saturday, February 03, 2007
TYLER launchs it's first commercial product - Mobile Weapon!

Thursday, January 04, 2007
Insights from VC meeting in Palo Alto
Here are some insights which are useful if you want to raise money in US instead of Singapore:
- US investors/VCs generally only invest in companies which are operating in the US.
- They have quite clear distinctions on the roles of VCs and angel investors. VCs are really not for small time "just starting up" startups.
- You need to be making money before you can get US VC money.
I guess I'm fortunate that my company has alot of users in the US. I guess we'll just get alot more users, earn money from them, set up a US entity and then we can start pitching to VCs there. :-P