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Writing
A Business Plan For Independent Gaming Ventures
1
- HIT THE BOOKS
Finding benchmark data that works for entertainment and new
media projects is tough to do. Background data is valuable because it
creates the foundation upon which all your financial and strategic
assumptions are based. Professional business plan writers know that
reference in the plan to a secondary report, study, survey or business
case study can do a lot to satisfy a skeptical investor.
Because reporters have the access to information and studies that most of
us can't get, magazine and newspaper articles are a fantastic source for
statistics, growth rates, analyst predictions, and consumer and
distribution trends. Competitive analysis magazines like Game Developer,
do a thorough job of tracking consumer, technological and industry trends.
Even the most unusual trade magazines (like Supermarket News, Texas
Monthly, Forbes) track sales figures and growth rates for the video game
industry - everything you need to fill your business plan with cold, hard
facts.
A really good resource
for data (that's also cheap) is your public library. I spent a little more
than an hour on my library's magazine search system and was able to email
myself over 50 articles that offered industry statistics, trends, consumer
buying patterns, market share of the top producers, etc. You are adding
tremendous credibility to your plan by including this secondary data but
be sure to include quote citation in a footnote in your plan.
Keep in mind however, regardless of how thoroughly
you research, you're going to have to do some "guesstimating" to
come up with the numbers and the strategies that will make your project
work. Don't be afraid to put down your best guess. Also, don't be afraid
to change it later if you find contradictory data.
NAIL THE
EXECUTIVE SUMMERY
The Executive Summary is the one section guaranteed to be read
by everyone who looks at your business plan. If they aren't impressed by
this one (or at most two) page summary, they won't read any further and
your "sales pitch" will be over.
How do you know what to put here? The easiest trick I've found for writing
the Executive Summary is to write this section last. Once you have most of
your sections finished, it's much easier to take a few of the most
descriptive sentences from each section. Then all you do is create a
summary paragraph headlined by each section title.
In the Executive Summary, you'll start to feel like you're repeating
yourself. Don't be afraid of that. Many potential investors won't have the
time to read through the rest of your plan before they make a decision to
talk details with you. The Executive Summary should reiterate the most
crucial points from each section, even if it sounds like a repeat.
The final paragraph of your Executive Summary should be the Funds Sought
paragraph. There you should clearly state how much money you need and what
the return on investment will be. An example of how you might word this
follows:
Funds Sought
The Company anticipates one round of financing with $1.5 million being
sought from a single investor in return for passive equity. These funds
will be utilized for start-up expenses in addition to production,
staffing, distribution and marketing costs related to "Your
Game Title Here."
This paragraph clearly states what you want from the investor. Of course,
you can tailor the language to match the type of deal you are looking for
whether it be a debt, distribution or multiple investor deal.
In
The Game Business, Distribution Is King
The key to any game business plan in my opinion is a sound
distribution strategy. Killer gaming elements and smooth graphics don't
mean a thing if you can't show how the product is going to get to the cash
register.
Distribution is a very complicated business in and of itself. For this
reason most gaming projects sell their rights to distribute to the big
boys who have a distribution network already in place. 10 vendors control
90% of the market and much of that is due to a lock on distribution.vi
Dealing with the distribution issue is like the egg and the chicken
phenomenon. Big distributors won't be interested unless you have a
financial backer. Investors will be looking for a strong distribution
partner and a sound marketing strategy to ensure that the product will get
into the stores.
The easiest solution to the distribution issue, of course, is to partner
with a major distributor. If you're lucky, you can package the financing
and distribution deals with one major company. Partnering with a major
distributor also means that you'll get help with the marketing. They may
dictate the platform you launch first as well as creative issues, but
given the difficulty in getting retail shelf space, it can save you a lot
of where and tear.
If you do decide to go with "do-it-yourself" distribution and
marketing, make sure your sales estimates show a slow build as you get
awareness up. Also, show your investor that you have some smart strategies
for getting your game into customer's hands, whether it's via direct mail,
on the net or via shareware or in small, independent retail sites. Don't
neglect to include a PR plan which can give you some inexpensive market
awareness.
Presenting
Your Production Team
Be sure to include bios or resumes from every
person you know who could contribute to the project. Even if the project
team isn't set yet it's important that investors know that you have a crew
of experienced professionals ready to go when the money comes through.
