Business Case

From Project Kombat

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*who we are marketing to
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'''Market'''
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*Kombat would be marketed towards the Xbox LIVE community especially those who Xbox LIVE Arcade games. The target age group that would be target would be males between the ages of 12 and 25.
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*RIT game design students would receive free copies(they are the people this game is intended for).
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*distribution
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'''Distribution'''
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*Kombat would be sold on Steam for the PC version and through Xbox LIVE Arcade for the Xbox 360 version.
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*RIT game design students would receive their copies on CD or DVD.
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*how to fight piracy
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'''Piracy Prevention'''
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*Because Kombat would be sold using Steam and Xbox LIVE Arcade there would be no issues with piracy.
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*profits
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'''Production Costs'''
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sold for 10 dollars on xbox live arcade
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if funded by microsoft we would get 30 percent of the profit
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if funded by us we would get 70 percent of the profit
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*costs
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team of ten people each getting paid 15 dollars an hour for fifteen weeks.
team of ten people each getting paid 15 dollars an hour for fifteen weeks.
10*15*40*15 = $90,000
10*15*40*15 = $90,000
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'''Profits'''
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*When a game is sold on Xbox LIVE Arcade, it's price is determined by the size of the game's file. We are expecting Kombat to fall into the 8-10 dollar bracket. Kombat would also be sold on Steam at a matching price.
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*The actual profit margin involved with an Xbox LIVE Arcade game depends on whether the game was funded by Microsoft.
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*If Microsoft funded the development, we would get 30 percent of the profit after Microsoft took its cut.
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*If Microsoft funded the development, we would get 70 percent of the profit after Microsoft took its cut for allowing us to sell the game on Xbox LIVE.
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*how long it will take to make - and that it will be ready for summer buying season
*how long it will take to make - and that it will be ready for summer buying season

Revision as of 00:15, 29 January 2009

Market

  • Kombat would be marketed towards the Xbox LIVE community especially those who Xbox LIVE Arcade games. The target age group that would be target would be males between the ages of 12 and 25.
  • RIT game design students would receive free copies(they are the people this game is intended for).

Distribution

  • Kombat would be sold on Steam for the PC version and through Xbox LIVE Arcade for the Xbox 360 version.
  • RIT game design students would receive their copies on CD or DVD.

Piracy Prevention

  • Because Kombat would be sold using Steam and Xbox LIVE Arcade there would be no issues with piracy.

Production Costs team of ten people each getting paid 15 dollars an hour for fifteen weeks. 10*15*40*15 = $90,000

Profits

  • When a game is sold on Xbox LIVE Arcade, it's price is determined by the size of the game's file. We are expecting Kombat to fall into the 8-10 dollar bracket. Kombat would also be sold on Steam at a matching price.
  • The actual profit margin involved with an Xbox LIVE Arcade game depends on whether the game was funded by Microsoft.
  • If Microsoft funded the development, we would get 30 percent of the profit after Microsoft took its cut.
  • If Microsoft funded the development, we would get 70 percent of the profit after Microsoft took its cut for allowing us to sell the game on Xbox LIVE.


  • how long it will take to make - and that it will be ready for summer buying season
  • if we use an engine how much it will cost use
  • comparison of similar games such as geometry wars and gears of war
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