BCBusiness

October 2016 Entrepreneur of the Year

With a mission to inform, empower, celebrate and advocate for British Columbia's current and aspiring business leaders, BCBusiness go behind the headlines and bring readers face to face with the key issues and people driving business in B.C.

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shopping experience." While the tool is improv- ing the conversion rate (that is, the number of browsers that click "Buy"), Clark says the goal is to create "more of a discovery experience than a transactional one." That's also the idea behind two new real-world stores: in Toronto, at Queen Street West and Spadina, which opened in July; and in Vancouver, at Burrard and Robson, which was set to open in September. The stores feature a co™ee shop, WiFi and stations where cus- tomers can browse online. "We want people to come and stay and hang out," says Hardy. "It's less about retail, and more about connection to the brand." —Marcie Good bcbusiness.ca october 2016 BCBusiness 43 Lance Priebe CEO, hyper hippo Productions Ltd. A fter an automotive designer sketches a new car, that design is typically sent to a modelling depart- ment, which builds a full-scale mock-up. it's a process that can take weeks or even months—but Port coquitlam-based Finger Food studios is, along with tech giant Microsoft, working on a shortcut. after the sketch is made, a designer can snap on a computerized headset called the HoloLens, which projects a three- dimensional hologram of the car. "You can walk around this design, look at the esthetics as well as the physical properties," says trent shumay, cto of Finger Food. the company is one of eight firms licensed to develop software applications for Microsoft's HoloLens—working with clients in the automotive, architectural and mechanical industries to help them use the headset in customized ways. shumay started Finger Food in 2009 and was joined by ceo ryan Peterson in 2011. they were initially focused on building mobile apps for clients including Pepsi and 7-11, before moving into "second screen" experiences and their present focus on "immersive connected experiences." the company is currently building a 26,000-square-foot studio, called the Holodeck, for testing its virtual and augmented reality apps. – M.G. r u nn e r - u p r u nn e r - u p Trent Shumay + Ryan Peterson CTO + CEO, Finger Food Studios I n 2010, Lance Priebe founded his Kelowna- based studio to develop a game called Mech Mice. His team spent two years and millions of dollars on the project, only to nd out that people liked it but wouldn't pay for it. After that, his approach changed. His team would make "short sprints," spending two weeks on a new game and then testing it on various media platforms. So in 2014 when a writer pitched what he thought was a terrible idea, Priebe said yes. AdVenture Capitalist was a game in the "idle" genre— that is, you don't actually play it but set it up, let it run and come back to it later. To every- one's surprise, initial feedback on the game, in which players set up companies and try to make money, was positive. Players would even pay for it. Now, AdVenture Capitalist is the company's biggest com- mercial success—generating more than a million in rev- enue some months. "Nobody thought this game would work," says Priebe, one of the creators of the massively pop- ular Club Penguin, which sold to the Walt Disney Co. in 2007 for US$350 million. "So we tell our developers, 'You can develop any game you want, but you only have two weeks to prove it.'" —M.G. C O n S u M E r T E C h n O L O g y

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