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Assignment 4- Save Christmas!
Group 6: Dale Brown, Claire King and Sarah Neergaard
1. Background and Concept
Given the Christmas Season, our plan is to develop a simple Christmas Game where
Santa must deliver all of his presents on the sleigh before the sun rises. He may come across
certain obstacles (the reindeer are thirsty, he cannot be seen by humans, possible weather issues)
that will cause the user to fail their mission. This will be a first person player game, which
requires simple problem solving skills. The target audience is mostly going to be children ages 3
to 8, but we plan to develop the game as an application base to be used on tablets and smart
phones primarily, in addition to online access. The game should be relatively simple, as we plan
to charge no more than $0.99 for it. The game will be available for download via iTunes and
Google Play. It will also be downloadable from the game website, and Amazon.
The game will also have two other versions, Save Easter! and Save Halloween! All three
games will be released at least 4 weeks prior to the holiday, and will be targeted for the same age
group. Save Easter will focus on helping the Easter Bunny collect as many wild eggs as possible
to be filled and hidden for children on Easter, while avoiding animal thieves who are out to steal
your eggs? Save Halloween will be focused on a trick-or-treating aspect having the children visit
a number of houses to collect as much Halloween candy as possible while avoiding ghosts and
ghouls who may steal candy from you.
2. Project Overview Statement
PROJECT
OVERVIEW
STATEMENT
Project Name
Save Christmas!
Project No.
BG-001
Project Managers
Dale Brown, Claire King and
Sarah Neergaard
Problem / Opportunity
Given the recent market surge for simple games to be played on mobile devices, especially for
children, our company wants to invest in producing a simple Christmas themed game which
would strike the interest of young children. The plan is to put it out for all mobile devices
(Android and Apple phones and tablets) at a low price to make it appealing to parents
everywhere.
The idea is to have the children play as Santa Claus, facing a number of obstacles and trying to
get all of the presents delivered before Sunrise so Christmas won’t be ruined!
In addition, the game will have two planned version updates to coincide with Easter and
Halloween and is open to a number of other releases.
Goal The goal is to make the most amount of money, with minimal effort. The game should be easy to
understand, be supported on multiple platforms, and be open to further development. In the
future, in the way of Angry Birds, the company will add expansions such as Save Easter! And
Save Halloween!
Objectives The Game will adhere to the following:
1. Available on multiple platforms (Apple, Android)
2. Simple game play, easy enough for a small child to play.
3. Produced with a low budget so that the cost will be kept low.
4. Has the ability to be synced with Apple’s Game Center and Facebook/Twitter.
5. Ability to be expanded into multiple versions.
Success Criteria
The performance and success of the system will be judged according to:
Sales will top at least 200% of production cost
Downloads of the game will be greater than $50,000
Bugs will be minimal, with user error reports at fewer than 1 in 10 users.
Multiple versions of the Game will be available in the future.
Assumptions, Risks, Obstacles
1. The end result must be simple enough for a small child to understand, therefore the game
concept has to remain interesting, but not be too complicated.
2. There are limited graphics abilities involved, as the game will run on a mobile device and not
a more powerful gaming system, therefore the game should be able to run smoothly while
taking up the least amount of storage space possible.
3. The game will have multiple versions (all holiday based), but there will be a limit. The team
should be creative in order to build on the game in the future.
4. The design team will initially incur some debt, and runs the risk of the game being a flop
(less than 50,000 downloads) which will mean the investment has been for naught.
Prepared by Date Approved
by
Date Prepared by
Dale Brown, Claire
King and Sarah
Neergaard
December
5, 2013
APF December 5,
2013
Dale Brown, Claire King and Sarah
Neergaard
3. Description of Project Scope and Version 1 Cycle Plan
Project Scope
Version 1 of the game will be produced over the course of 3 months (to be released at least 4
weeks prior to Christmas). The first version will utilize two week cycles of game development
and the adaptive project framework.
