As of 4/30/94.
Checking Account I | 0.00 |
Checking Account II | 55,764.69 |
Total Bank and Cash Accounts | 55,764.69 |
Accounts Receivable | 201,628.80 |
Accumulated Depreciation | (4,406.33) |
Computer Hardware | 289,194.94 |
Computer Software | 71,039.29 |
Filming Equipment | 53,746.48 |
Furniture & Fixtures | 15,280.34 |
Sound Equipment | 22,341.48 |
Total Other Assets | 648,825.00 |
704,589.69 | |
Credit Cards | 5,032.79 |
Accounts Payable | 20,549.92 |
Equipment Lease Payable | 350,490.13 |
Loans Payable 1 | 4,999.00 |
Payroll Taxes Payable | 0.00 |
Total Other Liabilities | 386,039.05 |
391,071.84 | |
313,517.85 |
1992 | 1993 | |
The Lunacy of Ronald | 35,000 | 86,927 |
IMAGIN action magazine | 2,526 | −570 |
Astral Gate I: Macintosh | 0 | 157,104 |
Astral Gate I: MPC | 0 | 572,308 |
RADS | 5,000 | 0 |
Gateways: Macintosh | 0 | 125,150 |
Astral Gate II: MPC | 0 | 358,071 |
Gateways: MPC | 0 | 190,263 |
Teaching Income | 0 | 3,720 |
Miscellaneous Income | 27,567 | 24,211 |
70,093 | 1,517,184 | |
Cost of Sales | 14,494 | 17,502 |
55,599 | 1,499,682 | |
Salaries | 0 | 133,987 |
Contract Labor Costs | 0 | 214,374 |
Consulting Fees | 0 | 27,428 |
Payroll Taxes | 0 | 76,835 |
Advertising | 0 | 15,474 |
Art Expenses | 90 | 2,221 |
Bank Service Charges | 81 | 321 |
Conference Fees | 1,042 | 5,974 |
Cost of Credit | 0 | 385 |
Dues & Subscriptions | 102 | 2,069 |
Entertainment | 2,363 | 2,598 |
Filming Expense | 52 2 | 9,714 |
Gifts | 0 | 372 |
Insurance | 0 | 3,634 |
Interest Expense | 0 | 481 |
Licenses | 50 | 970 |
Travel Lodging | 200 | 4,505 |
Travel Meals | 828 | 4,490 |
Travel-Airline Expense | 1,520 | 19,574 |
Moving Expense | 0 | 13,131 |
Miscellaneous Expense | 21,079 | 140,835 |
Music Expense | 160 | 35 |
Office Expense | 7,537 | 7,595 |
Patents/Copyrights | 0 | 11,745 |
Postage/Freight | 1,797 | 8,190 |
Rent-Office | 1,130 | 6,655 |
Rent-Equipment | 4,258 | 25,205 |
Rent-Vehicles | 0 | 2,453 |
Rent-Other | 1,786 | 643 |
Repairs & Maintenance | 0 | 24 |
Telephone | 1,082 | 6,466 |
$45,157 | 748,883 | |
10,443 | 750,799 |
Catalog | 10,620.79 |
Individual order | 242.63 |
Retailer | 599.60 |
11,463.02 | |
Teaching | 1,340.00 |
1,340.00 | |
Gateways | |
Gateways MPC Milestones | 4,341.45 |
4,341.45 | |
Astral Gate II | |
AGII MPC Milestones | 178,594.86 |
178,594.86 | |
Rock Video Monthly | |
Development | 3,000.00 |
3,000.00 | |
Stock Sale | |
Common Non-Voting 3 | 31,194.00 |
31,194.00 | |
0.00 | |
229,933.33 |
Contest Fees | 500.00 | |
Press Kit Supplies | 106.89 | |
Public Relations | 846.30 | |
Reprints | 175.00 | |
1,628.19 | ||
Creative | 223.61 | |
Print Materials | 356.78 | |
Supplies | 8.20 | |
Tools | 57.32 | |
645.91 | ||
Service Fee | 16.00 | |
16.00 | ||
Meals | 35.85 | |
35.85 | ||
Actor Airfare | 424.00 | |
Actor Expenses Other | 511.50 | |
Actor Insurance | 3,733.90 | |
Meals | 238.04 | |
Miscellaneous | 5.50 | |
Stage Rental | 10,956.12 | |
Tapes/Film/CDs | 266.54 | |
16,135.60 | ||
Equipment | 165.00 | |
Group Health | 447.87 | |
Life | 2,215.00 | |
Worker's Comp | 2,771.97 | |
5,599.84 | ||
State | 35.00 | |
35.00 | ||
Fines/Charges/Fees | 559.83 | |
559.83 |
Books/Magazines | 140.53 | |
Food/Meals | 182.00 | |
Moving Costs | (11,000.00) | |
On-Line Services | 587.65 | |
Postage/Freight | 4,464.10 | |
Repairs | 457.15 | |
Supplies | 1,012.27 | |
(4,156.30) | ||
Contractors | 25,616.00 | |
Employees | 60,645.97 | |
Total Payroll | 86,361.97 | |
Computer Equipment | 370.88 | |
370.88 | ||
Payroll Tax | 25,616.69 | |
State Sales Tax | 1,367.78 | |
27,184.47 | ||
Airfare | 2,219.00 | |
Booth Expenses | 750.00 | |
Conference Fee | 63.45 | |
Ground Transportation | 48.36 | |
Hotel Movies | 59.53 | |
Lodging | 607.47 | |
Meals | 235.20 | |
Miscellaneous | 35.28 | |
Phone Calls | 73.09 | |
4,091.38 | ||
Telephone | 687.20 | |
687.20 | ||
139,195.82 | ||
90,737.51 |
"Generally, management of many is the same as management of few. It is a matter of organization."
—Sun Tzu, The Art of War
CineMedia Studios was founded in 1990 by James St. Clair. He was joined by Evelyn Hallstrom, Michael Peters, Thomas Calloway and Sarah St. Clair, who formed a general partnership in 1992 after realizing the work they were doing in interactive multimedia was unique and marketable.
On October 1, 1993, the partnership incorporated into a C corporation. This was the most appropriate move for the company given its growth potential and current exposure.
Of the twenty-three people who make up the company staff, there are four founders who hold the following positions:
James St. Clair, Artistic Director and CEO Evelyn Hallstrom, President Thomas Calloway, Vice President of Technology Michael Peters, Vice President of Audio Production, Composer
Of the five founders, each has been provided with a percentage of the original stock issue. Sarah St. Clair serves on our advisory council, but is not involved in the day-to-day operations of the company.
Three other members of our staff, while not among the original founders, are an invaluable part of our management team.
Katherine Mailor, Executive Vice President Diane Armstrong, Vice President of Finance, CFO Jack Lockheart, Vice President of Marketing, CMO
The founders and key managers of CineMedia Studios have combined experience exceeding forty years in the artistic, computer and business industries.
The strength of the CineMedia management team stems from synergistic expertise in artistic, management and technical areas. This has produced outstanding results over the past two years.
The leadership and alignment characteristics of CineMedia Studios' management team have resulted in broad and flexible goal setting, to meet the ever changing demands of the fast-paced marketplace requiring our products. This is evident when the team responds to situations that necessitate new and innovative solutions.
James St. Clair , CEO and Artistic Director
Conceiving, writing, directing and producing all interactive films completed by CineMedia. Managing artistic side of organization.
Evelyn Hallstrom , President
Strategic and organizational planning and management, organizing, actuating and controlling business side of organization. Point person for new business ventures and company growth.
Katherine Mailor , Executive Vice President
Managing all human resource functions for company, coordinating all aspects of production, acting as liaison between Artistic Director and production teams, President and employees. In charge of special projects as requested by Artistic Director and/or President.
Thomas Calloway , Vice President of Technology
Managing all product technology development, including quality control, product design, new product development improvement, and improvements on existing products.
Diane Armstrong , Vice President of Finance, Chief Financial Officer
Managing working capital including receivables, inventory, cash and marketable securities. Performing financial forecasting, including capital budgeting, cash budget, pro forma financial statements, and external financing requirements.
Jack Lockheart , Vice President of Communications, Chief Marketing Officer
Managing market planning, advertising, public relations, sales promotions, and merchandising. Identifying new markets (including foreign markets), corporate scope and market research.
