College of Interactive Arts
Business Plan
DECEMBER, 2003
The College of Interactive Arts; an aggressive education company, catering to
the Indo-Asian and Canadian students. We are currently seeking additional
development financing as equity investment for the Game Art Animation and
Design-GaaD-Kit. The following is the outline of a progressive company plan
that can provide insight into product development for franchise and marketing.
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CONTENT INDEX
1. EXECUTIVE SUMMERY 3
Introduction
Background
Concept
Objectives
Management
Marketing
Finance
Vision
Conclusion
2. PRESENT SITUATION 6
Market Environment
Location
Product and Services
Pricing and Profitability
Customers
Distribution
Financial Resources
3. FINANCIAL PROJECTIONS 8
Use of Funding Proceeds
Financial Reports
Financial Projections
4. OBJECTIVES 9
Business Goals
Rational
New Market
Position for growth
5. MANAGEMENT 11
Management Team Overview
How we started
Core Team
Team Overview
Outside Support
Board of Directors
People/ Talent we require
6. PRODUCT/ SERVICE DESCRIPTION 13
Current Programs/ Courses
o Diploma in Game Art Animation and Design
o Diploma in Character Animation
o Advanced Diploma
o Continuing Education
Affiliation
Pay Back
Key benefits of the product
Product Life Cycle
GaaD-Kit overview
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7. MARKETING 15
Live Events and E-PR
Selling Tactics
Milestones
Customers
Incubator Cell
Indo-Asian Office
Competition
8. Technology Development 18
Technology team
Hiring in-house v/s outsourcing tech team
Research & Development
Development Environments
9. CONCLUSION 20
Conclusion
Summary
APPENDIX
New Media Revenue in BC 21
BC, Alberta & Seattle Studios 22
Financial(available on request) 24
o Income statement
o Balance Sheet
o Income Analysis Mar03
PS:
Detailed over 300 pages entertainment industry Market Report, 200 North American games
related schools SWAT and Complete New Media BC Industry survey 2003 is available for further
discussion
Also details of Animation film and game development team profile, experience and projects
concept awaited for funding can be furnished.
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.
1. EXECUTIVE SUMMERY
Introduction
CIA now intends to capitalize on the immediate opportunities for growth in the explosive
market by packaging our unique courseware, processes, policies and real-time content to
cater a growing Indo-Asian market of gaming education.
CIA plans to expand operation using unique franchise model along with DX growth,
significantly multiplying the number of franchise school network.
Background
About the Industry
The game industry now leads even the film industry in market share of the worldwide
entertainment dollar. Competition is fierce and extraordinarily guarded.
Growth is expected to be exponential and in Vancouver alone it has been announced that
thousands of jobs will be created over the next few years and will maintain consistent double-
digit growth rates.
Demand for the qualified game developers is increasing. Entry into the industry is difficult but
the opportunities have never been greater
According to statistics*, the current gaming market of US$35 billion dollar Industry is
expected to grow at a rate of 10% per annum.
(* source web research)
CIA Research
There is huge potential and man-power, which is motivated and needs to be directed into the
domain.
In the past two years CIA has gathered the attention of thousands of Asian students
concerning the potential of the gaming industry. CIA expects to have a large number of
students from China join the school in September 2004.
CIA has studied concerning the demand for professionals in the Asian market. China and
India are among the fastest growing in computer hardware and software development.
Due to the cost of living and currency conversion it is challenging for students to study abroad.
However due to the lack of experienced instructors, quality updated content is lacking in the
Indo-Asian market.
Students are willing to take the program. We can offer them the best possible and most
frequently updated course contents at there home country with less expenses but similar
quality.
Concept
CIA‟s target market includes;
Existing Indo-Asian animation schools with there own set up and classes willing to start
gaming program
Canadian students for 1 year program in Gaming
st
Animation studios entering into the game arena (local/ Asian/ Indian)
Canadian/ Asian/ Indian student for the 2 year program
nd
Age group could be from 18-35 year students to professionals who are at pace with the latest
in information technology
This combines current market of early adapter‟s, high school fresh graduates and industry
professionals.
Our competition is just now entering the market. Since our product takes a completely
different approach, we succeed in supporting our competitors in the Indo-Asian market by
providing them with GaaD-Kit, making them a franchisee.
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Our strategy for dominating the competition is through the continued development of both
content and technology advancement.
Future updates will be strategically designed such as, promoting our own proprietary
characters. This will create future brand building and capture the interest of our audience.
We are confident our current students as well as consecutive students will attract the
attention from prospective employers, due to the quality of work being produced.
Having a strong connection in China and India gives us an advantage; we‟ve found a niche
others have not been able to capture.
We have just completed initial phase with Private Post Secondary Education committee
(PPSEC) – The guidelines and formalities which they hold has taught us of the a quality of
the education process. The response from the students about our quality content and
instructors is encouraging.
We are currently offering both streaming character animation and game design, strategically
we want to focus on both; Game Design covering creative and process, and Game
Programming covering technical side.
