Second Dinner
CompanyUnited States · Founded 2018
Documents about Second Dinner
Marvel Snap Tops $2 Million in First-Week Revenue
Marvel Snap, a new mobile collectible card game (CCG) developed by Second Dinner, generated over $2 million in revenue globally within its first week of launch, averaging approximately $330,000 per day.
- Marvel Snap generated $2.42 million in global revenue during its first week of availability, from October 18 to October 26, 2022.
- The game recorded 5.9 million total downloads in its first week, with Google Play accounting for 71.3% of that install base.
- The United States was the primary market, contributing 56% of total revenue and 24% of total downloads.
TWIG 123 | Fortnite Maker Epic Buys Mediatonic, Ubisoft with Ethereum NFT Game, Dream Games $50M
The gaming industry is currently undergoing a period of rapid consolidation and strategic investment, characterized by high-profile acquisitions and significant venture capital inflows.
- Epic Games acquired Mediatonic to integrate the popular Fall Guys title into its broader metaverse development strategy.
- Dream Games raised $50 million in Series A funding to compete in the $3.7 billion mobile puzzle game market.
- Blockchain and NFT integration requires game design to be built around the technology from inception rather than retrofitting existing titles to achieve mass adoption.
Greycroft | Venture Capital Funding of Game Companies
Venture capital has become a foundational element in the growth of the modern gaming ecosystem, supporting major industry players ranging from mobile studios like Supercell and Rovio to infrastructure companies like Twitch and Discord.
- Venture capital firms like Greycroft, through its GC Tracker fund, focus on seed-stage investments in gaming, esports, and VR/AR, prioritizing teams with scalable visions.
- The investment landscape has matured from speculative social and mobile gaming funding to a model driven by rigorous metrics, specifically customer lifetime value (LTV) and acquisition costs.
- PC and console development remain difficult to fund via venture capital because their unpredictable revenue cycles conflict with the steady-state revenue models preferred by most firms.
The Alumni Effect: Studios Founded by Ex-Activision, Blizzard, and King Employees
The analysis examines the "alumni effect" within the gaming industry, specifically focusing on studios founded by former employees of Activision, Blizzard, and King (collectively, ex-ATVI).
- Between 2020 and 2024, 30 studios founded by former Activision Blizzard employees secured approximately $0.7 billion in venture capital across 45 funding rounds.
- Ex-Activision studios demonstrate a 'first-round momentum' effect, being roughly four times more likely than peer startups to secure a second round of financing within the same calendar year.
- Investor confidence in alumni teams peaked in 2021, when 43% of ex-Activision studios raised a subsequent round compared to only 9% of broader gaming startups.