Michael Peters , Vice President of Audio Production
Composing, arranging, performing, recording, producing and engineering all soundtracks and music for CineMedia Studios' interactive films. Managing all sound production and editing for films, as well as other employees in sound department.
Our Advisory Council, including highly qualified business and industry experts, assists our management team in making appropriate decisions in order to take the most effective actions.
Our Board of Directors is made up of the original founding partners and our Chief Financial Officer.
CineMedia Studios' development team recognizes that additional staff is required to properly support marketing, sales, systems administration, and support functions.
Currently, CineMedia is composed of twenty-three people; a total of up to fifty will be required to meet the demands of the projected market over the next five years. Our company expects to expand in the following direction:
Management | 4 new hires, including a COO |
Computer Programmers | 4 new hires |
Soft Image experts | 2 new hires |
Marketing/PR | 5 new hires |
Administration | 5 new hires |
Filming/Sound | 4 new hires |
Financial | 3 new hires |
CineMedia Studios is operating in the multimedia/film industry, and we are under regulation of the State Licensing Bureau, Incorporation law, the IRS, and the Screen Actors Guild.
Currently, all appropriate legal requirements have been met, and all appropriate licenses, patents, and copyrights have been applied for and are in the process of being granted. When we prepare our initial public offering, licenses with the SEC will be processed.
Proprietary information pertaining to product proposals is available to investors upon signature of a Non-disclosure Agreement.
Our principle product, interactive multimedia software, currently includes The Lunacy of Ronald, Astral Gate I: No One Sleeps Here (MPC & Macintosh), and IMAGIN action: the Art of Storytelling.
Under production at this time is the sequel to Astral Gate, called Astral Gate II: Incubus. Also in production is an interactive cineplex theater called Gateways that will feature ten films, four of which have already garnered multiple awards including Best of Show, Best Narrative Film, and Best Other Film at the First Annual Quick Time Film Festival; Best of Show and Best Interactive at the Second Annual Quick Time Movie Festival; Best Narrative at the second Quick Time Film Festival, and an Award of Merit at the 1993 In Vision Multimedia Awards.
All of our current and future titles offer intelligent, stimulating entertainment for a mainstream audience prepared for something besides the traditional computer game.
Interactive movies work in many ways, but all allow the user to affect the movement and experience of the story/movie. Your choices ultimately determine the outcome of the story, or in Absolute Cinema, the reactions of the characters you encounter. This individual control is a capability unique to Virtual Cinema and is greatly enjoyed by our customers.
The Lunacy of Ronald Based on the story of a knight in the service of Charlemagne, this interactive novel is told through several different points of view through which the reader can move at will. Each character tells their own, often contradictory, version of the story. Ronald uses 256-color paintings, animation, Quick Time video, original music, professional "radio theatre" narration, hyper textual links and a complete soundtrack to transport you to the world of Charlemagne's France.
The Lunacy of Ronald is the winner of numerous awards including Top 50 CDROMs (#12) Mac User Magazine; Best Interactive, Quick Time Movie Festival, 1992; Best Interactive, Quick Time Film Festival, 1993; and Best of Show at the Dot. Pixel. Image National Graphic Design Contest, 1993.
Astral Gate 1: No One Sleeps Here In this interactive science fiction story world, the viewer assumes the perspective of Drew Griffin, a young medical student stationed on an alien planet. Earth's armed forces are there, at least officially, to protect a vital mission: to mine material needed to counteract terrible ecological damage, wrought by centuries of mankind's destructive use of technology. As Griffin, the viewer interacts with complex characters in situations that demand a search for truth far more sophisticated than virtual reality (VR) battle suits and seemingly dangerous aliens might suggest.
Astral Gate was named a Business Week Best Product of the Year the month it was released, and has gone on to win a silver medal for Best Interactive Movie at the 1994 In Vision Multimedia Awards, and a Multi Media World Reader's Choice Award for Best Interactive Movie.
IMAGIN action: the Art of Storytelling The first product developed by CineMedia Studios, features interactive fiction, art, political satire and music in a magazine format. Winner of numerous awards, including Editor's Choice for A+/In Cider Magazine and the Mac User Top 100. This product is on hiatus until resources can be devoted to its production needs, but will return as a formidable contender in the newly emerging interactive magazine format, where it was the first pioneer.
Work For Hire CineMedia now accepts work for hire on a project-by-project basis, as a way of expanding our horizons and bringing in additional funds. Our current project is " rock video monthly" for Warner Music Enterprises, a monthly CD-ROM that will ship in up to five different formats. CineMedia has planned the interactive interface design from the ground up, and will also perform the work each month on the CD-ROMs, which will be shipped to an installed base of CD-ROM owners for a nominal fee. CineMedia has already been approached by two other companies to perform similar tasks for them.
For most customers, our products pay for themselves immediately in terms of hours of sophisticated, exciting entertainment not previously available. Our software is robust, requiring minimum maintenance, and customers are beginning to see a brand name identity they can count on in CineMedia's titles, and are starting to anticipate a certain quality of product from us — an expectation we encourage.
The major benefit for customers of our Absolute Cinema products is entirely entertainment-based: complete immersion into the story worlds we create, while allowing the user freedom to experience the story in their own personal way. Our titles offer true interaction with filmic experiences that are world-class, entertaining and exciting.
Our products have been on the shelves for a relatively short period of time, but judging by the continued press coverage for Ronald, and its recent new distribution deal, the life cycle for our software is three to five years. This is mostly due to the fact that nothing else like it exists currently. Over the next few years, many other developers will attempt to produce products to compete with ours, so this shelf life may decrease.
In the meantime, we are developing at least four titles or ports by the end of the year, and we will continue to produce many new products each year to keep ahead of the competition. By bringing on a significant amount of capital by the end of the year, we anticipate being able to grow the company to achieve this level of commitment to the industry.
CineMedia Studios plans to continually develop new products and enhance existing products. New products currently being developed include Gateways and Astral Gate II: Incubus, plus ports of Astral Gate I and Gateways to other viable platforms. The Lunacy of Ronald has just been ported to the MPC platform, and the new, hybrid MPC/Mac version of the product will include Quick Time 2.0 for the Macintosh, complete with full-screen video and MIDI sound.
Concepts for our next generation of interactive products include a ghostly western, Western InSpecter; a swashbuckler, Barbary Coast; a "Three Musketeers" film, Sword & Saber; a hard-hitting modern action film called Mission; and a rock music flight simulator game called RockFlight. A complete listing of our more than seventy project ideas is available on request.
CineMedia Studios' titles are vastly different from the traditional CD-ROM games. This presents a marketing challenge, approached by highlighting the unique product features, for example, interactive movies and Absolute Cinema. To illustrate, CineMedia's campaign for Astral Gate I & II, which will be presented as true interactive movies, is outlined below. This includes all publicity and marketing efforts.
Distributors often encourage collaboration with us, because they recognize that the emerging market niche of interactive movies requires unique marketing techniques. As detailed below, we will guide our distributors in defining an aspect of their publishing division as "interactive movies."
At CineMedia, we are already moving forward with many interactive movie marketing strategies. We have created an electronic press kit (EPK) and seen immediate success, with segments airing on national and local broadcast media. Publicity events focused on "the movie" and Absolute Cinema angles have earned us great attention. Also, we have conceptual designs for packaging, and overall promotional program ideas that will affect the thrust of "interactive movies" in the industry.
We know distributors and other publishers recognize the success of emphasizing the movie marketing angle from traditional linear films. CineMedia offers strong design, advertising development and communications services for all products and seeks financial support program ideas that will affect the thrust of "interactive movies" in the industry.
We know distributors and other publishers recognize the success of emphasizing the movie marketing angle from traditional linear films. CineMedia offers strong design, advertising development and communications services for all products and seeks financial support for these efforts as a part of the complete development of CD-ROM titles.
A complete plan of marketing and communication milestones is under development for inclusion as a part of our future product development. This will be presented to the distributors and publishers of all CineMedia products. This plan will add additional revenue and advantageously position CineMedia and its products in the marketplace.
The following is an outline of an interactive movie screening promotion to be sponsored by the distributors and publishers of CineMedia Studios products.
Identify and introduce qualified multimedia users (including prospective system buyers) to the distributor's interactive movies and other CD-ROM titles. Also, offer them incentives for purchasing all the distributor titles (especially CineMedia interactive movie titles), as well as other products, through cosponsoring retailers. Additionally, establish the distributor as specialists in publishing interactive movies. The number one selling point for both movies and CD-ROM titles is word-of-mouth. Nothing accomplishes word-of-mouth better than preview screenings and product sampling.