In addition to these programs we will continue offering the course modules (credits) or
electives as independent part-time courses
CIA has been experiencing the movement of the interactive entertainment industry. With a
prime focus on the GaaD-Kit for the Indo-Asian markets, CIA plans to take advantage of
Vancouver‟s growing game industry and to capitalize on current Indo-Asian market
opportunities.
We believe this approach will generate a tremendous amount of interest through the game
industry
Relationships with the leading developers, publishers and gaming organizations like Siggraph,
IGDA, and E3 etc. will support for the growth and accomplishment of our goals in the Gaming
Education Industry
Objectives
To accomplish our goals we have developed a comprehensive plan to intensify and
accelerate our market.
Our current objective is to position CIA into a most dominating market position in course
development for Gaming
We strongly intend to take a strategic partner, either an IT company or game company who
can guide us to the next level.
Engineering and development of GaaD-Kit
Solidarity relationships with strong strategic partner and developers/ publishers/ schools/
technology leaders
Tie up with G4 (Gaming TV Channel), Gamasutra, IGDA and other organizations for GaaD-
Kit weekly market updates.
We also have the intention to do strategic alliance with one of the leaders for technical
support and brand identity etc among Microsoft, Sony, Nintendo, or Nokia.
We will refine our course content, for Asian/ Indian market and will do the unique packaging
of the same. We will prefer to do our packaging through our investor portfolio company, so
that we can still have our prime focus on continuous updating and refining course content
We feel within One year GaaD-Kit will be ready for even greater expansion or an initial public
offering.
GaaD-Kit franchising
Expansion into Indo-Asian markets (India/ Taiwan/ China)
Set up CIA representative offices, one each in Taiwan, China, and India for PR, student
recruitment and GaaD-Kit.
Organize a series of campaign/ events line in order to maximize the number of students and
educate them about market growth.
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Management
Our Management team consists of the following;
David Liu, President of CIA, is a co-founder of the Institute of Digital Arts, an accredited private
post secondary institution, and did studies in Communication Arts at the School of Visual arts in
New York City (a U.S. accredited post secondary institution). He is an educational entrepreneur
with strong knowledge, background and contacts in the gaming industry.
Steven Yang, Vice President of Finance, Operations and General Manager of CIA, is a partner
and co-owner of the College. A graduate in Engineering from the University of Akron, Ohio (M.Sc.
Mechanical Engineering), Mr. Yang spent four years as an engineer with Khyber Technologies
Corporation, Fairlawn, Ohio USA and SNC-LAVALIN Engineers & Constructors, Inc., Vancouver.
He is currently a producer at Image Jungle Production Inc., in Richmond, B.C.
Vikas Tomar, CEO has a Computer Sc. & Engineer Degree from MSRIT and 3D Animation
Diploma from VFS. He spans a career with companies such as Vision Works, NetAcross, Rediff,
NetMedia and Data Access., building and managing on Techno-Creative front. Vikas is pro-active
in leading the strategic front at CIA.
Marketing
Overall CIA Vancouver can be classified as the most organized and updated courseware
GaaD-Kit Company, with prime implementation in Indo-Asian market.
The fundamental difference in our marketing strategy is that we have the prime movers
advantage in the very focused Gaming Education schools
Our GaaD-Kit is bundled with a streaming broadcasting feature from CIA Vancouver, which is
one of the fastest growing development communities. (Refer to Appendix of list of games
companies in this geographic area.)
Also, as we are targeting Asia and India as a strong future market. Recently Microsoft
announced that Xbox is moving into new territories this year, bringing the unique Xbox
experience to gamers in Korea, Hong Kong, faster than any other gaming platform in history.
As well Sony is gearing up to launch the PS2 in China this December. Home to 1.3 billion
people, China has the potential to be an explosive market for any company.
Finance
In addition to our invaluable and intellectual property in game courseware, based on
conservative estimates, CIA asset base approximates $500,000 including cash, receivables,
equipment and assets
Vision
CIA long term strategy is key to the future of interactive gaming education
CIA is very aware of the changing face of the industry, and is constantly preparing for the
future by interacting with local game companies.
Our course content presented, using our proprietary characters/ property, will be archived at
the highest possible levels for re-purposing in a future interaction of the medium. Possibilities
might include a part of another platform, interactive television, 3D holographic projections and
forms of new media that have yet to be invented.
Our proprietary kit using the most advanced technologies is ideally suited for the delivery via
interactive television and VR based programs yet to come in the future.
Using GaaD-Kit‟s proprietary characters, along with our relationship with DX we will be able
to continue producing content on an on-going basis for future platforms, etc. which will be
very much commercially viable as there will be contribution from Co-op students.
Conclusion
CIA is ready to take the advantage of Education institute experience in Canada and share this
experience & profits with the Indo-Asian market
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2. PRESENT SITUATION
Market Environment
This fledgling Industry is only now beginning to be taken seriously by investors and market
forecasters. There was major drop in funding since the internet bubble burst four years ago.
Fortunately now venture capital market in America is again starting to invest in IT since the
last 6 months.
CIA is poised on the cutting edge of a rapidly changing growth interactive entertainment,
better positioned then other school who are just now starting interactive entertainment
courses focusing on smaller groups of students.
