Professional Documents
Culture Documents
Final Bussiness Draft
Final Bussiness Draft
Team 5
Fall 2019
Business Plan
Chameleon Virtual Solutions, L.L.C
Chameleon creates virtual reality systems for businesses to assist with employee training.
Distribution Channels: We will be selling our service directly and indirectly to our customers on the East
and West Coast through sales associates and our website, respectively.
Competition: Our direct competitor is STRIVR. They are currently providing virtual training technologies
for companies and sports teams. STRIVR is a dominant competitor in the market with customers across the
United States. Other competitors include Viar360, Next/Now, AVR Spot, and Jasoren who provide VR
training programs across multiple industries.
The days of lengthy mind-numbing lecture-style training is coming to an end. In a 2017 study carried out by
the National Training Laboratory, virtual reality learning had a retention rate of 75% compared to only a 5%
retention rate from lecture-style learning (Masie, 2017). At Chameleon Virtual Solutions, we eliminate the
traditional, laborious task of lecture-style training by creating customized virtual reality systems for companies
Service Description
Chameleon Virtual Solutions provides virtual reality technologies to help businesses implement the training
and orientation of employees. Our company has dedicated templates to expedite our deliverables. In addition,
we purchase headset packages for the virtual systems from Oculus. As a result, we will be able to convert our
Competitive Advantage
At Chameleon Virtual Solutions, our competitive advantage is cost leadership. We achieve this by creating
simplified templates that our clients choose to best fit their training needs. Through cost leadership, in the
short term, we offer a less expensive system than what our competitors provide. In the long run, we produce
Value Proposition
The most significant value of Chameleon Virtual Solutions is reducing the risk of traditional training
programs. We offset these current risks with safer, cheaper, and more efficient alternatives through our
virtual systems.
3
Business Strategy
We are committed to creating virtual systems at a low cost that will result in an efficient alternative to
traditional training procedures. The templates differentiate our operational decisions by providing a structural
base for each training program. The templates selected will vary depending on the company's training
Business Location
Cha e e headquarters is located outside of Boston in Burlington, Massachusetts with a satellite office in
Los Angeles. Due to the close proximity of innovative companies (General Electric, TJX, Paramount) and
private universities (MIT and Stanford) we are able to interact with our customers for face-to-face meetings
and installations.
Outsourcing
We will be outsourcing our headsets from Oculus, a trusted Virtual Reality technology company. It cost
Oculus 2.5 million dollars to produce the first market-ready headsets (Nealing, 2018). In order to avoid these
costs from producing the VR headsets in-house, we will purchase our headsets directly from Oculus.
Financial Performance
Chameleon witnessed a positive gross profit over each year we were in service. Net income was negative for
year 2020 but steadily increased in the following years. As we expand our company internationally, we expect
4
Exhibit 1: Organizational Chart
General Manager
1 FTE
Talent Recruiter
1 FTE
Customer Service
Sales Associate* Marketing Associate
Representative*
5 FTE 4 FTE
5 FTE Regional Operations Regional Operations
Manager, Boston Manager, LA
1 FTE 1 FTE
Administrative Administrative
Assistant, Boston Assistant, LA
1 FTE 1 FTE
Onsite Support
Software Developer Media Arts Designer
Technician
4 FTE 5 FTE
3 FTE
Onsite Support
*There will be 3 Sales Associates allocated to the Boston HQ and 2 Sales Software Developer Media Arts Designer
Technician
Associates allocated to the LA office. 3 Customer Service Representatives 3 FTE 3 FTE
2 FTE
will also be allocated to the Boston HQ and the other 2 will be allocated
to the LA office. The IT Specialists will be distributed evenly amongst the
two locations. There will be 3 teams in Boston and 2 teams in LA. A team
consists of 1.5 media arts designer and 1.5 software developer, on
average.