On a first come, first served basis, our targeted audience is invited to a facility for the distributor's Interactive Movie Premier Screenings. The evening consists of door prizes, limited refreshments, one-night only product sales discounts, sales coupons, and a 90-minute preview of one or more of the distributor's interactive movie titles. This may include an opening of 60-second spots (like coining attractions) of other titles, or new hardware product announcements from the distributor.
For each screening:
Develop a proposal for the most appropriate retail chain (e.g., COMP USA) for co-sponsorship participation. This entire program may be sponsored exclusively by a single publisher (e.g. Viacom Interactive, Electronic Arts) as a vehicle to solidity distributor and retailer relationships in addition to publicity and consumer awareness. After approval in concept, the screening markets would be identified, followed by the selection of a third party promotional agency for implementation.
Select Print Advertising Campaign 1/3 page size column ads highlighting all current and announcing upcoming releases. Specifying the distributor's 800 number to buy product, CineMedia number for general info; also identifying new project deals, major trade shows and speaking engagements, awards, and company vision. A few possibilities:
On-line Services Places listing with opportunity to communicate, buy or call us for CineMedia tides and list company vision in every possible area, then keep track and respond promptly!
Special targeted advertising efforts and discounted product offers would be made to reach user groups.
Direct Mail Continue to build major database for quick response for moving announcement, new product releases, company vision, CineMedia product owner communique, etc.
Mailings will include
Direct Sales
Trade Shows & Speaking Engagements Several select shows a year. Since James often presents or conducts seminars, shows can easily be chosen to coincide with speaking engagements for maximum exposure.
CineMedia Newsletter One major full-color piece produced bi-annually with an occasional two-color smaller version distributed (four times annually). Distributed to our entire collective database of media, industry, customers and prospects.
Advance Product Demos, Teasers and Broadcast Video For each title we will produce teaser footage and demos to be included into our internal milestone schedule. The distributor will provide demos if they have an installed base of kiosks to be utilized.
Demo & Video Plans
New Business Development
Our CineMedia Studios titles must be presented as interactive movies to consumers, the industry and especially to our publisher. We have repeatedly discovered that we are the best source to introduce titles properly. Therefore, the production/milestone schedule will include communications and marketing elements. This involves incorporating both simple and involved steps into our production schedule. We will schedule steps and projects that will generate abundant resources for advance publicity, market anticipation and ultimately sales.
We will create a schedule for press releases corresponding to product news, shipping releases and all major media events.
A wide variety of publicity materials is available and constantly updated. This includes screen shots, publicity skills and candid shots, sell sheets (one sheets), a standard press kit, and an electronic press kit. The most effective way to maximize the current buzz surrounding multimedia is through personal accessibility and making an abundance of publicity materials available. CineMedia also holds regular media days on the set while shooting our interactive films. These are an integral part of CineMedia's successful publicity campaign.
Created in standard feature film publicity format, highlighting Absolute Cinema, the purpose is to stimulate broadcast media and print coverage.
Items for inclusion into title development milestone schedule:
CD-ROM buyers are expanding to include computer users of all ages, and even those most familiar with games are reaching out to widen their spectrum. Consumers brought to computer entertainment through Nintendo have grown up, and are starved for something more. This consumer demand added to the exploding installed as of CD-ROM drives leaves an open niche for interactive movies.
Currently, the new media market is broken in to four distinct segments; business, home user, education, and professional. The new media home user markets primarily consist of productivity, entertainment, education, and home business applications.
At the end of 1992, multimedia market share was dominated by the professional market, followed by business, education, and home computer use. By 1996, the home computer user market will be the largest segment.
CineMedia's customers are familiar with movies, demand more intelligent content than the market currently holds, and expect innovative technological artistry. Our studio satisfies these needs.
Some developers claim they create interactive movies as a selling point. But often the claim of "movie" is where the resemblance to interactive films ends. They produce games with little or no story content. In fact, their addition of video elements, live actors, and a movie declaration typically detracts from what their products really are: games. Though other developers are beginning to come on the scene who are following our lead, CineMedia is the definitive leader in the creation of interactive movies, as exemplified by our recent awards. This is the niche we have created and defined, as we educate consumers about a new type of entertainment. Now it is our intention to own and dominate this niche, evinced by CineMedia's recent signing to a major Hollywood agency, The Agency for Performing Arts. These extensive efforts will lead us to the peak of CD-ROM sales and into interactive TV and beyond.
The charter of the Technology Division of CineMedia Studios is:
The type of entertainment products that CineMedia Studios creates relies on powerful technology. For the purposes of explanation, these are divided into three primary areas that correspond to the division's charter:
Develop and maintain the software portion of our products.
Develop the software systems that drive our titles This includes building/using proprietary software engines, using third-party title authoring tools and building/using hybrids (generally third-party tools with sections of proprietary software linked in). A large part of this area involves working with the artistic director to define realms of feasibility for envisioned artistic goals.
Testing our products Alpha testing is the responsibility of the Technology division. Beta testing can be handled by the title's distributor (e.g., the Astral Gate series), or can be done on a formal basis with a number of industry contacts who have the necessary skills to beta test.
Maintenance and customer technical support In-house maintenance of title support software is performed in order to build a better foundation for new titles. Any patch-maintenance of title software required to solve current user problems falls under the domain of customer technical support. For our current set of titles, Media Vision has responsibility for full customer support of the Astral Gate series, and Gateways. CineMedia has responsibility for The Lunacy of Ronald, which averages approximately three technical support questions per month, each one resolved without additional software support.
Management of software, hardware and data:
Software tools Used to build our titles, including asset authoring tools, project administration tools, and miscellaneous proprietary tools: the technology division recommends appropriate toolsets and makes purchases after reaching consensus with planners. In some instances, proprietary tools may be developed for in-house use if they cannot be found elsewhere.
Hardware systems Used to build our titles, including computer workstations, networks, video and sound equipment: the technology division recommends appropriate platforms and makes purchases after reaching consensus with planners.
Configuration and maintenance of hardware, software and data Includes data backup, archiving and cataloging, as well as software upgrade and license management. These tasks make up the jobs of system, network and data administration, and are performed in-house.
Maintaining vendor relations Acquire media used by our daily operations, including floppy disks, write-once CD-ROMs and data cartridge tapes. Other video and audio media used by the company are the responsibility of the various departments that use them.
Research and development of enabling and supporting technology.
The early stage of this industry forces developers to explore many of their own methods, to build the technology that enables these methods and supports the final project.
Planning the proper use of our development resources (striking the proper balance between "make versus buy"). It is important for a company of our size that the investments we make in technology development give us what we cannot buy from a third party, and not waste valuable time developing technology that is readily available to us elsewhere.
Maintaining knowledge regarding the state of current software and hardware architectures and development systems. This informs decisions on how to shape our development environment, as well as the plans described above.
In all of these areas, the technology that we develop is designed for internal use only. However, we are open to consider licensing technology to interested parties who may initiate such negotiations. We have already been approached regarding our Absolute Cinema technology. This is very worthwhile for us, as the act of licensing a technology to at least one other agent has the effect of increasing the value of that technology, and thus the value of our company.
In addition, we use other technologies in order to bring our products to market.
CD-ROM disc mass production; printing, cutting and assembly of product boxes; assembly of product with jewel case, product box and shrink wrap. The tasks performed in this area are not performed by the technology division—they are contracted out-of-house, and the distributor of our titles is typically in charge of negotiating and maintaining these contracts.
In the first two primary technology areas, we decided whether to develop the system or tool using in-house expertise, or to acquire the system or tool from a third party. The technology division supports these decisions by analyzing costs of development versus acquisition, as well as benefits from owning versus licensing. We do not develop hardware; the decision is purchase versus lease; presently, much of our equipment is leased from an independent vendor.
The technology division supports decisions on hardware acquisition by providing technical and pricing information, but is not soley responsible for all equipment purchase recommendations. Such decisions are made jointly with the company's core team members who do strategic planning.
One of the technology division's primary responsibilities is in the area of longterm strategic planning of technology needs. Responsibilities include:
The following titles are currently in production. A document of base technology and enhancements to be developed to support these titles follows.