Location
CIA is just a short walk or transit ride from Mainframe Entertainment, Radical Entertainment,
Electronic Arts, Relic, Rock star and many other interactive game companies. These are
some of the most prestigious and creative game developers and animation companies in the
world.
Students are delighted with our modern classrooms, student lounge, natural lit art studio,
computer labs, student resource library and interactive play area. The campus surroundings
provide students with interaction and an immense creative energy.
Currently the revenue has come from the five batches of students and development services
offered by our sister company, Dimension X (DX). Although to improve the quality of our
student CIA offered 10 scholarships to our current class.
CIA currently has the capacity to accommodate up to 200 students.
Due to the lack of marketing funds and an increase in burn rate, since moving to a larger
location, another investment has been taken from a third silent partner.
Currently one of the key members on the board of CIA has his own infrastructure in Delhi-
NCR which with a small investment can be converted into a campus including boarding with a
capacity of more the 200 students.
Product and Services
We currently have
Diploma in “Game Art Animation and Design” or “Character Animation” which is intensive full-
time, 12-month program.
Advanced Diploma - a two-semester program that guides students through the planning and
production of animation or interactive entertainment project
Continuing Education – Allows to focus on one subject or another as part time courses
Pricing and Profitability
The demand for the gaming professional is increasing, as for our model is very much
scalable, therefore total number of students will increase. As market awareness grows
among Indo-Asian market, profitability grows.
Customers
Local We are getting stimulating response from our local students. Soon acceleration from
PPSEC will allow high schools students to take government loan to study at CIA.
India The promise from the enthusiastic agents from India is to divert close to 50 students this
year. Two identified investors have shown inclination for franchisee
China Currently we are in the process of tying up with the largest agent in China, sending
thousands of students to Canada every year.
Taiwan A lawyer connected with CIA is working on changing the military law, which will divert
them for education at CIA, rather then being forced to be in military.
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Distribution
We will be opening CIA offices each in India, China & Taiwan to co-ordinate for our student
hiring as well as GaaD-Kit sales and implementation
Weekly/ daily, all kit users will be continually synchronized with CIA, Vancouver
Financial Resources (as on Dec 2003)
Current cash availability is $100,000
Current ratio is :
o Assets/ Liabilities 10:9
o Our quick ratio is (cash equivalents + accounts receivable + notes receivable)/ total
current liabilities = 10:0.5
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3. FINANCIAL PROJECTIONS
Use of Funding Proceeds
CIA has developed a very refined courseware for games, which is leading edge and unique
pioneer in its own make in the industry.
In order to service the identified target markets and the potential markets signified capital
infusion is required.
Specifically, the required $ 1.3 million will be allocated appropriately to
Marketing, Ad & PR $ 200
IT, Resources, R&D $ 200
Opex–6 months $ 300
India, China & Taiwan Office $ 300
GaaD Kit $ 300
Financial Reports
Enclosed appendix contains historical and current figures (as of Dec 03) and projections.
o Income statement
o Income Analysis Mar03
o Balance Sheet
Financial Projections
Projecting returns in a growth industry is difficult to predict. According to market forecasters and
experts, gaming market is expected to double in the next 5 years
Awareness among the end users is increasing about the impact it will have, including
education
In the near future new media ability to bring 3D projection on a home theater will eventually
make it the more dominated form of everyone‟s most preferred entertainment media
In this kind of growth industry, financial projections can be difficult to make. A long term track
record has not yet been established, although all signs suggest massive growth.
With the success of the video game market and sales in the billions game companies are
expending. Refer to appendix New Media BC report for details
Next 2 years we expect the revenue exceeding 1.5 million USD from local and Indo-Asian
market, which can exceed 2 million with long term marketing and PR.
Sale and franchisee of GaaD-Kit, beginning fall 2004 can generate another 1 million USD
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4. OBJECTIVES
Business Goals
The business goals of CIA, in order of their importance are as follows:
Quality Product: CIA wants to demonstrate products of highest quality kit as our greatest
strength.
People: The people who we have identified and short listed are the best in their fields, and we
not only utilize their specific industry skills, we incorporate their spread talents into our
organization vision.
Client Satisfaction We are fulfilling market demand that others in the field will find difficult to
meet, because of our scalable and distributive model.
Frequent Updates: Considering changes in the industry with such a fast pace, updates in
contents including live streaming content will be the way to stay ahead of competitors
Management: Up to now, our company has been self-managed, but we realize the need for a
special type of developer management structure as growth takes hold. Also as it‟s a young
industry we will encourage more and more Sr. management team from the young generation
Profits: We must remain profitable to sustain the company in this rapidly changing industry
with our products.
Growth: We realize the vital importance of growth at this phase in the marketing cycle of the
kit. We would like to take CIA public with in 2 years. Our intermediate plan includes employee
and market share growth to accomplish our goal of producing unique product.
Rational
We have built expertise in game design course contents refinement and customization
through our experience with our 5 batches of students.
Our product is innovative, marketable and distributive because we have industry experience,
technological and management savvy to stay on the leading edge in a rapid changing
industry.