Version 1 Scope: The scope is to develop all game play for Save Christmas! This will include the
interface for the Christmas world (5-100 houses for Santa to visit depending on the level reached
by the player), the game characters with abilities and/or obstacles put into place, and social
media integration. In addition, the creators will be quick to patch any game glitches and release
application updates as necessary.
Version 2 of the game will have a 4 month production period, and will again be released four
weeks prior to the holiday (Easter). This version will also utilize two week cycles and the
adaptive project framework.
Version 2 Scope: The scope of this version is to develop the game play for Save Easter! This will
include the interface for the Easter World (5-100 fields or yards for the children to collect Easter
Eggs in depending on the level of the player), the game characters with abilities and/or obstacles,
special design features for designing your own character, and social media integration. The
creators will also be quick to make any patches and release application updates as necessary.
Version 3 of the game will also have a 4 month production period, and will again be released
four weeks prior to the holiday (Halloween). This version will also utilize two week cycles and
the adaptive project framework.
Version 3 Scope: The scope of this version is to develop the game play for Save Halloween! This
will include the interface for the Halloween World (5-100 houses for characters to visit to collect
candy, depending on the level of the player), the game characters with abilities and/or obstacles
built in, special design features for developing your own character, and social media integration.
The creators will again be quick to make any patches and release application updates as
necessary.
Version 1 Plan
Cycle 1 Scope – The primary focus of this cycle is to design the game engine, which is the
foundation for future cycles and to develop the player character, while implementing basic
gameplay elements and art assets.
Cycle 1 Objective – The objective of this cycle is to provide stakeholders with a proof of
concept prototype of the game before moving forward into more detailed development.
Cycle 2 Scope – The primary focus of this cycle will be to draft the initial storyboard for the
game and perform extensive generation of art assets to be used in future cycles. This will
include preliminary animations and textures for both in-game environments and characters.
Cycle 2 Objective – This cycle will provide a more polished prototype and short demo to
stakeholders, showcasing the art direction for the game moving forward in addition to
providing a general idea of what each level in the game will look like.
Cycle 3 Scope – This cycle will focus on developing AI scripts and routines for non-playable
characters, UI design, and begin world-building.
Cycle 3 Objective – This cycle will feature a short 10 minute demo of the first level of the
game that will be fully playable in an early form of intended gameplay. AI will be able to
perform in a limited capacity and the UI’s basic elements will be incorporated into the
demonstration.
Cycle 4 Scope – This cycle will focus on developing the sound assets required by the game for
both music and sound effects, implement art assets designed for visual effects, and place a
greater focus upon world-building with the intent of finishing the layout of the first 5 levels.
Cycle 4 Objective – This cycle will feature a 30 minute demo of the first 5 levels with the
inclusion of sound and additional visual effects utilizing the game engine’s rendering
capabilities.
Cycle 5 Scope – This cycle will focus upon reviewing and completing the final draft of the
storyboard for the game, implementing advanced AI functionality, and finish the layout of the
first 10 levels of the game.
Cycle 5 Objective – This cycle will provide a more polished version of the previous cycle’s 30
minute demo and also a preview of the content to be provided during the middle levels of the
game. AI will be able to interpret and respond to player actions more appropriately and
showcase advanced behavior. After this cycle, writers will no longer be needed and may work
on other projects or begin work on version 2 storyboarding.
** Alpha Release **
Cycle 6 Scope – The focus of this cycle is to complete all level design for the game and
finalize all art assets, including textures, character and environment models, and character
animations for a visually complete demo of the game.
Cycle 6 Objective – By the end of this cycle, all art assets will be completed and stakeholders
will be able to view the completed look and feel of the game. After this cycle, artists and
animators will no longer be needed and may work on other projects or begin work on version 2
art assets.
Cycle 7 Scope – This cycle will focus on implementing all remaining gameplay elements in
order to provide a feature-complete demo of the game.
Cycle 7 Objective – By the end of this stage, there will be a complete, playable demo of the
game available to stakeholders, showcasing the levels of the game and representation of the
gameplay to be provided by the production release.
