Post on 27-Jan-2022
Skills USA Entrepreneurship
CLASS: DATE OF SUBMISSION:
COMPUTER GAME DESIGN & PROGRAMMING SKILLS JUNE 1, 2015
TEAM MEMBERS:
DAVID MCALEESE
JASON GARCIA
DAVID GARCIA
JAZMINE CESPEDES
WEE World Educational Entertainment
WEE makes education happen!
EXECUTIVE SUMMARY Name of Business:
World Educational Entertainment (WEE)
Lead Artist/ Level Designer:
Jazmine Cespedes • Day-to-day leader of the design team • Create the visual elements of the game • Manage the art designer & the workflow
needed to create all game assets • Create the game world & game
functions for a game levels • Implement the designs from the design
documents into working game levels
Financial Manager/Project Manager:
David McAleese • Coordinates all lead managers • Ensures all project components are
on task & well managed • Oversees all marketing, advertising
and promotions • Evaluates customer research market
conditions & competitor data
EXECUITVE SUMMARY (cont.)
Game Designer/UI Designer:
David Garcia • Establish the rules of the game,
finalize the design claimants, &
ensure the game will work as
envisioned • Create controls that the player uses
to move & interact with the game • Design realistic UI designs that allow
the player to be immersed in gameplay
Audio Director/Game Writer: Jason Garcia • Conceive the concept, design &
theories of the game • Create character depth & interaction • Compose backstory, introduction &
dramatic information for the player to
understand the imaginary world that the game is trying to create
• Construct all of the sounds that add
depth to the game including active
sounds, background music & ambient
sounds
Why is this a good business
opportunity?
The video game industry is one of the fastest growing sectors in the U.S. economy.
According to the research firm, Gartner:
global video game sales will reach $111.1 billion by 2015
In 2013, in the United States revenues exceeding $21 billion
Entertainment software companies delivered well-paying jobs & revenue to
state and local economies across the nation
Video Game Market Revenue, Worldwide, 2012-2015 (Millions of Dollars)
Segment 2012 2013 2014 2015
Video Game
Console 37,400 44,288 49,375 55,049
Handheld
Video Games 17,756 18,064 15,079 12,399
Mobile Games 9,280 13,208 17,146 22,009
PC Games 14,437 17,722 20,015 21,601
Total Video
Games
Market
78,872 93,282 101,615 111,057
Video Game Industry Growth
In the past decade many schools have
welcomed educational video games
into their classroom and that number is growing
The educational video game market is growing fast
due to five factors
1. Better Technology
• 5:1 ratio of students to computer
• Bring your own tech programs (BYOT)
• Improved quality of the connectivity
2. Gamer Teacher
• The new generation of teachers were
raised on video games and are more
likely to use them in their classrooms
3. Academic Interest
• Video games part of the mainstream society
• Educators are seeing the possible
educational uses and benefits
4. Engagement
• Well designed video games are
engaging and for that reason,
educators are taking notice.
5. Money
• Learning games are currently a
$1.5 billion dollar market, with a
projected growth of $2.3 billion by 2017
The educational video game market
currently is strong and growing
WEE strongly feel that this is
a good business opportunity
with endless growth and possibilities
Customer needs
Our company satisfies the needs of our customers by…
offering comprehensive standards-based content educational video games
that are engaging, and entertaining
offering parents, educators and school districts an effective way to bring
21st century learning into the home and classroom at a low cost
The future of learning is now
Company Goals and Objectives
To ensure that our games are integrated with learning goals
• Provide up-to-date comprehensive standards-based content
• Provide educational video games that are engaging, fun, & entertaining
• Create a link between what is being taught in the classroom & real life
• Create games that are motivating & pose a challenge to the learner
To increase our brand awareness
• Increase target market base to include grades kindergarten through 12th
• Create customer referral bonus program
• Begin free monthly e-newsletter with educational gaming related topics
MISSION to educate the world in an entertaining way through the use of technology
Company Philosophy Every child has the potential to bring something unique and special to the world
Our role is to empower children with the tools they need to accomplish
this goal through the use of technology and engaging educational video games
Education can happen for every child
Nelson Mandela once said,
“Education is the most powerful weapon to change the world.”
COMPANY OWNERSHIP
WEE’s is a new start-up business, it is a Partnership
• We are friends who share a passion for video game development & a shared vision of educating children through the use of technology & gaming
Friendship makes our small independent company, better!