New Market
The market for GaaD-Kit will be comprised of the “early adapters” of gaming educators who
are open to teaching the latest in interactive entertainment industry
As the gaming market is expanding to become the fastest-growing segment of the
entertainment industry so the need for the skilled and well qualified gaming graduates is
increasing.
Gaming is certainly not designed to replace linear film, with the advent of Hollywood; movies
did not replace the traditional media, now in fact they are more complementary. Movies
remain a worldwide form of entertainment even after 80 years of film history.
Similarly gaming will be a never-ending alternate for entertainment with most unpredictable
technology enhancement in technology. Market is not even matured yet to anticipate the
future, promising growing demand of R&D and education in gaming.
Position for growth
Understand course content, competition and industry
Refine course content further
Develop kit for scalable revenue channel
Achieve short-term goals utilizing agents network to identify students while strategically
planning for long-term
Monitor and manage product life cycle
Balance team/ management/ business goals
Transition from single-point to distributed management
Hire the best possible (affordable) talent
Grow to 40 employees
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Continue to develop our vision
With in the next year we can place GaaD-Kit as most preferred Game Education kit by all
leading animation education institutes in Indo-Asian market.
We expect to develop a market niche dominated by CIA.
We expect to sell on average 1 GaaD-Kit license every month beginning Fall 2004
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5. MANAGEMENT
Generally Management of many is the same as management of few. It is a matter of organization.
– Su Tzu, The art of war
Management Team Overview
Our Management team consists of the following:
David Liu
He is the President of the College of Interactive Arts, which he founded in 2001. In 1998, David
co-founded Richmond B.C.'s first animation school, the Institute of Digital Arts (IDA). Through his
direction and vision IDA experienced an increase in student enrollment from eight students in its
first semester to 100 students annually. The success of this new enterprise caught the eye of the
Arts Institute, a large American Corporation with over 110 locations worldwide, which then
purchased IDA in 2001. David's background spans a career in animation and game development.
He was contracted as a head animator for one of BC's largest animation companies, Mainframe
Entertainment. Some of his work credits include Beast Wars, Wierdos and War Planets. He is
presently serving as an executive consultant in the development of 3D Game and Animation
Production teams in Shanghai, Beijing, and Taipei.
Steven Yang
He holds a Masters degree from the University of Akron, Ohio, and serves as Vice President of
Business Operations at the College of Interactive Arts. His background includes teaching
University level and co-founding Image Jungle Productions in 1998. Under his direction as
executive producer, Image Jungle Productions quickly landed contracts with advertising agencies
in Vancouver, Toronto, and Taiwan. Image Jungle Productions‟ works include television
commercials, info commercials and documentaries that have appeared on many local and
international television stations including MTV. Steven currently serves as a director with the
Taiwanese Canadian Culture Society, and he is Past President of the Youth Group of Tzu Chi
Buddhist Compassion Relief Foundation. His analytical approach to business and his charismatic
style have made him a sought–after public speaker. He has delivered key addresses to
thousands of audiences in various events.
Vikas Tomar
He is formally Visual effects supervisor at CIA and DX. But his responsibilities are of a CEO and
have derived new strategy & business plan for fund raising as well as to position & promote CIA
in the global market, with prime focus on India.
He began career as director special effects with Apple authorized digital studio to serve digital
video services for Hollywood industry, followed by SGI partner NetAcross as Sr. visualizer. Later
served Indian IT pioneers including Rediff, NetMedia and Data Access.
As core team member for these start-ups, his expertise reflected in forming & managing teams
with pro-active participation on techno-creative front, especially in streaming & gaming production
management. Utilizing his entrepreneurship skills he served several other new media companies
as co-founder or advisory board, also taught university level new media courses to Computer
Sc.Engineering students.
In last decade served clients like Airtel, Bharti, Birla, British Airways India, DD, GM India, HCL
Infosys, HP India, JK, L&T, Maruti, Oberoi Hotels, Ranbaxy and Telestra just to name few.
He holds degree in Computer Sc. Engineering from MSRIT and 3D Animation & visual effects
graduate followed with Producer course from VFS, Vancouver.
In addition, our advisory council offers outside management advice and consultation. They
provide tremendous support for techno- creative and strategic decisions.
Our very basic management team is in place, however as CIA expands we certainly intend to
bring in as many dedicated talent including senior level positions
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How we started
CIA was founded on 30 Mar 2001 by David Liu. Steven Yang joined after 1 year with equal
th
investments, followed by Vikas Tomar, who is thrilled to be associated with CIA since
September 2003. In October we sold major shares of the company to another silent partner.
Core Team
There are a total of 18 people including 4 key people – Cliff, George, Jimmy and Rae
Cliff Garbutt, Senior Curriculum Advisor (Game and Animation Division)
Mr. Garbutt, a 1984 Fine Arts graduate of Emily Carr College of Fine Arts and Design, is an
accomplished digital animator with 17 years experience in the field.
Jimmy Ockey, Program Manager and Instructional Supervisor, Game and Animation Division,
holds a Digital Arts Mastery Diploma, from the Center for Digital Arts and Sound. He has been
involved in 3D animation since 1998, working with Mainframe Entertainment, a producer of CGI
animation for television, feature film and interactive media.