Cycle 8 Scope – This cycle’s focus is to add an addition level of polish to the UI by finalizing
the initial layout and complete functionality of the UI. Social networking functionality will also
be implemented during this cycle, as well as alpha QA testing with the intent of providing a
feature-complete version of the game for beta testing and resolving as many outstanding bugs
as possible.
Cycle 8 Objective – This cycle intends to polish the game to the point where it can be released
for beta testing by both our team and selected players. By the end of this cycle, the UI should
only require minimal changes moving forward; likewise, the game will be able to integrate
with popular social networking services to enable players to post their progress within the
game and facilitate player cooperation.
** Beta Stage 1 Release **
Cycle 9 Scope – This cycle will focus on developing the launcher, patching system, and issue
tracking system for the final release of the game. Likewise, additional QA testing will take
place during this phase in order to resolve bugs. The beta will be opened to selected players
who expressed interest in testing the game.
Cycle 9 Objective – This cycle is primarily a test cycle that will focus on intensive QA tests in
order to identify and potentially game-breaking bugs that may adversely affect our players.
During the early part of this phase, the patching system and launcher will be developed, which
will allow us to release the beta to select players. Furthermore, an issue tracking system will be
implemented in order to better keep track of bugs discovered during the phase.
** Beta Stage 2 Release **
Cycle 10 Scope – This cycle will focus on optimizing game engine performance on the
indicated release platforms and consist of finalizing the UI elements based on user feedback as
well as fixing all outstanding high and medium priority bugs that have been identified in the
previous phase of beta testing.
Cycle 10 Objective – The objective of this cycle is to provide the basis for a production release
and, as such, provide a feature-complete version of the full game with the majority of
outstanding bugs resolved and satisfactory performance ratings across indicated release
platforms. Likewise, the UI will be finalized for the production release.
** Production Release **
Cycle 11 Scope – This cycle will be primarily based upon fixing all remaining bugs (including
low priority bugs) and collecting feedback from users for potential small enhancements to the
existing game, as well as suggestions to be included in later versions.
Cycle 11 Objective – Players should have a quality experience with the game after this cycle,
free from bugs, giving the team time to begin work on version 2. Additional enhancements to
the game can be implemented as time permits. The game should remain fully playable.
4. Work Breakdown Structure and Estimated
4.a. High-Level WBS for All Cycles in Version 1
Task Name
Save Christmas!
Scope Phase
Set Conditions of Satisfaction
Budgeting and Scheduling
Economic Feasibility Study
Legal Feasibility Study
Cycle 1
Allow Players to Visualize the Game
Allow Players to Interact with the Environment
Cycle 2
Allow Players to Visualize the Game
Allow Players to Understand the Setting and Objectives of the Game
Allow Players to Interact with the Environment
Cycle 3
Allow Players to Interact with NPCs
Allow Players to Interact with Game Menus
Allow Players to Interact with Levels
Cycle 4
Allow Players to Hear the Environment
Allow Players to Hear Level Music
Allow Players to Play through Additional Levels
Allow Players to Visualize Additional Visual Effects
Cycle 5
Allow Players to Hear Storytelling
Allow Players to Hear NPC Dialogue
Allow Players to have Extended Interactions with NPCs
Alpha Release
Cycle 6
Allow Players to Visualize the Environment
Allow Players to Play through All Levels
Cycle 7
Allow Players to Interact with Enhanced Environment
Allow Players to Interact with Enhanced NPCs
Cycle 8
Allow Players to Interact with the Enhanced UI
Allow Players to Utilize Social Networking Technologies to Cooperate and Compete with Other
Players
Allow Players to Play through the Game with a Minimum Amount of Game-breaking Bugs
Task Name
Beta Stage 1 Release
Cycle 9
Allow Players to Easily Launch the Game
Allow Players to Patch their Games to Fix Bugs
Allow Play Testers to Report Bugs
Allow Players to Play through the Game with a Minimum Amount of Game-breaking Bugs
Allow Players to Post Feedback on UI
Beta Stage 2 Release
Cycle 10
Allow Players to Play the Game with at least 40 Frames per Second
Allow Players to Interact with Final UI
Allow Players to Play the Game without any High or Medium Priority Bugs
Production Release
Cycle 11
Allow Users to Provide Feedback on Their Experience with the Game
Allow Players to Play the Game relatively Bug-Free
Save Christmas!
