Prove what you know
Smartville
Where knowledge becomes status and identity

An AI-powered social trivia platform where players prove what they know, earn titles, and turn every result into a challenge with friends or strangers.

Lawrence Schwartz Founder & CEO · Built #1 App Store trivia and word games · 4x founder · 4 exits
PRE-SEED · $1M
The Problem · 02

Trivia proves demand.
The old model breaks retention.

Trivia hits prove enormous consumer demand. But the category has mostly run on content, novelty, and prizes. Smartville changes the model to identity, status, and network.

HQ Trivia

Millions of players at peak. Demand was real. The prize model was not.

Trivia Crack

Massive global appetite. Limited compounding identity.

Wordle

A cultural phenomenon. Habit proved, but social depth was thin.

01

Content, not systems

The 50,000th player gets the same flat question bank as the 50th. No model of you.

02

Socially weak

A leaderboard is a number. It does not create a self-image players defend.

03

The novelty cliff

The first hit is curiosity. The second, third, and tenth session need identity.

04

No loop-safe business

Prizes lose money. Ads degrade. Pay-to-win kills trust.

05

No AI that knows you

Nothing learns your knowledge or challenges you "just enough" to keep coming back.

Old model: content banks and prizes.  Smartville model: identity, status, AI, network.
Founder-Market Fit · 03

Founder has already built the loops
Smartville is modernizing

#1 PAID · GAMES
Trivie #1 in Paid Apps, Games
Trivie - Battle of Wits! at #1, above Jeopardy, Trivial Pursuit, and Family Feud.
#1 TRIVIA + WORD
App Store rank over time: #1 in Games/Trivia and Games/Word
Sustained #1 in Games/Trivia and Games/Word (US App Store), with a strong Top Overall peak.
Why it matters
Millions of games played. Billions of transactions.
Trivia

Short-session challenge loops. Built and ranked #1.

Word games

Daily habit and repeat engagement. Built and ranked #1.

Smartville

Fuses both, then adds AI identity, social challenge, crowns, and loop-safe monetization.

Not a first attempt at trivia. A second-generation thesis built from category experience.

Behavioral Insight · 04

People do not want to answer questions.
They want to win the argument about who they are.

Knowledge is the last socially acceptable flex.

Identity

"I'm the smart one. A real fan."

A self-concept made visible.

Rivalry

"I'm better than you, specifically."

Targeted and repeatable.

Fandom

"I belong to this tribe, and I can prove it."

Sports, shows, music.

Status

"Here's the evidence, and I want it seen."

The share is the point.

Strava is a status graph that uses running to prove fitness. Smartville is a status graph that uses trivia to prove knowledge.
The Solution · 05

Four systems turn trivia into a status network

Built for the individual, not the average. Every round sharpens the model of you.

SYSTEM 01

Smart Graph

A persistent model of how you play: accuracy, speed, topic strengths, and nerve under pressure. Every round makes the next one smarter.

SYSTEM 02

AI Game Director

Sequences each round like a game show: warm-up, traps, pressure, crown question. The round feels designed, not random.

SYSTEM 03

Smart Identity

Reads how you played, not just what you scored, into a share-worthy result. This is the first "wow" moment.

SYSTEM 04

Crown Room

Turns knowledge into titles, badges, and crowns players can collect, defend, and show off.

Free to play. Free to challenge. Free to share. Paid to flex, host, and sponsor.
Product · 06

One 90-second loop. No signup wall.

A frictionless round that ends in a shareable identity and a head-to-head challenge.

1

Pick a topic

A team, show, creator, category, or subject you care about.

2

Play the round

10 questions, AI-directed like a game show.

3

Get your Smart Identity

A readout of how you played, not just what you scored.

4

Earn status

Titles, crowns, and rank you can defend.

5

Challenge a friend

Share a card of how you did. They play instantly. No signup required.

The first game is never gated. The friend challenge is never gated. That handshake is the growth atom.
Defensibility · 07

Our moat is not that AI writes questions

Question generation is commodity. Identity and behavioral data compound.

Not the moat

AI question
generation

Commodity. Cheap and getting cheaper. A competitor can replicate basic question generation quickly.

this is table stakes
THE MOAT 01

Social identity network

Crowns, rivalries, and challenge history do not travel to a competitor.

THE MOAT 02

The player graph

A stateful behavioral model no competitor can cold-start. It compounds every round.

THE MOAT 03

Verified-question trust layer

AI-write, AI-verify, human-approve. For ranked and sponsored play, trust is the product.

THE MOAT 04

Game Director craft

Round sequencing tuned against Smartville engagement data. Harder to copy than question text.

Viral Loop · 08

The challenge is the growth atom

Play
Get ranked
Earn identity
Challenge a friend
Friend plays
Compare & rematch
↻ Monetize
for status
What makes it compound
  • No signup wall on accept. The loop cannot leak at its most expensive step.
  • Head-to-head and personal, not "you're #4,021 globally."
  • Players share status, not scores. "Top 2% Swiftie, and I beat you" travels.
  • Every cycle can create a new rivalry.
  • The identity is portable. A result card drops into iMessage, group chats, Discord, or TikTok, the way Words with Friends rode texting and Facebook.
The viral coefficient governs the whole company. Target the loop plus creator distribution to reduce dependence on paid UA.
35%+
result-to-share intent
25%+
challenge accept
20%+
rematch
MVP proof targets. To prove, not yet measured.
Market · 09

A wedge into three monetization pools

Consumer games

Large market, but Smartville starts narrow: short-session social play with status cosmetics and subscription.
$150B consumer games¹

Creator & host SaaS

Creators, podcasters, bars, schools, and communities can host branded game rooms.
$250B creator economy²

Sponsored challenges

Brands fund measurable, shareable games around fandom, events, and creators.
$32B influencer marketing³

Benchmark

Duolingo is the best gamified-freemium comp, but it is utility-driven. We do not model Duolingo conversion. We model 2–4% paid conversion for engaged players.