Permits & licenses needed to do business
To operate a partnership we need…
DBA: “assumed name certificate”
Certificate of Authority to Collect Sales Tax:
A registration authorizing the collection of sales and use tax on the sale of
taxable tangible personal property, rentals, specific taxable services and
purchases of tangible personal property for resale
EIN: an employer’s identification number will be secured from IRS
Trademark search: will be conducted by attorney to ensure that it is available and once it is
determined that it is available we will follow our attorney’s instructions in
protecting the name and logo
Owner-employee relationship
Currently has four equal partners and no employees
There are plans in the future to hire employees as the business grows
WEE will benefit our employees by…
• A competitive salary
• Offer medical insurance
• Be treated with respect & as part of the WEE team • Training to perform their jobs to ensure their success
• Help to stay on track while working together to make a better relationship
Commitment …..
to the community is at the heart of our business
• helps attract top employees
• gives our customers a positive feeling about our company
• give every child an opportunity to learn through technology
• work with parents, teachers and school districts to help bridge the
technology gap
This positive relationship will greatly improve our position in the market
it will help us grow and increase our bottom line
PRODUCT AND SERVICES
WEE’s products…
Downloadable comprehensive standards-based content educational video games
Download the product from the Internet to computer by using a key code
Downloads available for mobile devices through several distributors including…
ITunes Store, Google Play & Android device stores
WEE fuses cutting-edge technology & imaginative artistic expression
Computer code transforms ideas into rich expressions
of visual art, which come alive on a range of devices… consoles, computers, tablets & smartphones
WEE’s …. 14 Steps in our design process
Support your game
Select a distribution service
Release the video game
Test the game
Put it all together
Create some rough draft art
Create game assets
Build a prototype
Decide on an engine
Write the design document
List game features
Start with a core philosophy
Pick your platform
Pick your genre
Costs…
• Costs to produce games depends on the complexity of the design
• WEE currently has four team members (partners)
Four week build cost 160 hours x 4 team member = 640 hours
$25 per hour x 640 hours = $16,000
Pricing Strategies:
Developers are following a trend for pricing where they release two versions of their apps: a Limited Free version and the Full Premium version for a small price.
Majority of our competitors in the educational app market are using
The Paid Pricing Strategy Model to sell their apps. The price points for this type of educational app is commonly set at $2.99 per single download.
WEE’s educational apps are sold using the Paid Pricing Strategy model.
• Price point of $2.99 per station download
and • School site license at a cost of $50.00 for up to 25 computes.
Market Research:
A survey was conducted after a group of children (ages 6 to 12) &
their parents beta tested our newest educational video game (app)
After evaluating the results of our sample target market, we strongly feel
the app will be readily accepted into the educational video game market
and will be a commercial success
Target Market..
• Players: children, ages 6 to 12; 1st – 8th grade • Decision maker: parents, educators & schools
Competitors in this market:
the top three companies that we currently compete with…
Competitive Analysis & Unique Proposition Distribution Channels
Company School Age
Market
$2.99
download
School
Discount Googleplay ITunes Android Code Key
WEE YES YES YES YES YES YES YES
CrazySoft
Limited YES YES NO NO YES NO NO
JH Digital
Solutions YES YES NO YES YES NO NO
Educational
Resources YES YES NO YES YES NO NO
MARKETING PLAN
Our products are an intellectual property and will be sold solely
as a download from the Internet with no limit on the quantity
WEE will promote apps through the following channels…
• Company website
• Google Play
• ITunes Store
• Android Store
MANAGEMENT &
OPERATIONS • WEE does not require a storefront
retail space or an office space in commercial location
• WEE is an intellectual property
business that operates out of an office space near the partners’
homes
• The four-member team (partners) collaborates on projects & each
has specific tasks that they are
responsible to perform in order to
compete a video game build
Project Manager/Financial Manager David McAleese
Game Designer/ User Interface
Designer David Garcia
Audio Director/ Game Writer Jason Garcia
Lead Artist/ Level Designer Jazmine
Cespedes
Risks
Three risks that game developers need to be aware of…
Product Obsolescence
Privacy and Security Risks
Intellectual Property (IP) Protection
WEE will keep its finger on the of technology
Story behind a failed software developer- The Learning Company • Purchased by Mattel toy company to expand software product line
• Stocks at height sold for $46 – One year later sold for $12
• Mattel lost $200 million dollars in the first few months of ownership
WHAT HAPPENED???
The Learning Company had not developed any new hit games in several years &
was not keeping up with current technology trends.
pulse
FINANCIAL PLAN
First month start-up costs including one-time equipment purchases:
Operating Expense Chart:
Sales Projections
0
5,000
10,000
15,000
20,000
25,000
# of sales $ sales Total Sales
Single-Use Downloads
Site Licenses
WEE’s Monthly Sales Projections
Type of Sale
# of
sales $ sales Total Sales
Single-Use
Downloads 5,000 $14,950 $29,950
Site Licenses 200 $15,000
Record Keeping
We will use QuickBooks to track WEE’s business
Record keeping tasks include: • Storing customer and vendor information
• Tracking sales and expenses
• Creating customer invoices
• Receiving payments from customers
• Analyzing sales and expenses
• Organizing financial data for tax purposes
Investment outline
Terms of WEE’s loan: $50,000 at 8% over 5 years.
Loan Amount $50,000.00
Interest Rate 8%
Years 5
Monthly Payment $1,013.82
Total Interest Paid on Loan $10,829.20
Wee Investment Outline
Funds will be used for start-up cost • Computers
• Office Machines
• Software • Mobile Devices
• Internet Service & Data Plan
• Office Furniture
• 1st month’s salaries • Rent & Utilities
• Marketing & Advertising
Alternative Funding: • WEE consists of four partners • Each partner will be required to invest
$15,000 from their personal funds to
have an equal share in the business • Alternative funding total = $60,000
WEE World Educational Entertainment
WEE makes education happen!