4.b. Mid-Level WBS for All Cycles in Version 1
Task Name
Save Christmas!
Scope Phase
Set Conditions of Satisfaction
Budgeting and Scheduling
Economic Feasibility Study
Legal Feasibility Study
Conditions of Satisfaction
Project Budget
Project Schedule
Feasibility Study Reports
Cycle 1
Allow Players to Visualize the Game
Render Prototype Environment Graphics and Animation
Rendering Engine
Environment Art Assets
Render Prototype Player Character Graphics and Animation
Player Character Art Assets
Allow Players to Interact with the Environment
Play through Prototype Level
Level Building Tools
Prototype Level
Interact with Prototype Environment
Task Name
Physics Engine
Environment Interaction Set Code
Cycle 2
Allow Players to Visualize the Game
Render Extended Environment Graphics and Animation
Render NPC Graphics and Animation
Render Extended Player Character Graphics and Animation
Extended Rendering Engine
Extended Environment Art Assets
NPC Art Assets
Extended Player Character Art Assets
Allow Players to Understand the Setting and Objectives of the Game
View and Listen to Story Text
View and Listen to Player Character Dialogue
View Level Objectives
Storyboard
Player Dialogue
Level Objectives
Allow Players to Interact with the Environment
Render Extended Physics
Extended Physics Engine
Cycle 3
Allow Players to Interact with NPCs
Interact with NPCs
NPC Interaction Set Code
Allow Players to Interact with Game Menus
Interact with UI
UI Art Assets
UI
UI Interaction Set Code
Allow Players to Interact with Levels
Render First Level
View First Level Objectives
Enhanced Level Building Tools
First Level
Cycle 4
Allow Players to Hear the Environment
Listen to Sound Effects
Sound Effects
Allow Players to Hear Level Music
Listen to Level Music
Music
Allow Players to Play through Additional Levels
Task Name
Render First 5 Levels
View Objectives for the First 5 Levels
First 5 Levels
Allow Players to Visualize Additional Visual Effects
Render Visual Effects
Visual Effects
Cycle 5
Allow Players to Hear Storytelling
View and Listen to Story Text
Updated Storyboard
Allow Players to Hear NPC Dialogue
View and Listen to NPC Dialogue
NPC Dialogue
Allow Players to have Extended Interactions with NPCs
Interact with Extended NPCs
Extended NPC Interaction Set Code
Alpha Release
Cycle 6
Allow Players to Visualize the Environment
Render Final Environment Graphics and Animation
Render Final Player Character Graphics and Animation
Render Final NPC Graphics and Animation
Render Final Visual Effects
Final Environment and Character Art Assets
Final Visual Effects
Allow Players to Play through All Levels
Render All Game Levels
View Level Objectives for All Game Levels
All Game Levels
Cycle 7
Allow Players to Interact with Enhanced Environment
Interact with Enhanced Environment
Enhanced Environment Interaction Set Code
Allow Players to Interact with Enhanced NPCs
Interact with Enhanced NPCs
Enhanced NPC Interaction Set Code
Cycle 8
Allow Players to Interact with the Enhanced UI
Interact with Enhanced UI
Enhanced UI Art Assets
Enhanced UI
Enhanced UI Interaction Set Code
Allow Players to Utilize Social Networking Technologies to Cooperate and Compete with
Task Name
Other Players
List Level Leaderboards
Post Level Score
Post Level Progression
Social Networking Integration Code
Leaderboard Database
Allow Players to Play through the Game with a Minimum Amount of Game-breaking Bugs
Resolve High-Priority Bugs
Modified Game and Interaction Set Code
Modified Levels
Beta Stage 1 Release
Cycle 9
Allow Players to Easily Launch the Game
Launch Game
Game Launcher
Allow Players to Patch their Games to Fix Bugs
View Patch Notes
Apply Patch
Game Patching Service
Allow Play Testers to Report Bugs
Track Bugs
Report Bug
Bug Tracking Service
Updated UI (Bug Reporting Element)
Allow Players to Play through the Game with a Minimum Amount of Game-breaking Bugs