The technology division is responsible for developing a document of baseline technology required for the following titles, and making recommendations for development versus acquisition when necessary. To illustrate, several examples are listed below:
Candidate to use Absolute Cinema engine | |
Candidate to use Absolute Cinema engine | |
Candidate to use Absolute Cinema engine | |
Candidate to use Absolute Cinema engine | |
Requires significant technology development or licensing |
Astral Gate II will use the same multimedia delivery engine as Astral Gate I. Some of the aspects of the story script require new capabilities to be created for this engine. Following is a list of the three primary features to be added - Ubernarrative, Dreamscape and evolving diary.
This term was coined to represent what is typically referred to as a drama's subtext. Here it is an active portion of the narrative that provides an arc over the whole piece, and joins all elements together. The unique aspect of the ubernarrative is that its essence changes in reaction to the viewer's choices, thus providing a subtext that echoes the viewer even as it draws them into the central character's experience — the central character, controlled by the user, is thus tailored to them.
This idea was conceived for Astral Gate I, but was cut from that project due to short development time. Since then, the concept has evolved, from the main character's voice-over thoughts into several new dimensions: colors, textures and music will all be tailored to reflect the user's choices. In addition, certain character interactions will be chosen, based on the current "Uberstate."
The mechanism driving the ubernarrative will be an external database/query system. This maintains a representation of the main character's emotional state, which is driven by the user's choices. Three extremes of emotion are chosen: angry, balanced, and secretive. Balanced is the "content" state, which exists between angry and secretive.
This technology will prove useful for many of our upcoming titles. The process of developing it is helping to bring Absolute Cinema to its full potential.
Primary support required by Ubernarrative: weighted average object functionality, and corresponding database of weights and thresholds.
A new level of user interactivity will be introduced with the ability to move about a landscape of dreams. The viewer will find themselves moving forward through floating images that come to life when approached; if the user continues to explore the moving image, it will enlarge to become a full screen movie, which will play one of the main characters' dreams.
The technology used for the 3D battle sequence in Astral Gate I is being modified to accommodate this dream exploration mechanism. Primary modifications are:
The video architecture used for the dreamscape technology will be Microsoft Video for Windows 1.1, which includes a very impressive full-screen full-motion mode that is suitable for the dream compositions.
Primary support required by dreamscape: texture mapping movies onto flat planes is perspective. This is nearly complete.
As the story proceeds, the main character's journal will grow to include text that recalls this encounters; the emotions underlying the text will be taken from the Ubernarrative database, and will match the user's style of interacting with the story. In addition, charcoal-like sketches of places and people will be included. These too will vary in nature according to the engine's perception of the viewer's mood: from heavy black rough strokes indicating a reading of anger to finer shadings for a more balanced interpretation. Finally, a sketch of the user's painted "imago" will appear if they choose to create one for themselves.
Primary support required by the evolving diary: true type font functionality; Ubernarrative functionality to select appropriate passages based on viewer's choices.
There were no significant changes made to Astral Gate I during its port to the Macintosh platform. We made two moderate changes to the video game segment in order to enhance playability. First, we modified the behavior of enemies so that there are fewer of them and they are more difficult to kill, with more interesting behavior for avoiding the player. Second, we reduced the load time of the game from 30 to 2 seconds. Neither of these enhancements added to the time required for porting the entire title. In fact, due to the dedication of the team involved in the work, the product was available for shipping one month ahead of its internal schedule.
By far, the bulk of Gateways for Macintosh will be realized using existing authoring tools: Macromedia Director 4.0 in conjunction with a simple shell written using HyperCard 2.2 or possibly Super Card 1.6. There is one feature that will require additional software development support — "The Actor Variations" will provide a simple movie editing environment. Super Card is easily capable of programming such a tool, as is HyperCard with the addition of some third party XCMDs.
The primary authoring environment for Gateways for MPC will be the multimedia engine developed and enhanced for Astral Gate II. The movie editing functionality will require further tool development, to provide multiple windows and an editing capability.
Currently, the technology division has the following computer platforms at its disposal for software development and testing:
The software platform used for development on the PC side is Microsoft Visual C++ with Code View for symbolic debugging and Microsoft Assembler. The code analyzers Bounds Checker and PcLint are used to assure quality. The Defect Control System is used to collect, track and manage errors.
The software platform used for development on the Macintosh side is Apple's Macintosh Programmer's Workshop (MPW) Development System with MacApp, MPW C++, MPW Assembler, SADE debugger, Source Server code control system, and other tools.
All of these computers are networked together using Apple's system 7 file sharing capability for Macintosh, and Farallon's Phone Net PC for IBM-compatibles. Phone Net PC makes a PC platform look and work like a Macintosh to the network, the only difference being that PCs are not implicitly visible to other computers and require the use of an additional program (Timbuktu) to implement direct communication between users. The network architecture is Ethernet, cabled as 10 base-T. We use 10 base-T hub architecture now, and as our network traffic grows, we may consider buying a router in order to split off some workstations that typically require high volume network transfers into a separate zone.
File service in general is handled by a set of distributed fileservers throughout our organization. The primary fileserver is a Quadra 800 with 6 gigabytes of external storage, to be used by anyone in the organization. Certain divisions within the company have reserved directories for their use. Daily backups are performed. Since the data are so voluminous, the backup plan alternates days; one part of the cycle covers the internal disk drives of all Macintosh programmer's workstations.
Other fileservers are:
The E-mail system in place is Quick Mail, used by both PCs and Macintoshes.
Media required to support development operations are:
Due to the nature of computer hardware and software, there are three types of maintenance that must be performed on a regular basis:
There is one area of simple hardware repair that is performed in-house when necessary: cable assembly offers an opportunity to cut back on a low level of cash flow, plus the time required to order specialty cables and have them delivered or picked up.
The robustness of the software we create and its ease of use (especially for PC installation software) is very important to the success of the title. Typically, two primary methods assure the quality of software: detailed design and extensive testing. However, due to the aggressive nature of our schedules, we are not afforded the luxury of long design or testing periods.
We rely quite heavily on the technical expertise of our software engineers to build code designs, structures and modules that are of high quality and performance. We evaluate progress on a very frequent basis, and strive to address concerns about performance, quality of presentation and compatibility with other platforms.
There are three forms of testing that we perform: unit testing, integration (alpha) testing, and beta testing. Our software engineers perform the unit and integration testing as they proceed, and also do a portion of the beta testing. Beta testing is performed chiefly by people who did not develop the software; other in-house personnel fulfill a portion of this role.
The positions that make up the technology division are:
At present, there is one director (who also performs most of the systems administration duties), a co-manager, one senior SDE, and two SDEs. All have the bulk of their experience programming on the PC, and the junior SDEs are now programming on the Macintosh platform, using their experience on the PC to port the Astral Gate engine from there.
We are currently using other in-house personnel to asist with systems administration and will hire a full-time systems administrator as soon as a large development opportunity arises.
Like the company itself, the technology division is young, growing and learning. We have a good work environment that promotes satisfaction among the engineers who work here, and they do consistently good, often inspired, work.
In summary, the goals of this division are to produce high quality software to support title development, to equip and maintain the computer/working environment of the entire company, and to blaze trails into new areas of technology, helping us to deliver titles of unequaled satisfaction for the consumer.
CineMedia Studios is a promising, thriving company, ready to infuse growth capital into this business. In order to take advantage of our current market position and to continue to produce world-class, award-winning multimedia entertainment, we must obtain project funding.
Profits expected from this infusion of capital, already outlined in this plan, will allow our company to realize our vision; that is to:
Develop and pursue an artistic vision of interactive entertainment that defines new boundaries of personal involvement with computer-based media. CineMedia Studios will continue to explore the territory of this burgeoning growth market, charting ways to bringing together text, graphics, animation, sound, music, video and reader interaction to the complete satisfaction of ourselves and our customers.
Comment about this article, ask questions, or add new information about this topic:.
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Augmented and virtual reality is cutting edge, but that shouldn't be your sole reason to deploy it. ieee member todd richmond outlines three principles for design in ar/vr planning..
Augmented reality , to a certain extent, and virtual reality, to a greater extent, provide embodiment to a user and remove the boundaries of a screen.
For any task that requires a human experience -- which is nearly everything to some degree -- the ability for a human to be in the space rather than viewing it third person can offer some advantages -- though there isn't a lot of data on better outcomes using augmented reality (AR) and virtual reality (VR) for training , sales and so forth.
