eSports start-up raises 1 million dollars to create international e-learning project
Learn 2 Play (l2p.game), the international eSports startup company, has raised over $1M as part of a bigger syndicated transaction.
Large venture funds (such as Buran Venture Capital) and projects (Chess.com and DLA) took part in the transaction.
Investors received minority holdings, but the valuation remains undisclosed at the moment.
Michael Szalontay, Managing Partner of Buran Venture Capital:
“For our fund the investment in Learn 2 Play is an excellent example of cooperation with serial entrepreneurs, as in the past we already had a successful experience with the founder of the company Maxim Dreval within the development and exit from the project Netology-Group. The Learn 2 Play team created an interesting technological product aimed at training players in the fast-growing international segment of eSport. We are sure that we will bring a lot of added value to the team when building strategic partnerships with key players in the gaming industry. We wish the team good luck in achieving their ambitious goals!”
Since 2011 Maxim Dreval has been successfully developing projects in the field of E-learning and obtained over 10 million dollars. In 2017 he founded L2P.
“I can’t really say that this is our starting point, since a lot of work has been done beforehand under the framework of the lean startup. It was pure enthusiasm that lead us to creating our first product. We’ve tweaked it a few times, did some research in regards to its development which involved various hypotheses, and then launched the sales all over the world. The transaction under consideration most definitely lays a solid foundation for a very promising future of the company. Truth be told, we were quite meticulous when it came to choosing our partners, and I’m absolutely satisfied with the result. As we speak, the market is growing by leaps and bounds and so is rivalry. At the moment, there isn’t a decisive leader in this area in the world arena, and we’re willing to be one.”
Learn 2 Play startup, founded by Maxim Dreval, Dmitry Ribalchenko, Anton Kovalev and Lena Urusova in 2017, specializes in developing eSports projects (primarily those that are educational, technological and marketing-oriented).
Moremmr.com, the Dota 2 educational platform, became the first successful project in E-learning.
Moremmr.com is a service that represents smart analytical system, high quality educational videos (which were made possible with the help of professional Dota 2 players), well-developed in-game quests, and offers a personal in-depth analysis of every played match. The service can be applicable to players of any skill level: novices get a chance of learning the in-game basics which will later allow them to be competent players, while experienced gamers have an opportunity to hone their skills.
2015 to 2017 — Head of Development in the e-learning start-up.
“Numerous statistical data based on the performance of the learner is the key factor in the educational process. The received information, in turn, allows for creation of technological projects. Combining the data received from the in-game API, and their processing technologies ranging from Machine Learning to a self-learning AI, we’re confidently making steps towards our ambitious goal. It’s all about giving the user a ubiquitous AI capable of analyzing every single detail which will enable the player to reach a higher performance and master the art of the game.”
We expect an analogous service based on the game League of Legends (morelegends.com) to be launched in the first quarter of 2018.
All the other popular eSports disciplines will be supported, too, later on. All educational projects target the global market. Nowadays, our products support English, Spanish, Chinese and Russian languages, and our team is currently planning on expanding in order to cover Asia as well.
Since 2012 Dmitry Ribalchenko has managed marketing in the projects of Maxim Dreval. In 2015–2017 he is a co-founder and CMO in an auto aggregator start-up project.
“eSports audience is huge and diverse. An ambitious objective of our team, and a great challenge for me personally is to draw players’ utmost attention to us. We think that by the end of 2018 our products will be used by more than 3 million players all over the world on a monthly basis, and during the year 2019 this number will be 10 times higher.”