George Lee, Technical Services Manager at CIA, is a graduate in computer applications with
some graduate work in that field with experience as a computer analyst in a number of business
situations.
Raymunda Mancao, Financial Services Manager of CIA. A university graduate (Bachelor of
Science in Commerce major in Accounting) from the University of San Carlos, Cebu, Philippines.
Ms. Mancao has performed various accounting and managerial responsibilities during 8 years of
involvement with companies that include single proprietorship, partnership and corporation
companies.
Team Overview
List all instructor can be produced on request, most of them are currently working full time
with leading animation and gaming studios in British Columbia.
Outside Support
Our advisory council includes highly qualified business and industry experts. They assist our
management team in making appropriate decisions in order to take the most effective action.
Outside support includes Chuck Johnson, Phil Mitchell and few more
Board of Directors
At this stage we have to restructure the BOD and Management team with investors
People/ Talent we require
CIA development team recognizes that additional staff is required to properly support
marketing, sales, system admin, and support functions.
Currently, CIA is composed of 18 people; a total of up to 40 will be required to meet the
demands of the projected market over the next 2 years. Our company expects to expand in
the following directions, hiring more talents:
o Management 2
o Content mangers 2
o Kit production team 5
o Marketing & PR 2
o Admin & HR 3
o Financial 2
o Indo-Asian Offices 6
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6. PRODUCT/ SERVICE DESCRIPTION
Current Programs/ Courses
Diploma in Game Art Animation and Design- This is an intensive full-time, 12-month
program that covers the most important areas of game design. The program is designed for
students who want to combine artistic expression with hands-on skills in the technology used
in interactive games. The industry, which focuses on games designed for Playstation, X-Box,
Game Cube and PC, is expanding. Increasingly, games are played on the Internet. The
Game Art, Animation and Design Program aims to give students flexibility to enter either area
of gaming.
Diploma in Character Animation - This program provides students with the tools,
techniques and skills essential to professional character animation production for film, TV and
video. The industry-based curriculum integrates fundamental animation concepts with the
creative use of Disney animation techniques. Students will breathe life into their characters by
using high end 3D software programs such as Maya and XSI to create 3D animation.
Traditional art skills taught include life-drawing, painting, sculpting and classical animation
techniques. Students learn content creation skills through cinematography, character design,
storyboarding and layout
Advanced Diploma - Project Development is a two-semester program that guides students
through the planning, production and presentation of a substantial, high quality animation or
interactive entertainment project. Students entering the program will have already completed
a one-year diploma in either animation or game design, a combination of both areas, or an
equivalent program. They will advance with the skills they learned in their first year of study,
employing creative problem solving techniques. They will bring an original idea from a rough
draft and storyboard, through a detailed planning stage, though development and revision, to
the point where it could be presented professionally to an investor or employer.
Continuing Education – Allows people to focus on one subject or another
Affiliation
PPSEC
The Private Post Secondary Education Commission (PPSEC) provides consumer protection
for students attending private post-secondary institutions in BC, through mandatory
registration and voluntary accreditation of these institutions. Accreditation evaluates and
recognizes standards of integrity and educational competence.
Currently, all appropriate legal requirements have been met including all appropriate licenses.
We have currently applied for accreditation and are in the process. This will allow students to
apply for government student loans.
University
We are currently working on the possibility to recognize our students with a leading university
for their credits system.
This will allow our courseware to be transferable into there credits system and CIA graduate
to continue their studies in that university for a degree and later can aim for master‟s degree.
Pay Back
We are getting good response for Game Art Animation and Design program, without
marketing funds. We have plans to promote Advance diploma and part-time courses soon.
There is going to be a one time license fee ranging within 50K and a retainer ship fee, based
on total number of students using the package, which may range approx. 2K/ student per
year.
As these are very reasonable in price range, it will be easy to capture the mass market.
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Key benefits of the product
The major benefit for customers of our GaaD-Kit is entirely game-like extranet with complete
up to date course curriculum, white papers, market reports, survey and above all live
interaction with industry professionals working in British Columbia, greater Seattle and world
wide.
Products with similar kind of information might take more then one year to develop and cost
them up to $500,000.
Product Life Cycle
Because our work is leading edge, our product will be totally revised and upgraded annually.
In addition to weekly real time streaming content delivery
GaaD-Kit Course Curriculum overview
CIA title must be presented as interactive game to instructors, and the industry professionals
Detailed Outlines
Handouts
Assignments
Lectures
Instructional Videos
Tutorials
Portfolio/ Demo Examples
Proprietary 3D Characters
Online game tournaments
Textbooks & Websites contents & details
Videos
Live Events Streaming
o IGDA Meetings
o Maya & Discreet user group meets
o Siggraph chapter meets
The proposed flow chart for GaaD-Kit process flow
.