Perhaps the most important step when building an augmented and virtual reality business plan is to figure out exactly what you're trying to accomplish. While this should go without saying, people often start AR/VR planning by writing code and building environments without first doing a deep dive into their goals and affordances.
I usually start with three considerations as a set of first principles for design. When creating an experience for a human, you need to contemplate the following:
If you haven't asked and answered these questions, odds are you will not be able to create a compelling augmented and virtual reality business plan. And note that none of this work requires a single line of code.
I always paper prototype any experience , be it virtual, physical or combined, before I write any code. Never underestimate how much you can learn from 3x5 cards, cardboard and other analog tools when prototyping human experiences.
Have a question for our experts? Submit it now . All questions are anonymous.
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Solutions & Products
Marketplace
Best Practices
February 22, 2024 | 43 min read
Tips for Creating the Best Possible Customer Experience
As a company whose ultimate goal is to help ensure the success of Virtual Reality, we strive to empower those who share the same vision. Using data from 250+ locations using SpringboardVR, we compiled a list of top VR locations and spoke with their owners to understand what they’ve done to be successful in the VR industry. Based on what we’ve learned, we provide some recommendations and best practices on how to run a successful VR Arcade in this section of our “open business plan.”
Back in May, we wrote the VR Multiplayer Gaming Guide , and proposed the notion that a more immersive virtual reality experience results in higher customer satisfaction, which in turn generates recurring business and higher profitability for a successful VR Arcade. Almost a year has gone by now, and if you’re thinking what we’re thinking, you’re like, “duh” . So much has happened over the past year, and like many in the VR industry, we’ve learned a ton. We’ve also been able to meet some amazing entrepreneurs in this industry who have also learned an immense amount over the past year. This gave us the opportunity to sit down and speak with some of the top VR Arcade owners all over the world to ask the question, “How do you create the best possible customer experience?” Lucky for you (and us), they said more than just “multiplayer gaming.”
Based on our findings, there are four main components to ensuring that every customer that comes into your Arcade will have the best possible experience. We will dive deep into each component and see what these top VR Arcade owners had to say about each one.
Just like any first impression, the customer’s first impression when they walk into the Arcade is huge. It sets the tone for what they will expect the rest of their time there, and what they will remember when recalling their experience to their friends or family (aka potential customers). Below are some tips and examples of what other successful VR Arcade owners have done.
Tip #1: Choose a theme
Erik Madsen, owner of Arcadia VR Lounge in Kelowna, British Columbia, found that choosing a theme really helped him as he was developing and building out his business model.
“Pick a theme and stick with it,” Madsen stated. “Really use that to your advantage. It just gives you a ton of focus on which way you’re going, and you can really focus on the quality of the experience — just making sure that everything you do is revolving around the same theme.”
Tip #2: Think through the aesthetics
Erik Madsen also designed Arcadia VR Lounge’s main lobby and waiting room as a homage to the 80s arcades. But as a customer enters the gaming area, it is as if they have entered an entirely different reality.
“We have the computers displayed inside the walls. We’ve custom built computer cases that allow you to see all the computer hardware, and when we were choosing the computer hardware, we went for as much RGBY lighting as much as possible, so it really adds to the feel of high-tech, and kind of the new age of arcade and gaming”, says Madsen.
“We definitely do get a bit of that ‘wow’ factor right off the bat. It’s something new — especially for people that have never tried VR. It’s something unknown, high-tech; it feels like you’re walking into the future. It’s definitely a cool experience watching people experience that for the first time.”
Erik also says that his futuristic aesthetic even helps with PR.
“It helps you in marketing, it helps you in the aesthetic of location, and people notice it. So many times, the people coming in just want to play VR, it doesn’t matter about the aesthetic of it. But, we get people, on a daily basis, commenting about the aesthetic, and just really enjoying the atmosphere of stepping into the future of arcades.”
Your Arcade layout can also be a huge determining factor in the type of experience a customer has in your VR Arcade. If you want to learn more on VR Arcade layouts, you can watch this Arcade Layout Tour , or read more about Base Station Set-up in VR Arcades . Based on the feedback we received from these VR Arcade owners, we’ve provided a few tips below:
Tip #3: Make your single player station around 8’x8′ to 8’x10′
By standardizing your single player stations, it provides the customer with ample space to move around without disrupting their immersive experience.
Tip #4: Provide reminders to help the customer stay in the gaming area while staying immersed
Jason Van Hierden, owner of VRKade in Calgary, Alberta, offered some great advice in laying out your game stations.
“On the floor, we have carpets. Those carpets are exactly a foot smaller than the bay itself. If you go too far, you have another soft reminder that you’ve gone too far. You’ve backed up too far against this wall, so you’re not going to feel it with your hands, but with your feet. It’s a soft reminder that doesn’t break immersion.”
Tip #5: Make sure you have durable dividers
VRKade also uses curtain dividers in all of their stations. Jason says there are certain perks of using curtains:
“[The curtain divider] gives you a couple of advantages. The first one being, if you go past your space, all you hit is a light curtain. You don’t have a hard reminder that you went too far. If you had a [sheetrocked] wall or a rubber wall and you hit that really hard while playing, the rest of your play time, you’re going to play a little bit more timidly because you’re scared of cracking your knuckles against the wall again, right? You stay close to the center. You’re not going to be quite as aggressive and it’s not going to be as much fun.”
If you choose to use curtain dividers in your VR Arcade, just make sure the fabric is thick enough to block base station interference from other bays. Luckily for you, (not so much for Jason), VRKade learned this the hard way. “When we opened our first store, we used burlap curtains. The burlap definitely didn’t block it. We had issues. We would stay up until 4:00AM. The problem with base stations issues is it throws your head all over the place and you get motion sick. It took us about two or three months to build an entire system around these things.”
If you already have dry-walled or hard dividers, you may want to add ¼ or ½ inch foam to keep from damaging the walls and controllers, as well as inhibiting the experience for the customer.
Tip #6: If you think you need help setting up your VR Arcade… Get help!
If the thought of designing the stations, purchasing the right equipment, ordering the right materials, building out the stations, setting up the headset and base stations, and hoping it all works is giving you anxiety, don’t sweat it! If a custom build-out that you do on your own isn’t your cup of tea, a turnkey solution might be right for you. With a turnkey solution, the design, purchase, installation, and build-out is already predetermined and guaranteed to work.
Mark McFatridge, owner of Apex Virtual Reality inside of Altitude Trampoline Park in Little Rock, Arkansas, opted for a turnkey solution and was not disappointed. He worked directly with his turnkey provider, and really valued the collaboration. He states, “We developed a really good working partnership with design for our Arcade within the space allocated using his expertise in design and functionality.”
Through collaboration, they were able to solve a problem before it even came into fruition.
“After we had gone through with what we thought was our final design, we did one last measurement, and one of the things that we [did not consider] was one of our shipping docks. So we ended up shifting it, and ironically, it turned out to be a much better setup than we originally had.”
Apex Virtual Reality is officially up and running, and Mark could not be happier with the result.
“We’re really proud of the design.”
Want to learn more about VR turnkey solutions for your location? Just contact us here , and we’d be happy to point you in the right direction.
Having a staff that loves what they do it essential. Great communication skills to the owner, other employees, and especially the customers are also a nonnegotiable must .
Tip #1: Make sure your staff knows it is all about trust
Erik Madsen of Arcadia VR Lounge puts it this way:
“VR is a trust thing. You’re closing yourself off to the real world. You have no idea what’s going on out there, and you’re putting your trust in whoever is out there supposedly helping you. So making sure not to abuse that trust, and making sure that you are there for the customer when they need it, is the biggest thing out there for customer experience.”
Tip #2: Let your staff know their worth
This is more than just a retail job. We are providing insight into what the future may look like — not just with gaming, but with everything. Your staff needs to know the responsibility they carry with each and every customer they interact with.
“The staff makes all of the difference”, says Erik. “If you have happy, helpful staff that are always on their toes trying to help people out — it’s huge. Nine times out of ten, that’s going to be your break point. If you have rude staff, you’re going to lose that customer immediately.”
Tip #3: Be deliberate in your hiring process
Jason Van Hierden offers some insight into what VRKade looks for when hiring a new member on their team.
“We look for Best Buy employees and we look for Starbucks employees. Both of those are already trained in what we’re looking for. They’re trained in a fast-paced environment. They’re trained for customer service. They’re trained for up-sells. They’ve already got a lot of the skills that we’re looking for and they’re not normally that expensive… We’ve had a lot of success with those.”