Resolve Newly Identified High-Priority Bugs
Modified Game and Interaction Set Code
Modified Levels
Allow Players to Post Feedback on UI
Post UI Feedback
Updated UI (Feedback Element)
Beta Stage 2 Release
Cycle 10
Allow Players to Play the Game with at least 40 Frames per Second
Optimize Game
Optimized Game Engine
Optimized Physics Engine
Allow Players to Interact with Final UI
Interact with Final UI
Final UI Interaction Set Code
Final UI
Allow Players to Play the Game without any High or Medium Priority Bugs
Resolve High and Medium Priority Bugs
Task Name
Modified Game and Interaction Set Code
Modified Levels
Production Release
Cycle 11
Allow Users to Provide Feedback on Their Experience with the Game
Post Gameplay Feedback
Updated UI (Feedback Element)
Allow Players to Play the Game relatively Bug-Free
Fix all Outstanding Bugs
Modified Game and Interaction Set Code
Modified Levels
Save Christmas!
4.c. Low-Level WBS for Scope Phase and Cycle 1
Task Name
Save Christmas!
Scope Phase
Set Conditions of Satisfaction
Budgeting and Scheduling
Economic Feasibility Study
Legal Feasibility Study
Conditions of Satisfaction
Project Budget
Project Schedule
Feasibility Study Reports
Cycle 1
Allow Players to Visualize the Game
Render Prototype Environment Graphics and Animation
Render Environment Textures
Render Environment Set Piece Models
Render Environment Object Models
Render Environment Set Piece Animations
Render Environment Object Animations
Rendering Engine
Environment Art Assets
Render Prototype Player Character Graphics and Animation
Render Player Character Textures
Render Player Character Model
Render Player Character Animations
Player Character Art Assets
Allow Players to Interact with the Environment
Play through Prototype Level
Task Name
Render Prototype Level
Level Building Tools
Prototype Level
Interact with Prototype Environment
Render Prototype Physics
Interact with Prototype Environment Set Pieces and Objects
View Player Interactions with Environment
Integrate Controls with Environment Interactions
Track Player Character Position
Track Environment Object Positions
Track Player Control Input
Physics Engine
Environment Interaction Set Code
Best Average Worst Risk Estimate
CYCLE 1
Allow Players to Visualize the Game
Render Prototype Environment Graphics and Animation
Render Environment Textures 4 6 8 High 8
Render Environment Set Piece Models 4 6 8 High 8
Render Environment Object Models 4 6 8 High 8
Render Environment Set Piece Animations 6 8 10 Mid 8
Render Environment Object Animations 6 8 10 Mid 8
Render Prototype Player Character Graphics and Animation
Render Player Character Textures 8 10 12 High 12
Render Player Character Model 10 12 14 High 14
Render Player Character Animations 6 8 10 Mid 8
Allow Players to Interact with the Environment
Play through Prototype Level
Render Prototype Level 5 10 15 High 15
Interact with Prototype Environment
Render Prototype Physics 10 12 14 High 14
Interact with Prototype Environment Set Pieces and Objects 6 8 10 High 10
View Player Interactions with Environment 6 8 9 High 9
Integrate Controls with Environment Interactions 10 12 14 High 14
Track Player Character Position 4 6 8 Mid 6
Track Environment Object Positions 4 6 8 Mid 6
Track Player Control Input 1 2 4 Low 1
4.d. RBS Breakdown
5. Microsoft Project Plan
See attached project plan.
As a preface, this game is a simple mobile game; therefore, the development time will be
considerably shorter than a full-priced retail game on console or PC. The game will have a
relatively small code base of interactions, art assets, and sound assets. Likewise, the lower
resolution screens of mobile devices will expedite certain elements of art asset design, such as
designing textures and models, as lower resolution assets can be used, which take much less
time to develop.