- 14 -
7. MARKETING
Marketing (Live Events and E-PR)
General Position
o Expose media to the games industry‟s incredible growth, to get the attention of
students and animation professionals.
o Strategic marketing and publicity milestones GaaD-Kit
Promotion
o Provide EPK‟s to all education animation institutes, agents, animation studios and
high schools
Design and Advertising
o Design GaaD-Kit, as extranet, has the feel of multiple level, network game
o Offer distinctive Game look kit packaging.
Publicity
o Interactive online publicity campaign for kit with on going live events
o Produce EPK‟s for distributing in Indo-Asian market
o Encourage the animation institutes in Indo-Asian region to promote with there
existing courses
Selling Tactics
The production milestone schedule will include communications and marketing elements. This
involves incorporating both simple and integrated steps into our production schedule. We will
schedule steps and projects that will generate abundant resources for advance publicity, market
anticipation and wider distribution.
Following is an outline
Objectives
o Highlight our class 5 students experience, there skill sets, Interviews with most
instructors and there employee companies
o Identify short list and negotiate our target Indo-Asian prospects.
Offering‟s Overview
o First serve first come basis
o Efforts may be co-sponsored by any Institutes, tech players like Sony, Nintendo
or Alias, Discreet, Etc.
o Sponsor smaller activities like game reviews and contests at high schools and
other events to gain attention of students.
Promotion and Publicity
o Press release in Indo-Asian media publications
o EPK distribution
Promotional Materials
o EPK‟s
o Existing Vancouver based schools promoting brochure
o Ad posters
Advertising
o Indo-Asian local print and FM Radio advertising campaign
o Direct mails to Indo-Asian, studios, agents and high schools
o Distributors of game titles/ consoles
o Animation Schools
o User groups members
o Youth clubs
o On-line Game tournaments
Coming Attractions
o Highlight upgrade of wish list to be added in version 2.0 kit for 2005 kit (release
fall 2005)
- 15 -
Direct Mails
o On-line PR, which highlights on announcements, upgrade releases, organization,
vision, etc.
o Trade Shows and speaker engagements
o CIA weekly streaming letter
o Advance futuristic game demo teasers and video‟s
Press Release
o We will create a schedule for press releases corresponding to product news,
shipping releases and all major media events.
Publicity
o A variety of publicity material will be compiled and constantly updated. This will
include screen shots, instructor‟s video interviews, publicity skills, standard press
kit and EPK.
o The most effective way to maximize the buzz and surrounding interactive gaming
market is through personal accessibility and making an abundance of marketing
materials available
o These are an integral part of CIA‟s successful publicity campaign
EPK
o We will present GaaD-Kit as hybrid of standard software and game title format,
highlight the future of the game market and Vancouver‟s most prefered
destination for gaming professionals
Milestones
Proposed GaaD-Kit development milestone schedule
Content index prepared
GaaD-Kit photography
Media events surrounds production and phases
Logo and promotional video design
Step by step making of screen captures
News writing for PR, s/w usage, beta testing, including Adobe, QT, etc.
Demo creation and DVD promotional video
EPK
Tradeshow, conference power-point presentations preparation
Jewel case insert, registration card
print advertisement, full page layout
Suggested standee, poster and other design
Customers
Currently our target market is very well grouped into distinct segments
CIA Vancouver :
o 1 year Diploma program - students from high income Indo-Asian families and local
Canadian students
o Advance Diploma student from Indo-Asian and local market
GaaD-Kit
o Indo-Asian animation Schools
o Indo-Asian animation Studios
GaaD-kit targeted for students from mid-level inconvenient level family and professionals who
don‟t want to quit there existing animation related jobs to upgrade there skills in game career.
Incubator Cell
Our PR and HR team will co-ordinate with the British Columbia, Greater Seattle, Alberta and
other overseas game companies for the recruitment and will guide the students to set up
there own companies who have entrepreneurship skills.
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Indo-Asian Office
We plan to set up CIA representative offices, one each in Taiwan, China, and India for PR,
student recruitment and GaaD-Kit.
Those will be just 2 person office, but with frequent visits and interaction with Management,
PR and marketing teams
Competition
Enclosed appendix in market report have the list of schools which offer gaming/ animation
courses, very few schools with prime focus on “only Gaming education” None of them have
strong presence and connection in Indo-Asian market
The USP of our GaaD-Kit is we support our competition and turn them into our partner. We
benefit from there income and we support them for there marketing.
Some of the leading animation education studios are entering into Indian market, after
analyzing the maximum potential there. But due to INR and USD, they are finding difficulties
to actually gain profits, paying salary to there faculty equivalent to USD.
We can still continue with most of the core team from the Indo-Chinese developer‟s team.
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8. Technology Development
Technology team
The purposed team for technology packaging will be outsourced to Indian IT Company which
is economically and technically most preferred destination worldwide and also CIA core team
could focus on content creation rather then optimizing as extranet game.
The contents we assemble, need to be packaged using experienced technology company
(find below key responsibilities of this team)
Area One
Develop software system for content structure. This includes building or using content
management
A large part of this area involves working with content creators to educate then for the
optimized use of technology tools and feasibility for achieving our goals.