It is also important to know what a successful employee looks like, and even more importantly, doesn’t look like. Jason expounds:
“We hire slowly and we fire quickly…If you can’t learn, you’re going to feel uncomfortable because everybody’s going to be past you in two months.”
Matt Adamson, owner of SpacesVR in Courtenay, British Columbia, chose a different approach with when hiring has staff. “My staff is very … is it politically correct to say “geeky?” They are very geeky. They [are] kind of people, they love games, they love comics. I hired them specifically because they wanted more than anything to work at a VR Arcade, and then they also had some customer service experience.” He continues:
“I looked for those two things. Somebody who wanted to work at a VR arcade more than anything, plus had some customer service experience. It’s been working out well.”
Tip #4: Look for empathetic team members
Madis Vassar, founder of CTO of Futuruum in Estonia, had a great comment regarding staff:
“We’re looking for people who are good communicators, and can take on the perspective of the player. When they are in trouble, then how do you go about explaining what to do next?”
Tip #5: Find your successful employee-to-station ratio
We found that this ratio varies and is dependent on a number of factors. But generally speaking, 2 employees to every 6–10 stations seems to be the sweet spot for most successful Arcades.
Matt Adamson, owner, spoke about how they do it at SpacesVR. “One thing we’ve done is when we know it’s going to be busy, we’ve got a minimum two-people coverage. So, one of the key things you need to have is enough coverage for somebody to be running around taking care of the people that need taking care of, while there’s someone else who can still answer the phone or greet people at the door, or help the other people who need help.”
Note: This proposed ratio is only possible with a VR management and distribution platform like SpringboardVR. Without it, you’ll be lucky to get by with 1 employee for every 1–2 stations.
Jason at VRKade also had this to say, “We need four people to do our 32 stations. The numbers do increase. You can have one person per 10 bays, but then you still need that fourth person running around because on a busy Saturday, you are going to have a headset go down. It’s not a matter of if, it’s a matter of when. You need that extra person on site too.”
As mentioned at the beginning of this article, providing multiplayer gaming options is a great way to bolster and amplify the customer experience. But just loading up Rec Room for a few people usually won’t cut it. For the best possible multiplayer experience, it has to be social as well. But how does one go about ensuring multiplayer events are easy and social for their customers?
Tip #1: Build a business model around multiplayer experiences
“You provide [multiplayer] the right away” Jason of VRKade states. “We do almost exclusively multiplayer experiences. We do do a couple of single player, but like job simulator — we don’t have that one. It’s single player and we don’t want people to feel exclusive. It’s the exact same thing as I’m presuming you don’t go to the movies by yourself.”
Matt Adamson of SpacesVR had similar thoughts:
“Multiplayer is everything. It adds to the immersion so much. A game can be relatively [bad] as far as immersion goes, but just the fact that you can talk to your buddy and see their avatar while you’re playing the game makes you forget that there’s a real world out there.”
Madis Vassar also shared a similar sentiment:
“We always sell our experiences as a social experience. You come here with a friend, and either you play together in separate boxes, or you play with only one set of headsets, but the others will watch you from the screen, or cheer you on, or comment.”
(You can read more on the importance of immersion in a VR Arcade here .)
Tip #2: Provide experiences that friends can talk about after they’ve finished
Sure, experiencing VR for the first time, regardless of who you’re with, is an unforgettable experience. But if we try to see through the eyes of the consumer, we can make certain assumptions about what will be the most memorable part of the experience… and what will encourage them to keep coming back.
“It’s looking at it through the eyes of the consumer”, says Jason of VRKade. “The consumer loves to talk to each other and they want multiplayer experiences, so when they leave, they can be like, ‘Joe, you totally saw when I ducked here and I put my gun under the table there and shot you in the chest!’ You know, all of those things — you don’t get that in single player.”
Tip #3: Single players can still be social players
Madis Vassar of Futuruum expounds:
“Even if someone is coming alone, then we say that, ‘Look, these are new games that you can play with people from around the world.’ It’s still a social experience.”
Note: With SpringboardVR’s content marketplace , you’ll have instant access to commercially license over 43 multiplayer titles!
There’s that buzzword again — immersive . You have probably heard or read that word a couple thousand times over the past year or so (at least a dozen just from this article), but it may be the most important word involved in helping run a successful VR Arcade. Immersion is what makes virtual reality different than any other type of gaming experience. Sure, the games and experiences may be great, but it is the level of immersion that makes a VR experience unforgettable. Jason with VRKade simply states:
“As much as possible, we try to give people an experience that doesn’t break immersion.”
So what are some of the VR Arcade must-haves to ensure that every customer attains the highest level of immersion? These VR Arcade owners provide some insight.
Tip #1: Know what type of content your customers want, and give it to them
Based on the idea that the more immersive experiences will usually be the more popular experiences, Erik Madsen of Arcadia VR Lounge provides the type of content that is most requested, regardless of price or reputation.
“We want to have the best experiences that we can possibly get in there, so the content comes first; what people want comes first.”
Tip #2: Educate your customers with some kind of tutorial
Whether it be the virtual tutorials offered by SpringboardVR and Vive, walking through the controls with each customer, or making a tutorial video on your own, educating your customers is a great start to making sure once they are in the headset, they won’t need to break immersion to ask for help.
James Pollock, owner of Arctic Sun VR in Fairbanks, Alaska, took a very creative approach to solve this problem, and created his own tutorial video. He has found this to be extremely effective in educating first time users, and minimizing confusion and frustration once in the headset.
Tip #3: From the very start, it has to be simple
Erik expounds, “As for the experience when you get into VR, outside of the aesthetic; I keep coming back to that but that’s always going to add to the experience; but once you get into VR, just having a simple interface to get into games.
Tip #4: Provide an easy-to-use, in-headset game launcher
Erik Madsen of Arcadia VR Lounge provides his thoughts on on how a game launcher like SpringboardVR has helped his VR Arcade, “That was definitely one big thing in our success, is just that the HTC Viveport launcher, it’s great for in-home use… but it’s so complicated for somebody who has never played VR before. You’re going to turn them off just getting them into a game, let alone actually playing the game and understanding the controls. So just having that launcher that’s graphical, and you can see all the games around you and really experience the space before you even get into a game, it’s priceless at that point.”
Tip #5: Have a way for staff and customers to communicate
If a customer has to take off their headset or headphones to ask for help, that breaks immersion. If a customer has to yell at their friend they’re playing multiplayer with, it breaks immersion. If a VR Arcade is able to offer a solution to these problems, they have brought the level of immersion to an all-time high. VRKade uses Discord to solve these problems.
Jason explains, “When our techs are talking to our clients, it’s always through Discord, because if you have to pop off an ear muff or an earpiece to hear what I’m saying, ‘okay, yeah point at this, pull the trigger on that’ — I just broke immersion. You have to step outside of virtual reality to get orders for what you’re doing in virtual reality. We don’t want to break that immersion as much as possible.”
So let’s recap…
Returning customers are essential in running a successful & profitable VR Arcade, and a more immersive experience increases the likelihood of repeat customers.
The four main components of ensuring the best possible customer experience are as follows:
All of the above mentioned components must work together in unison to make the customer experience as great and unforgettable as possible. Madis Vassar comments, “Every step of the customer experience needs to be great in order for it to be great.”
Jason Van Hierden: Owner of VRKade 3 location in Alberta, Canada
Eric Madsen: Owner of Arcadia VR Lounge Kelowna, British Columbia
Madis Vassar: Co-owner and CTO of Futuruum 2 locations in Estonia
Matt Adamson: Owner of SpacesVR Courtenay, British Columbia
James Pollock: Owner of Arctic Sun VR Fairbanks, Alaska
Mark McFatrigde: Owner of Apex VR in Altitude Trampoline Park Little Rock, Arkansas
Was this article helpful? Stay tuned to see more articles in our series, “ VR Arcade Open Business Plan !”
We’d also love to know if there is anything else you’d like for us to write about! Comment or message us your thoughts or topics and we’ll be more than happy to review them and get the conversation started.
By: Author Tony Martins Ajaero
Home » Business Plans » Technology Sector
Do you want to start a VR lounge and need to write a plan? If YES, here is a detailed sample VR lounge business plan template & FREE feasibility report.