Cycle Scope Objective Estimate Basis Effort
Points
1 Game Engine (Rendering and
Physics), Prototype Art Assets,
Prototype Level Design,
Environment Interactions
Proof-of-
Concept
Prototype Demo
(~1-3 Minutes)
RBS indicates ~8 days worth of
work
20
2 Storyboard and Dialogue
Writing, Additional Art Assets,
Updated Rendering and Physics
Engines
Short Enhanced
Prototype Demo
(~3 Minutes)
Story is not focus of the game
and will be short; Engine updates
should be minimal; NPC Art
Assets will take a considerable
amount of time; Other art assets
building on existing assets
18
3 NPC Interactions, UI, First
Level
10 Minute Demo
of the First Level
including UI and
NPC AI
Level Building Task will be
longer for this cycle, as it
involves developing Level
Building Tools to expedite future
level building; UI calls existing
functions
12
4 Sound Assets, Visual Effects,
First 5 Levels
30 Minute Demo
of the First 5
Levels including
Sound
Level Design time shortened due
to existing level building tools
(~45 minutes apiece); 4 days
dedicated to recording sounds
(Music will be relatively simple,
not composed by orchestra)
14
5 Revised Storyboard and
Dialogue, Enhanced NPC
Interactions
Polished version
of 30 Minute
Demo with
Narration
Story already exists, just needs
refinement; NPC interactions
build upon existing interactions
8
6 Final Art Assets, All Game
Levels
Completed Level
Design and Art
95 remaining levels take
approximately 45 minutes
apiece; art assets build upon
existing assets
30
7 Enhanced NPC and
Environment Interactions
Complete
Playable Demo
for the Beta
Stage 1 Release
Both interaction sets build upon
existing interactions
6
8 Enhanced UI, Social UI and Social Quick changes to both streamline 9
Networking Integration, Alpha
Stage Bug Fixes
Networking
Support for Beta
testing in Stage 1
existing UI and enable Social
Networking services
9 Game Launcher and Patching
Service, Bug Reporting and
Tracking, Beta Stage 1 Bug
Fixes
Beta Bug Fixes,
Bug Tracking
Suite, Patching
Service
Launcher and Patching Service
development completed in
tandem; Simple tracking system;
Bug Fixes will make up most of
the effort spent during this cycle
16
10 Game Optimization, Final UI,
Beta Stage 2 Bug Fixes
Optimization
(~40 FPS
desired) for
selected
Platforms, Beta
Bug Fixes, Final
Production
Release
UI changes will just be small
tweaks based on beta feedback;
Optimization will not take too
long due to small code base; Bug
fixes will make up most of the
effort spent during this cycle
14
11 Feedback Collection, Post-
Production Bug Fixes
Post-Production
Bug Fixes and
Feedback
Collection for
Future Versions
Most bugs will have been
resolved prior to release;
Feedback Collection will use
existing UI functionality
8
6. Project Management and Control Approach
Project Monitoring and Reporting System
The project manager will establish a cycle performance reporting system that includes effort
reporting, a prioritized scope bank and issue tracking log using the JIRA Agile system to
organize teams, track the time, manage costs and technical issues related to each cycle. This tool
can be used by all of the team members and the client will be assigned view permissions to the
scope bank.
Daily Team Meetings
There will be daily meetings scheduled throughout each cycle of development. Each team will
be expected to give a status report indicating whether they are ahead, on, or behind schedule. If
a team reports that they are behind schedule then they will be required to present a plan for
resolving the issues that are preventing them from meeting their deadlines. Issues and scope
changes filed in the Jira log from the previous day will be briefly noted.
Scope Bank Management and Prioritization
A scope bank will be set up to keep track of new feature ideas and proposed changes to the
project scope developed during the previous development cycle. New scope bank entries must
include an impact statement to help the PM estimate the resources and time needed for
implementation. The PM will monitor the scope bank and keep the customer apprised of the
ideas and changes that accumulate during the cycle that will be prioritized for successive
development cycles. The scope bank will be reviewed first by the PM and the development
team, then the client will be consulted before being prioritized.
