Business Case

From Project Kombat

Revision as of 02:53, 29 January 2009 by Shifterkart18 (Talk | contribs)

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

  • A team of fifteen professionals would be able to ship Kombat with Xbox LIVE Arcade quality in roughly 7 months.
  • This would have the game out well before the holiday season, allowing time for advertising and word of mouth to take effect.
  • Kombat would cost roughly $400,000 dollars to produce with this sort of time frame, quality and professional development team.
  • There will be no costs involved with licensing a game engine. This is due to the fact that we will be developing the game from scratch.
  • I would prefer for Kombat to be released before the start of summer but if development were to start now it would be ready for Christmas.


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.
  • If we fund ourselves, we would need sell 52,000 copies to break even after Microsoft takes its cut.


  • comparison of similar games such as geometry wars and gears of war

RIT Development

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