Virtual Reality (VR) lounges are built specifically for Location-Based Entertainment (LBE). They are multiplayer, intuitive and engaging attractions that are hard to get at home, but more importantly, designed to drive social experience with friends, family and co-workers which makes it is a good business to start in the united states.
If you are considering starting a Virtual Reality (VR) lounge business, the good news is that you can’t get it wrong because of the number of people who are looking towards escaping the boredom of normal life.
1. industry overview.
Virtual Reality (VR) lounges are part of the Arcade, Food & entertainment industry and players in this industry include businesses that primarily operate video game arcades and game-focused family entertainment centers , which typically sell food and beverages.
Industry operators rent or purchase card- or coin-operated arcade games that customers play for a fee. Establishments that primarily focus on gambling games, billiards, miniature golf and other larger-scale or outdoor amusements are not included in this industry.
According to a report published by IBISWorld, the Arcade, Food and Entertainment industry’s evolution has continued over the five years to 2019. Rapid technological change and shifting preferences have triggered a structural shift within the industry since its heyday in the 1980s.
As the home console rose in prominence, coin-operated games fell in popularity. Substitute products, including game consoles, offer convenience and long-term cost savings, while online and mobile games can largely be played at a nominal cost or for a free.
An improving economic outlook has spurred increased consumer spending, which has helped encourage consumers to spend more liberally on out-of-home entertainment without operators significantly lowering prices to buoy sales volumes.
The report further shows that over the five years to 2024, these trends are expected to continue. Game rooms are no longer the primary market for video game consumption, so developers dedicate far less funding to the creation of arcade games. This lack of resources stifles innovation, diminishing the ability of industry operators to draw in patrons with state-of-the-art offerings.
Statistics has it that in the United States of America alone, there are about 8,358 licensed and registered arcade, food and entertainment complexes responsible for employing about 56,513 employees and the industry rakes in a whooping sum of $3 billion annually with an annual growth rate projected at 2.6 percent between 2015 and 2022.
Although there are major players with significant market shares in this industry, but Dave & Buster’s Entertainment Inc. is the company with the lion share of the industry.
Lastly, the need for you to equip your virtual reality VR lounge can’t possibly be overemphasized and you should be aware that it is quite expensive equipping a virtual reality VR lounge. A high-end headset like HTC’s Vive or the Oculus Rift will run you $599 and $799, respectively. At the present costs, a VR fan will have to shell out at least $1,600 for a high-end virtual reality experience.
Woops Zone® Virtual Reality Lounge, LLC is a standard, licensed and well – equipped virtual reality arcade lounge that will be located in the entertainment hub of Santa Fe – New Mexico. We have been able to secure a standard facility in a central and easy to locate location in Santa Fe.
We are well equipped to service the whole of the community as well as visitors and tourists. Woops Zone® Virtual Reality Lounge, LLC is going to become the number one destination for virtual reality (VR) enthusiasts (gamers and gamblers alike) in the whole of Santa Fe – New Mexico.
We are well equipped and positioned to operate licensed virtual reality arcade lounge with a wide range of virtual reality games suitable for individuals, birthday parties and teambuilding et al, from top flight virtual reality games production companies like Microsoft Corporation, Nintendo Co. Ltd., Activision Blizzard Inc., GameStop Corp., Sony Corporation and Electronic Arts Inc. Our virtual reality arcade also has enough parking space.
We conducted a thorough market research and feasibility studies and we were able to come to the conclusion that Santa Fe – New Mexico is the right place to start our VR arcade lounge. Our client’s best interest would always come first, and everything we do is guided by our values and professional ethics.
Woops Zone® Virtual Reality Lounge, LLC will be open 24 hours in a day during weekends (Fridays to Sundays) and from 6:00 am to 12 midnight from Mondays to Thursdays in order for us to accommodate people with different time preferences.
Woops Zone® Virtual Reality Lounge, LLC will at all times demonstrate her commitment to sustainability, both individually and as a business, by actively participating in our communities and integrating sustainable business practices wherever possible. We will ensure that we hold ourselves accountable to the highest standards by meeting our client’s needs precisely and completely.
Woops Zone® Virtual Reality Lounge, LLC is owned by Solomon Boston and his immediate family members. The business will be managed by Solomon Boston and his son Jerry Hamilton. Solomon Boston has over 15 years’ experience in the Arcade, Food and Entertainment Complexes industry working for some of the leading VR arcade lounges in Santa Fe – New Mexico.
Woops Zone® Virtual Reality Lounge, LLC is in the industry to provide standard virtual reality arcade lounges, why we have been able to put up a facility that can help us achieve the goal. We are optimistic that anyone who makes use of our virtual reality arcade lounge will definitely derive huge value for their money.
These are the services and amenities that will be made available to our clients;
Our Business Structure
Woops Zone® Virtual Reality Lounge, LLC is in business to become the leadingVR lounge in Santa Fe – New Mexico and we are fully aware that it will take the right facility, management and organizational structure to achieve our goal.
The kind of the virtual reality arcade business we intend building and the business goals we want to achieve is what informed the amount we are ready to pay for the best hands in the industry as long as they are ready to work with us. In view of that, we have made provisions for the following positions to be occupied by highly qualified and experienced staff;
Chief Executive Officer – CEO:
VR Game Instructors/Assistant (5)
Marketing and Sales Officer (2)
Accountant/Cashier:
Client Service Executive
Cleaners (3):
Woops Zone® Virtual Reality Lounge, LLC is in business to provide virtual reality arcade facility for gamers in Santa Fe – New Mexico and at the same time to make profits. We are aware that there are competitions in the industry which is why we took out time to conduct an effective SWOT Analysis before investing our hard – earned money into the business.
We know that if we get things right before starting our virtual reality arcade lounge, we will not have to struggle before attract clients and building our customer base to a level where we can easily breakeven in record time. We hired the services of a HR and Business consultant with bias in business structuring to help us conduct SWOT analysis for our organization and he did a pretty good job for us.
Here is a of the result we got from the SWOT analysis that was conducted on behalf of Woops Zone® Virtual Reality Lounge, LLC;
One of the obvious strengths that will definitely stand as a plus for Woops Zone® Virtual Reality Lounge, LLC is the fact that our facility is centrally located in a densely populated area in Santa Fe – New Mexico; our location is in fact one of our major strengths.
We equally have a team of highly qualified professionals who will work with our clients and lastly our wide range of VR games are amongst the best that anybody living in Santa Fe – New Mexico can get; they are highly entertaining, easy to use and highly reliable.
We critically looked into our Business model and we were able to identify two major weakness. One is the fact that we are a new business and the second is the fact that we may not have the financial resources required to match up with existing virtual reality arcade lounges when it comes to employing experts in the industry and generating the needed hype that can drive traffic towards our lounge.
We are centrally located in one of the busiest and densely populated areas in Santa Fe – New Mexico and we are open to all the available opportunities the city has to offer. We will be open 24 hours in a day during weekends (Fridays to Sundays) and from 6:00 am to 12 midnight from Mondays to Thursdays giving us the advantage to leverage on any available opportunity.
Recent studies show that operators will continue to suffer under the weight of competition from substitute forms of entertainment like home video game consoles, the internet, online gaming and MPX players. Manufacturers will need to re-invent specific games that can only be enjoyed in arcades in order to generate positive revenue.
Still, the rising cost of machines, manufacturing decline in product innovation will limit the number of operators that are able to compete hence posing a threat to our business, and lastly, the emergence of new competitors within the same location where our virtual reality arcade lounge is located.
If you are conversant with the trend in this industry, you will notice that competition from home video game systems continues to impede the industry’s performance, with the popularity of traditional arcades dwindling. Arcades have attempted to maintain their profits by introducing food and beverage sales to their services, but this strategy has not proved to be effective overall.
Since the early 1990s, growth in home video game consoles has been a major factor in the industry’s decline, and online gaming has followed, offering gamers the opportunity to compete with other individuals without leaving their homes. Furthermore, with discretionary spending falling, families are opting to save money by skipping trips to arcade, food and entertainment complexes.
As a result of these negative trends, operators are attempting to reclaim some of their previous popularity by investing into restaurants and improving their existing premises. Still, the number of establishments is expected to decline over the next five years, with many businesses expected to close in the midst of reduced consumer spending and poor credit conditions.
Employment is expected to decline as well, though an increase in the number of food service options within arcade complexes has prevented a sharper drop. Wages are also estimated to fall in the coming year. As virtual reality arcade lounges grow, it becomes necessary for them to develop new service offerings or install new facilities that will help them attract more people.