Issues Reporting and Management
An issues log will also be established to track problems discovered in during development
cycles. Important issues will be highlighted and prioritized within or in succeeding cycles
depending upon its impact to a given cycle and the overall project. Like the scope bank, the
issues log will also require an impact statement that the PM can use for review and to help with
prioritization.
7. Project Overview with Financial ROI Analysis and Budget Justification
Target Demographic and Market Share Analysis
Number in Millions
Children's Age Grouping
2014 2015 2016 2017 2018
Age 0-5
23.7 23.7 23.5 23.3 23.2
Age 6-8*
11.4 11.5 11.8 12.0 12.3
Total US Children in Target Demographic
35.1 35.2 35.3 35.3 35.5
Children of Christian Faith (78.4% of US Citizens) ** 27.5 27.6 27.7 27.7 27.8
Children with Access to Mobile Devices ***
20.6 20.7 20.8 20.8 20.8
Number in Dollars
Target Price Per Download
0.99 0.99 0.99 0.99 0.99
Less PA Sales Tax
0.06 0.06 0.06 0.06 0.06
Total Royalties Recovered before Fee Split
0.93 0.93 0.93 0.93 0.93
Mobile App Distribution Platform Fees
0.28 0.28 0.28 0.28 0.28
Total Company Revenue Per Download
0.65 0.65 0.65 0.65 0.65
Forecasted Downloads based on % Market Share 1% 206,094 206,976 207,564 207,564 208,446
Forecasted Downloads based on % Market Share 2% 412,188 413,952 415,128 415,128 416,892
Forecasted Downloads based on % Market Share 3% 618,282 620,928 622,692 622,692 625,338
Projected Revenues from Market Share 1% $134,738.81 $135,315.44 $135,699.86 $135,699.86 $136,276.49
Projected Revenues from Market Share 2% $269,477.63 $270,630.88 $271,399.72 $271,399.72 $272,552.98
Projected Revenues from Market Share 3% $404,216.44 $405,946.32 $407,099.58 $407,099.58 $408,829.47
* Original Age Range Provided by Federal Interagency Forum on Child and Family Statistics spanned 6 to 11 years. I divided by half for this
analysis.
** Pew Forum on Religion & Public Life
*** 75% of American Children Under 8 Have Access to a Smartphone or Tablet
Cost Benefit Statement
2014 2015 2016 2017 2018 Totals:
Revenue Generated
Save Christmas 134,738.81 270,630.88 407,099.58 407,099.58 408,829.47 1,628,398.32
Save Easter 0.00 121,783.90 244,259.75 366,389.62 367,946.52 1,100,379.79
Save Halloween 0.00 108,252.35 217,119.78 325,679.66 327,063.57 978,115.37
Merchandising Spin Off 33,684.70 125,166.78 217,119.78 274,792.22 275,959.89 926,723.37
Total Benefits: 134,738.81 500,667.13 868,479.11 1,099,168.87 1,103,839.56 3,706,893.48
Costs of Development and Implementation
Save Christmas 78,269.00 0.00 0.00 0.00 0.00 78,269.00
Save Easter 0.00 62,615.20 0.00 0.00 0.00 62,615.20
Save Halloween 0.00 56,353.68 0.00 0.00 0.00 0.00
Application Support and Distribution Costs
Patch/Bug Fix 11,740.35 17,845.33 0.00 0.00 0.00 0.00
Enhancements 0.00 0.00 25,000.00 30,000.00 30,000.00 0.00
iTunes 99.00 99.00 99.00 99.00 99.00 99.00
Google Play 25.00 0.00 0.00 0.00 0.00 0.00
Amazon 0.00 0.00 0.00 0.00 0.00 0.00
Marketing and Promotion * 96,000.00 105,600.00 116,160.00 127,776.00 140,553.60 0.00
Total Cost 186,133.35 242,513.21 141,259.00 157,875.00 170,652.60 140,983.20
Cumulative ROI -51,394.54 206,759.38 933,979.49 1,875,273.36 2,808,460.32 3,565,910.28
* "Calculations by TradeMob suggest that to achieve a Top 10 ranking requires 80,000 downloads in the US, 26,000 in the UK, 15,000 in
Germany…. and most of those downloads need to come in the previous 24 hours. But this comes at a cost, estimated at an average US$1.20
