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Sight Reading Sucks. Practicing is Lonely.

For something that’s supposed to be a universal language, it’s a massive pain to do.

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Our solution,

A competitive, MMR based game where players compete & compare their sightreading accuracy.

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Revolutionizing how musicians approach practice.

How we solve the problem:

External Validation

Musicians don’t only need to rely on intrinsic motivation to practice their instrument; they can instead be motivated by ranking as well. (other alternative doens’t exist)

Unique Social Engagement

Most people think that productive practice has to be done alone and there must be a level of pain and sacrifice. We make practice fun again.

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Market and Target Demographic Research

Global online music education market size

Total Addressable Market (TAM)

Serviceable Available Market (SAM)

SOM = 0.1% of SAM

Serviceable Obtainable Market (SOM)

$23B

$5.8B

$58M

SAM = 25% of TAM

10% → Sight-reading focused tools

15% → Competitive gaming crossover

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How We Make Money

Our Business Model

Make our game really addicting and exhibit a clear prgression path (doesn’t exist in music)

Free-to-Play Foundation

Battle passes and cosmetic microtransactions (lit)

Microtransactions

Institutional license for group and classroom activities, such as offering classroom leaderboards + lobbies

➜ similar to Canva / Kahoot offering education bundles

Subscription & Enterprise

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Stage 1: Build the Core (Weeks 1–6)

Goal: Functional MVP with real-time pitch-based scoring.

    • Develop MVP with pitch detection, scoring, and sheet music display
    • Set up local 1v1 gameplay with basic UI

Untapped potential. Tons of positive engagement.

    • Strong market interest from music education communities shows significant engagement potential
    • Band students represent a high-value demographic that already invests heavily in musical development and equipment
    • Our survey of active instrumentalists confirms strong demand for competitive practice tools
    • Music educators are actively seeking innovative assessment and engagement solutions for their programs, and also theres a huge network of musicians who rely on eachother (word spreads fast, scalable)

Traction:

Stage 2: Test & Polish (Weeks 7–12)

Goal: Smooth, testable beta with refined experience.

    • Test with real users and refine pitch accuracy + timing
    • Improve UI, add difficulty levels, and prep for public beta

Stage 3: Grow & Share (Weeks 13–20)

Goal: Attract users and build visibility.

    • Launch public beta, promote to schools, and run events
    • Apply to competitions and gather user feedback

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    • We already created the core mechanic of the game that can be easily scaled for multiple audio tracks, proving feasibility and reducing technical risk early in development.
    • We have scalable architecture, enabling easy expansion into new game modes given the core mechanic we already developed.
    • Phased implementation ensures each feature is tested and integrated gradually, minimizing bugs and system failures.

Risk Mitigation & Implementation Plan

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Questions?

Q&A