Alpha and beta-testing should be done by content managers or can be done on a formal
basis with industry contacts who have necessary skills for beta test
Maintenance and customer technical support
o In-house maintenance/ tech support
o Any patch fixing to solve user problem
Area Two – Management of Software, Hardware and date
A tool used to package out kit includes asset authority tools, project administration tools and
relevant tools.
This team recommends appropriate toolsets and purchases with consensus planners
In some cases propriety tools may be developed for in-house use if cost/ time effective
Hardware system
o Used to build kit, includes PC work station, network „s, video and sound equipment.
The technology division recommends appropriate platform and makes purchases
after readers consensus with planners
o Configuration, Maintenance of Hardware, software and data
Includes data back up, archiving and cataloging as well as software upgrade and licensing
management
These tasks make up the jobs of system network and data administration
Maintenance Vender relations
Acquire media used for daily operations including game titles, CD‟s, DVD‟s data cartridge
tapes. Other audio and video media used by the company.
Area Three – R&D of Enabling and Supporting Technology
Planning the proper use of our content creative resources
Striking the proper balance between make vs buy
It‟s important for small technology team that we don‟t waste valuable time developing
technology that is readily available to us elsewhere.
Maintain a library of software either developed or acquired by us to support title development
Evaluate new technology for appropriateness for current and new development
Maintenance knowledge regarding all the areas we develop technology for internal use
Area Four – Implementation and Training
The 2 people tech team must go for 1 week trip to client side for;
Deployment kit installation and optimization of the performance of the kit at client site.
Training for use and recommendations for optimize use.
Testing at client side, with the existing set up and, then fine tuning for the most optimizing
performance of the product.
DVD disc mass production, printing, cutting and assembly of EPK and boxes, assembly with
jewel case, product box and shrink-wrap etc. will be outsourced.
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Hiring in-house v/s outsourcing tech team
Our prime focus for course curriculum will remain same; therefore we prefer to outsource this
rd
work to 3 party most preferably to software development portfolio company from by some
investor, investing with us.
Team will consist of director of Technology, Sr. S/W Design Engineer, S/W Design Engineer
2, System Administrator
Research & Development
Evaluating developments in game, software development content management and
streaming technology.
Development Environments
Currently we are operating using Windows platform. And will prefer to continue to develop our
product using the same.
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9. CONCLUSION
Conclusion
Like the gaming education industry, CIA is young, growing and learning. We have a pleasant
and creative work environment, local interaction with game industry and geographical
location. Vancouver is the most pleasing with best lifestyle destination in the world, which
promotes satisfaction among the team members and students studying here.
In summery, the goal of CIA is to balance high quality course curriculum process and
documents for game school, packaged as a GaaD-Kit and take innovative approach to grow
with the competitors, helping them to deliver the best most up to date gaming education to
the students in there home countries.
Summery
CIA is a promising, thriving company ready to infuse growth capital into the business. We
must obtain project funding to take advantage of our current market position as an early
mover and continue to produce most updated, optimized, and appropriate course curriculum.
Profits expected from this infusion of capital, already outlined in this plan, will allow our
company to realize our vision.
Develop and pursue our unique GaaD-Kit for Game Education in Indo-Asian market.
Packaging the most compact knowledge and experience from the working professional of the
gaming industry.
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.
APPENDIX: New Media Revenue In BC
Following is the statistics abstracted from New Media BC 2003 Industry survey report:
Activities within the Content Sector
Game Development 4%
Animation 6% Web Development/ Web Design 31%
eLearning 12% Visual Effects/ Post-production 7%
Streaming Media 7% Digital Content Publishing 13%
Internet Mkt 14% Other 7%
Comparison of Content Sub sector by Age of Company
0-2 years 3-5 years 6-10 years 11+ yrs
Game Development * 11% 42% 32% 16%
Animation 11% 44% 30% 15%
Web Dev./ Web Design 31% 35% 23% 12%
eLearning 28% 26% 22% 24%
Visual FX/ Post-prod 19% 41% 28% 13%
Digital Content Pub. 31% 42% 19% 8%
Streaming Media 29% 46% 20% 6%
Internet Marketing 30% 42% 21% 6%
Other 27% 42% 15% 15%
Comparison of Content Sub sector Activities by Location
Lower Mainland Rest of B.C.
Game Development * 89% 11%
Animation 75% 25%
Web Development/ Web Design 67% 33%
eLearning 66% 34%
Visual Effects/ Post-production 85% 15%
Digital Content Publishing 70% 30%
Streaming Media 71% 29%
Internet Marketing 64% 36%
Other 76% 24%
Comparison of Content Sub sectors by Revenue Levels
Less than $100k $500k $5,000k
$100k to 499k to 4,999k and up
Game Development * 22% 22% 33% 22%
Animation 26% 15% 40% 19%
Web Development/ Web Design 47% 27% 21% 5%
eLearning 52% 16% 22% 10%
Visual Effects/ Post-production 40% 13% 37% 10%
Digital Content Publishing 63% 25% 11% 2%
Streaming Media 28% 34% 32% 6%
Internet Marketing 49% 22% 24% 5%
Other 62% 19% 15% 4%
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APPENDIX: BC, Alberta & Seattle Studios
GAME DESIGN INTERACTIVE ENTERTAINMENT
Air Games Wireless Inc. Air Games Wireless Inc.