Little wonder some virtual reality arcade lounges now have fresh juice and smoothie bars, and retail food and drinks within their facility to encourage people to relax and socialize. In order words, it is very important for VR lounges to continue to improvise if they want to grow their business.
Aside from teenagers and children, the target market for virtual reality arcade lounges cuts across people of different walks of life. The fact that people visit virtual reality lounges for various reasons makes marketing the business interesting. These are the category of people that we intend marketing our VR center to;
Our Competitive Advantage
The Arcade, Food and Entertainment Complexes industry is indeed a prolific and highly competitive industry. Clients will only patronize your lounge if they are comfortable with the VR games you have or if you can provide the enabling environment and facility for them to socialize and get entertained.
Woops Zone® Virtual Reality Lounge, LLC is centrally located in a densely populated – residential area in Santa Fe – New Mexico. We equally have a team of highly qualified professionals who will work with all our clients and make it easier and comfortable when they patronize our virtual reality arcade lounge.
So also, our VR headsets, consoles and game machines are amongst the best that anybody living in Santa Fe – New Mexico can get; they are easy to use and highly reliable.
Lastly, our employees will be well taken care of, and their welfare package will be among the best within our category in the industry. It will enable them to be more than willing to build the business with us and help deliver our set goals and objectives.
Woops Zone® Virtual Reality Lounge, LLC is established with the aim of maximizing profits in the Arcade, Food and Entertainment Complexes industry and we are going to ensure that we do all it takes to attract individuals, groups and corporate clients on a regular basis.
Woops Zone® Virtual Reality Lounge, LLC will generate income by offering the following services;
We are well positioned to take on the available market in Santa Fe – New Mexico and on our online platforms and we are quite optimistic that we will meet our set target of generating enough income/profits from the first six months of operation and grow the business and our clientele base.
We have been able to examine the Arcade, Food and Entertainment Complexes industry – market, we have analyzed our chances in the industry and we have been able to come up with the following sales forecast. Below are the sales projection for Woops Zone® Virtual Reality Lounge, LLC, it is based on the location of our virtual reality arcade lounge facility and the wide range of VR games, foods and drinks that we will be offering;
N.B : This projection was done based on what is obtainable in the industry and with the assumption that there won’t be any major economic meltdown and natural disasters within the period stated above. There won’t also be any major competitor offering same additional services as we do within same location. Please note that the above projection might be lower and at the same time it might be higher.
Our marketing strategies will be directed towards achieving specific objectives that will support the strategic goals of the organization. The truth is that all that we do will be geared towards creating new market channels, increasing sales and increase our market share.
At Woops Zone® Virtual Reality Lounge, LLC, our marketing strategies will be consistent throughout the marketing mix and we will take into consideration product improvement, promotion, and price. As part of our sales and marketing strategies, we will pay attention to the promotion of our virtual reality arcade lounge so as to attract people to make use of our facility.
Part of the marketing and sales strategies that we will adopt are;
We have been able to work with our branding and publicity consultants to help us map out publicity and advertising strategies that will help us walk our way into the hearts of our target market. We are set to become the number one choice in the whole of Santa Fe – New Mexico which is why we have made provisions for effective publicity and advertisement of our lounge.
Below are the platforms we intend to leverage on to promote Woops Zone® Virtual Reality Lounge, LLC;
Since the bulk of our customers comes from the middle class, it is advisable to set our prices on the moderate side. We will not allow the drive to recoup our money fast tempt us to set prices that can scare our customers off.
In view of that, our pricing system is going to be based on what is obtainable in the industry, we don’t intend to charge more (except for premium and customized services) and we don’t intend to charge less than what our competitors are charging.
Be that as it may, we have put plans in place to offer discount services once in a while and also to reward our loyal customers especially when they refer clients to us or when they register as a family or a group.
The payment policy adopted by Woops Zone® Virtual Reality Lounge, LLC is all inclusive because we are quite aware that different customers prefer different payment options as it suits them but at the same time, we will ensure that we abide by the financial rules and regulation of the United States of America.
Here are the payment options that Woops Zone® Virtual Reality Lounge, LLC will make available to her clients;
In view of the above, we have chosen banking platforms that will enable our clients make payments without any stress on their part. Our bank account numbers will be made available on our website and promotional materials.
From our market survey and feasibility studies, we have been able to come up with a detailed budget for establishing a standard virtual reality arcade lounge in Santa Fe – New Mexico and here are the key areas where we will spend our startup capital;
These is the key areas where we will spend our startup capital on;
We would need an estimate of three hundred and fifty thousand dollars ($350,000) to successfully launch a medium but standard and well – equipped virtual reality arcade lounge in the United States of America.
Generating Funds/Startup Capital for Woops Zone® Virtual Reality Lounge, LLC
Woops Zone® Virtual Reality Lounge, LLC will be owned and managed by Mr. Solomon Boston and his immediate family members. They are the sole financier of the business which is why they decided to restrict the sourcing of the startup capital for the business to just three major sources.
N.B: We have been able to generate about $100,000 (Personal savings $70,000 and soft loan from family members $30,000) and we are at the final stages of obtaining a loan facility of $250,000 from our bank. All the papers and documents have been duly signed and submitted, the loan has been approved and any moment from now our account will be credited.
Part of the plans we have in place to sustain Woops Zone® Virtual Reality Lounge, LLC is to ensure that we continue to make available a wide range of VR games, deliver quality services, improvise on how to do things faster and cheaper. We are not going to relent in providing conducive environment for our workers and also the required trainings that will help them deliver excellent services at all times.
From our findings, another factor that kills new business such as ours is financial leakages. In order to plug financial leakages, the management of Woops Zone® Virtual Reality Lounge, LLC adopted the use of payment machine and accounting software to run the business.
Woops Zone® Virtual Reality Lounge, LLC will make sure that the right foundation, structures and processes are put in place to ensure that our staff welfare are well taken of. Our company’s corporate culture is designed to drive our business to greater heights and training and retraining of our workforce is at the top burner.
We know that if that is put in place, we will be able to successfully hire and retain the best hands we can get in the industry; they will be more committed to help us build the business of our dreams.
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Char-lee Moyle. This scoping study provides an overview of a detailed analysis undertaken on 76 Australian national, state/territory, regional and local tourism strategies and plans. It was undertaken at the request of the Sustainable Tourism Cooperative Research Centre (STCRC). This study aimed to compile an extensive desk top audit and review ...
Utilize this virtual reality (VR) business plan to create a successful strategy when starting your own VR company. This template is a comprehensive guide to creating a detailed plan, including relevant information like financial projections, marketing strategies, and more. Company: [Sender.Company] .
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plays AR H. d Mounted Displays Challenges Facing VR/AR Adoption ConclusionVirtual Reality (VR) is an immersive multimedia or computer-simulated environm. nt that mimics physical presence in the real wo. ld or imagined worlds. VR also lets the user interact with that world. Virtual reality artificially creates s.
Virtual Reality (VR) Business Plan Template by PandaDoc - Free download as PDF File (.pdf), Text File (.txt) or read online for free. The document provides a template for a virtual reality (VR) business plan. It includes sections for executive summary, business description, mission/objectives, customers, industry, strengths, ownership structure, products/services, management, marketing plan ...
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This document provides a sample business plan template for a VR lounge business. It includes an overview of the VR lounge industry, executive summary, products/services, mission/vision, and job roles. Specifically, the VR lounge industry is growing but faces competition from home gaming. The business plan is for a VR lounge called "Woops Zone" in Santa Fe, NM that will operate 24/7 and offer ...
Augmented and virtual reality is cutting edge, but that shouldn't be your sole reason to deploy it. IEEE member Todd Richmond outlines three principles for design in AR/VR planning. Augmented reality, to a certain extent, and virtual reality, to a greater extent, provide embodiment to a user and remove the boundaries of a screen. For any task ...
Speak with an Advisor. Pro Business Plans is a team of professional researchers, writers, designers, and financial. analysts. Speak with an advisor today. GET QUOTE. Speak with Sales (646) 866-7619. This article provides information on what is included in a Virtual Reality business plan and how it is typically structured.
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A Sample VR Lounge Business Plan Template 1. Industry Overview. Virtual Reality (VR) lounges are part of the Arcade, Food & entertainment industry and players in this industry include businesses that primarily operate video game arcades and game-focused family entertainment centers, which typically sell food and beverages.
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