Also include support personnel who might not be directly involved with the
production of the project, but who support the company's activities. That
includes your legal counsel, business advisors, accountants, etc. These
are the people who your investor will need to know and work with to make
sure his or her investment is protected and being managed properly.
Include an organizational chart even if no one is on payroll yet, or if
almost everyone will remain a freelancer. It helps to show the chain of
command and the critical responsibility hierarchy that will get the
project done.
Concentrate
On The Costs
While assumptions can be made on how many units you plan to sell
based on the size of your target market and your distribution plan,
estimating what it will take to get the project done is that part of the
financials that tend to get a lot of scrutiny. If the numbers are too low,
they will be considered unrealistic. If the numbers are too high, the
project will have a much higher break-even rate (when the retail price
minus marketing, distribution and manufacturing costs surpass the initial
investment).
The hard part about estimating the cash flow for any new media business is
that there is often a development period during which there will be no
real inflow of income and a lot of outflow of cash for start-up expenses.
I recommend concentrating on determining what the costs will be as
accurately and as detailed as you can. For the financial section you will
need to track these expenditures month by month for the duration of the
project. Most gaming projects are averaging an 18 month production cycle.
The questions you should answer include: Will you be leasing office space
in the third month? Will you need to hire programmers (how many and what
month will the start expecting a paycheck)? Will you keep them on as
employees or will you let them go after a few months as freelancers? Will
you use live action? How much are unknown actors charging these days?
You may or may not have a lot of overhead, but don't forget to anticipate
that if you are bringing in a crew of programmers and designers, you'll
probably need an office or a studio in which to house them. Even if you
plan to have everyone meet at your house for staff meetings and work
together via email, you'll want to be frank about that in your business
plan and explain to your investor how that will work and what the benefits
are (huge cost savings and reduced staff costs since everyone will remain
freelance, etc.) These cost estimates will be based on the project
schedule and launch date, cross-checked with budgets of similar
productions (find that data in your research).
Quantify
Everything
The most sensitive and disputable element in your plan are your
financials. The "numbers" are also usually the one thing that
creative business people are most intimidated by.
Making "reasonably sound" projections is the goal. We all know
that game titles live and die by the number of units sold. However, the
variables that dictate how hot a game sells are subject to a lot of
intangibles - trends, platform penetration, gaming type (shoot em ups vs.
puzzle-based strategy), PC vs. console sales, hardware prices, etc.
The easiest way to create reasonable financials is to create scenarios of
what the world might be as the product is being developed and launched.
You can calculate your financials based on three scenarios: worst case
scenario (which could assume that costs are very high and that sales are
initially slow); middle case scenario (which is based on your best guess
estimates); and best case scenario (which assumes you can deliver the
project under budget, under schedule and with strong sales or
distribution). Consider various market trend scenarios: Are sales of PC
games on the rise versus console games? Did the launch of the Nintendo 64
boost game unit sales? Are they forecasting a slow Christmas season?
Creating scenario financials shows investors that you have considered all
the possible outcomes and are prepared.
THE
PACKAGE
After sitting through countless investor meetings, I've come to
realize that at the end of the day packaging is everything. I have seen
many business plans so horribly packaged that there was little chance for
the project to be taken seriously.
Create a plan that's easy to read. Include diagrams, character and
environment sketches (in color if you can), gaming schematics and so on.
Of course, it goes without saying that a well laid out, organized (make
sure you include a table of contents and page numbers), and bound (spiral
always seems to work best) document is critical.
Most plans I've written have ranged between 60 and 200 pages (including
financial documents). You may be able to introduce the project to a
potential investor with an abbreviated version of the plan that includes
only the Executive Summary, the Financials, the Game's Storyline, Project
Schedule & Budget and the Production Team Bios which often is no more
than 20 pages.
IN
CLOSING...
Writing business plans, regardless of the type of project, is a
challenge. The type of detail that an entrepreneur is required to document
can be aggravating. I often recommend that you get outside counsel while
writing your plan even if you are going to do the writing yourself.
Solicit the help of an accountant, a lawyer or an executive who works in
the gaming industry to review the plan drafts. The insight that an
objective, experienced industry professional can give you will save you a
lot of stress when you start to present your plan to outsiders. And be
open to criticism and comment. If readers don't understand why you
estimated your potential market at a particular size, don't assume they're
dumb. Know that they have identified an area that needs more clarification
or data to support your assumptions.
- Dante Monique
Pirouz
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