Amaze Entertainment Amaze Entertainment
AurenyA Entertainment Group Bardel Entertainment Inc.
Basis Applied Technology Inc. Bento Box Media Inc.
Bioware Corp. Bioware Corp.
Cryptic Eye Design Brainchild Studios Ltd.
Cursivecode Inc. Brave Media Inc.
DSV2 Media Inc. Cryptic Eye Design
EA Black Box Digital Eclipse Software Inc.
Electronic Arts Canada Inc. DSV2 Media Inc.
Escape Factory Ltd. Electronic Arts Canada Inc.
Exile Interactive Inc. Exile Interactive Inc.
Flying Crocodile Inc. Fresh Karma Communications Inc.
Furious Entertainment Furious Entertainment
Helikon Technologies Inc. Helikon Technologies Inc.
Interbaun Communications Inc. Inphinity Interactive Inc.
Jarhead Games Inc. Jet City Studios
Jet City Studios Kalador Entertainment Inc.
Kalador Entertainment Inc. Lunny Communications Group
Ludicorp Research & Development Ltd. Mainframe Entertainment Inc.
Lunny Communications Group Natterjack Animation Co. Ltd.
Metaphase Media Inc. Nintendo of America Inc.
Nintendo of America Inc. Nintendo of Canada Ltd.
Nintendo of Canada Ltd. Noise Media Inc.
Noise Media Inc. Radical Entertainment Inc.
Piranha Games Inc. Piranha Games Inc.
POP! Multimedia Rainmaker Entertainment Group Ltd.
PopCap Games Inc. Relic Entertainment Inc.
Radical Entertainment Inc. Rockstar Vancouver
Relic Entertainment Inc. Thrive Media Inc.
Rockstar Vancouver Yummy Interactive Inc.
Sucker Punch Productions Saltmine Inc.
Thinklab Inc. Servoweb Technologies Inc.
Thrive Media Inc. Sucker Punch Productions
Valve Software LLC WXP Inc.
Wild Tangent Inc. Zombie Inc.
WXP Inc.
Yuhar Interactive
Yummy Interactive Inc.
Zipper Interactive Inc.
Zombie Inc.
.
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.
ANIMATION STUDIOS
2na Web Inc. Image Engine Design Inc.
Ad Graphics Infectious Entertainment Inc.
Ambient Media Inphinity Interactive Inc.
Artifex Studios Ltd. Interbaun Communications Inc.
Atomic Cartoons Inc. Jet City Studios
AurenyA Entertainment Group Joes New Media Garage Inc.
Axis Interactive Design Inc. Kootenay Web Weaver
Bakhen Grafix Kwota Creative Group
Bardel Entertainment Inc. LightRoom FX Inc.
Barking Bullfrog Cartoon Company Inc. Loaded Image
Basis Applied Technology Inc. Lost Boys Studios Inc.
Bento Box Media Inc. Lunny Communications Group
Blender Media Mainframe Entertainment Inc.
Boltakis Communications Inc. Mantaray Digital Studios
Brainchild Studios Ltd. MediaPlant
Brainwave Inc. Mediashaker
Brave Media Inc. Mercury Filmworks
Burnkit Creative Inc. Metaphase Media Inc.
Channel 88 Media Group MindMill Studios Ltd.
Circle Graphics and Design MVKA Productions
Click Factory Inc. Natterjack Animation Co. Ltd.
Cogent Media Noise Media Inc.
ConBoland.com Northwest Imaging & FX
Cone House Inc. Phinney/Bischoff Design House
Credo Interactive Inc POP! Multimedia
Cricket Works Design Group Inc. Pork & Beans Productions Inc.
Critical Fusion Interactive Media Inc. Primal Tribe New Media Inc.
Cryptic Eye Design Prospero Entertainment
Darkseid Designs Quiver Studios Inc.
Deconstruktiv Design Radiant Communications Corp.
Delaney and Friends Cartoon Productions Radical Entertainment Inc.
Dia Media Web Design Services Rat Creek Design
Digital Film Works RealWorld Media Inc.
DSV2 Media Inc. Redengine Inc.
eMedia Design Rockstar Vancouver
Everlasting Communication Inc. Runt Communications
Exile Interactive Inc. Snow Leopard Productions Inc.
Falcon Software Company Inc. Spectramedia Solutions
Floatingrock.com Inc. Spinwire
Formasa Technologies SS Media Company
FullFrame Productions STAR GLOBAL Advanced IT Corp. Ltd.
Fusion Creatives Inc. Studio B Productions
Girvin Inc. Tattoo Media Inc.
Graphically Speaking Services Inc. Thrive Media Inc.
GVFX TOYBOX Vancouver
Hire Calibre Graphics VisualVertigo Web Design Studio
Iconys Information Inc. VFX Digital Solutions Inc.
Id8 Design Group Vision Critical Inc.
IlluminArt Inc. VRX Studios Inc.
Illusion New Media West Wave Design
Illustrated Studios Yuhar Interactive
Zombie Inc.
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