per download in the US for a free app – that means it costs $96,000 to hit the Top 10 in the US. At $0.85 per download in the UK, hitting the
Top 10 will cost $22,100." http://mobithinking.com/mobile-app-promotion-guide
Labor Costing Assumptions:
1. Overhead rate = 52% and including Facilities and Administration Expenses plus profit
taking and applies to all direct labor costs
2. Fringe Benefits = 32% and is only calculated on the salaries of core team members
Resource Name Std. Rate Annual
Salary
Rate
Reference Notes
Project Manager $92.60/hr 96,000 Indeed.com
Software Developer 1 $90.67/hr 94,000 Indeed.com Senior Developer
Software Developer 2 $53.05/hr 55,000 Indeed.com Junior Developer
Quality Assurance Specialist $90.67/hr 94,000 Indeed.com Senior QA
Character Artist $74.28/hr 77,000 Indeed.com
Environment Artist $55.95/hr 58,000 Indeed.com
Animator $63.66/hr 66,000 Indeed.com
Writer $38.58/hr 40,000 Indeed.com
Sound Engineer (Freelance) $75.00/hr NA Cleancuts.com No overhead
attribution added.
Lawyer (Consultant) $343.00/hr NA American Bar
Association
No overhead
attribution added.
Accountant (Consultant) $179.00/hr NA Journal of
Accountancy
No overhead
attribution added.
Executive Overview
The goal is to make a profitable children’s application called Save Christmas and each
succeeding versions of Save Easter and Save Halloween within X amount of time with the
initial investment of X amount of dollars. By quickly developing an innovative game and
financing advertising aggressively the goal is to achieve the first 80,000 download to get a top
10 rating within X amount of weeks from the launch of the project. Once the top ten rating has
occurred, reaching 200,000 (?) downloads will move us into profitability column.
Appendix A – Market Research
Federal Interagency Forum on Child and Family Statistics
POP1 Child population: Number of children (in millions) ages 0–17 in the United States by age, 1950–2012
and projected 2013–2050
http://www.childstats.gov/americaschildren/tables/pop1.asp?popup=true
Statistics on Religion in America Report -- Pew Forum on Religion & Public Life
Appendix B – Salary Research
Average Hourly Rate for Accountancy obtained from Journal of Accountancy
Average Legal Hourly Rate Information obtained from the American Bar Association
Sound Engineering Information obtained from Cleancuts.com
IT Salary Information obtained from Indeed.com
Appendix C – Other General Expenses
iTunes Connect Developer
Annual Developer Fees $99.00
https://developer.apple.com/programs/ios/distribute.html
Google Play Developer
http://blogs.msdn.com/b/jennifer/archive/2013/04/25/comparison-of-windows-store-vs-google-
play.aspx
Amazon Mobile App Distribution Program
Royalty. For each sale of an App, the responsible Amazon Party will pay you a royalty (“Royalty”)
calculated as follows (where List Price is defined in and subject to Section 5a of this Schedule):
App Type Royalty
Mobile Apps
(including Mobile App In-App Products)
70% of the List Price for the applicable Amazon
Marketplace as of the time of purchase
PC Games
(including PC Game In-App Products)
70% of the List Price for the applicable Amazon
Marketplace as of the time of purchase
PC Software
(including PC Software In-App Products)
The lower of (i) 70% of the List Price or (ii) 90% of
the wholesale price for the corresponding physical
version of the App (if applicable), in each case, for the
applicable Amazon Marketplace as of the time of
purchase.