Initial wedge · Sports & fandom

Start where rivalry, identity, and sponsor dollars overlap. Bottom-up: 1,000 creator/community rooms at $19–49/mo, plus 2–4% consumer-paid conversion among engaged players, plus sponsored challenges once reach exists.

¹ ² ³ Market sizes are directional category figures; replace with sourced citations before circulation.
Business Model · 10

Loop-safe monetization: paid status, hosts, and sponsors

Status & cosmetics

À la carte

Premium result cards, crown effects, title frames, profile themes. Self-expression is the natural consumer spend.

Smartville Plus

$4.99/mo · $29.99/yr

Advanced stats, deeper Smart Graph, private leagues, crown history, ad-free.

Creator Pro

$19–49/mo+

Branded rooms, scheduled events, custom leaderboards, analytics, sponsor slots.

Sponsored challenges

Brand-funded

Measurable, shareable games around fandom, events, and creators.

The business is not selling questions. It is selling status, hosting tools, and branded participation.
Never monetize the first game Never gate the friend challenge No pay-to-win in ranked Ads opt-in only Frictionless to embed and share
Go-To-Market · 11

Start where rivalry already exists

Initial wedge: sports fandom challenges around tentpole moments.

STAGE 1

Sports & fandom

Challenges around a tentpole sports moment.

STAGE 2

Friend challenges

Every result becomes a head-to-head link. No signup required to accept.

STAGE 3

Creators

Seed sports podcasters, fan pages, and fandom creators.

STAGE 4

Bars & campuses

QR-join rooms for watch parties, alumni groups, and schools.

STAGE 5

Sponsored challenges

Brand-funded activations once reach and repeat play are proven.

Low-cost viral tactics: share cards · tentpole launches · crown defense · creator seeding · city and campus leaderboards
The story is wedge, loop, creators, communities, then sponsors. Not broad paid acquisition.
Roadmap & Metrics · 12

What this raise is designed to prove

Can Smartville turn a trivia spike into repeat play, sharing, and loop-safe monetization?

Proof metrics · first 6–9 months
D1 / D7 / D30 retentionDoes the game create habit?
Result-to-share rateDoes the Smart Identity travel?
Challenge accept rateDoes the loop bring in new players?
Rematch rateDoes rivalry create repeat play?
Guest-to-claim conversionDoes status drive account creation?
Early paid conversionCan monetization stay loop-safe?
Illustrative Year-3 ARR scenarios
$1.2M
Conservative
$8M
Base
$80M
Upside
Scenarios, not projections. Base case assumes ~1.5M MAU, 3% paid conversion, ~$3.40 consumer ARPU/MAU (≈60% of Duolingo), creator rooms, sponsored challenges, and 75% gross margin.
The metrics are the hero, not the $80M upside. This is a pre-seed proof plan, not a forecast.
Team & Ask · 13

Built by a founder who has already won in this category

Lawrence Schwartz

Founder & CEO
4x founder · 4 exits · #1 App Store trivia & word games

Built in the exact short-session and daily-habit categories Smartville is modernizing. Also led an AI-based enterprise learning company.

Deep experience across product, distribution, marketing, fundraising, partnerships, and company building.

The Ask

$1M pre-seed SAFE
Prove the core loop:
Play → Rank → Identity → Challenge → Rematch → Monetize
  • Ship Smart Identity, Crown Room, challenges, and leaderboards
  • Build the verified-question pipeline and AI Game Director foundation
  • Launch a sports/fandom wedge around a tentpole moment
  • Instrument retention, sharing, challenge acceptance, and rematch
  • Add senior product, engineering, and growth support
$1M SAFE · $8M post-money cap · 20% discount
Fund the loop. Prove the behavior. Scale the network.  Smartville starts with social trivia. The larger opportunity is the status layer for what people know, love, and compete over.
Appendix · How the base is built

The $8M base, bottoms-up

Built from drivers, not a top-down market percentage. Conservative ($1.2M) and Upside ($80M) flex the same levers.

Year-3 base revenue mix
$5.1M
$2.0M
Consumer Creator Pro Sponsored
Consumer1.5M MAU · 3% Plus @ ~$45/yr · ~$1.70 cosmetics + ~$0.35 opt-in ads per MAU
$5.1M
Creator Pro~2,000 paying rooms @ ~$450/yr blended ($19–49/mo)
$0.9M
Sponsored challengesBrand-funded activations. A Year-2+ line, dependent on reach
$2.0M
Total Year-3 ARRat ~75% gross margin
$8.0M
Base-case drivers
Year-3 MAU1.5M
DAU / MAU18%
Viral coefficient (K)0.6–0.8
Plus paid conversion3%
Plus blended ARPU~$45/yr
Creator Pro accounts~2,000
Gross margin~75%
Implied consumer ARPU / MAU~$3.40
Benchmark: implied consumer ARPU of ~$3.40/MAU is ≈60% of Duolingo's ~$6, a defensible "good, not best-in-class" base. The upside case carries the Duolingo-plus ~$10/MAU.
Pre-seed numbers are a proof framework, not a forecast. The leading indicators on the prior slide decide whether this base is real.
Let's talk
Smartville
Lawrence Schwartz
Founder & CEO
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