5
Exhibit #2: Employee Costs Chart
FICA-$6,025 health-$17,000
FUTA-$42 IRA-$3,150
Web Developer $60,000-$100,000 $68,000+ $3,750 bonus= $71,750 SUTA-$363 *other benefits/ $164,389 $164,389
WC-$706 explanations
FICA-$6,082 health-$17,000
Information Technology Specialist FUTA-$42 IRA-$3,180
$50,000-$85,000 $75,000+$4,500 bonus =$79,500 SUTA-$363 *other benefits/ $165,248 $660,992
(4-FT)
WC-$706 explanations
FICA-7,776 health-$17,000
FUTA-$42 IRA-$4,066
Human Resources Associate $50,000-$100,000 $95,000+$6,650 bonus= $101,650 SUTA-$363 *other benefits/ $190,621 $190,621
WC-$706 explanations
FICA-$5623 health-$17,000
FUTA-$42 IRA-$2,940
Talent Recruiter $60,000-$85,000 $70,000+$3,500 bonus =$73,500 SUTA-$363 *other benefits/ $158,375 $158,375
WC-$706 explanations
FICA-$9278 health-$17,000
FUTA-$42 IRA-$5,328
Marketing Manager $65,000-$140,000 $120,000+$13,200 bonus=$133,200 SUTA-$363 *other benefits/ $225,850 $225,850
WC-$706 explanations
FICA-$3940 health-$17,000
$50,000+$1,050 bonus=$51,050 **not including FUTA-$42 IRA-$2,060
Sales Associate (5-FT) $40,000-$55,000 SUTA-$363 *other benefits/ $133,174 $665,870
commission
WC-$706 explanations
FICA-$4177 health-$17,000
FUTA-$42 IRA-$2,184
Marketing Associate (4-FT) $40,000-$60,000 $53,000+$1,590 bonus= $54,590 $136,713 $546,852
SUTA-$363 *other benefits/
WC-$706 explanations
FICA-$2,758 health-$17,000
Customer Service Representative FUTA-$42 IRA-$1,442
$30,000-$40,000 $35,000+$1,050 bonus=$36,050 SUTA-$363 *other benefits/ $115,275 $576,375
(5-FT)
WC-$706 explanations
FICA-$9,278 health-$17,000
Regional Operations Manager FUTA-$42 IRA-$5,328
$85,000-$95,000 $120,000+$13,200 bonus=$133,200 SUTA-$363 *other benefits/ $225,850 $451,700
(2 -FT)
WC-$706 explanations
FICA-$3,782 health-$17,000
FUTA-$42 IRA-$1,978
Administrative Assistant (2-FT) $45,000-$50,000 $48,000+$1,440 bonus = $49,440 SUTA-$363 *other benefits/ $130,801 $261,602
WC-$692 explanations
FICA-$5,222 health-$17,000
FUTA-$42 IRA-$2,730
Onsite Support Technician (5-FT) $30,000-$50,000 $65,000+$3,250 bonus=$68,250 $152,361 $761,805
SUTA-$363 *other benefits/
WC-$706 explanations
FICA-$6,082 health-$17,000
FUTA-$42 IRA-$3,180
Media Arts Designer (8-FT) $50,000-$90,000 $75,000+$4,500 bonus =$79,500 $165,248 $1,321,984
SUTA-$363 *other benefits/
WC-$706 explanations
FICA-$7,776 health-$17,000
FUTA-$42 IRA-$4,066
Software Developer (7-FT) $55,000-$90,000 $95,000+$6,650 bonus= $101,650 $190,621 $1,334,347
SUTA-$363 *other benefits/
WC-$706 explanations
TOTALS $4,045,040 339,456 $995,174 $2,921,382 $8,252,866
Explanations:
*Benefits: 21 days annual paid vacation, 5 paid personal/sick days (can accumulate), Individual health insurance $17,000, life insurance $50,000
term coverage incudes with health, IRA 4% of annual salary, maternity/paternity leave 12 weeks paid, paid lunch every Friday
**Commissions: sales associates can earn a commission of 5% of net sales 6
Exhibit #3: Market Segmentation and Targeting in Year 1
Priority
Size (# of People or Households
Target Name Growth Projection Description level for Justification for Targeting
in Segment)
targeting
7
Exhibit #4: Market Quantification
Unit Price or
Tot Mkt Potential (# Market Annual Unit Annual $
Year Mkt Growth Projection** Product Weighted
Customers)* Share*** Sales Revenue
ASP
24.7% Manufaturing 7.62% Retail 6.7% Virtual Reality Manufacturing Training Programs.
Private Universities Virtual Reality Retail Service Training Programs. Virtual Reality education programs for
Year 1 247,958 0.444% Private Universities. 224 $22,000.00 $4,928,000
24.7% Manufaturing 7.62% Retail 6.7% Virtual Reality Manufacturing Training Programs.
Private Universities Virtual Reality Retail Service Training Programs. Virtual Reality education programs for
Year 2 522,776 0.661% Private Universities. 628 $22,000.00 $13,816,000
24.7% Manufaturing 7.62% Retail 6.7% Virtual Reality Manufacturing Training Programs.
Private Universities Virtual Reality Retail Service Training Programs. Virtual Reality education programs for
Year 3 650,502 0.653% Private Universities. 911 $22,000.00 $20,042,000
24.7% Manufaturing 7.62% Retail 6.7% Virtual Reality Manufacturing Training Programs.
Private Universities Virtual Reality Retail Service Training Programs. Virtual Reality education programs for
Year 4 1,350,306 1.090% Private Universities. 1,965 $22,000.00 $43,230,000
24.7% Manufaturing 7.62% Retail 6.7% Virtual Reality Manufacturing Training Programs.
Private Universities Virtual Reality Retail Service Training Programs. Virtual Reality education programs for
Year 5 1,681,244 1.230% Private Universities. 2,517 $22,000.00 $55,374,000
Retail Headquarters
East Coast West Coast Midwest Total Mkt Potential by Year
Year 1 3,716 (found in Exhibit 3) - - 3,716
Year 2 3,716 x 1.0762 = 3,999 2,732 x 1.0762 = 2,940 - 6,939
Year 3 3,999 x 1.0762 = 4,304 2,940 x 1.0762 = 3,164 - 7,468
Year 4 4,304 x 1.0762 = 4,632 3,164 x 1.0762 = 3,405 4,287 x 1.0762 = 4,613 12,650
Year 5 4,632 x 1.0762 = 4,985 3,405 x 1.0762 = 3,665 4,613 x 1.0762 = 4,965 13,615
Private Universities
East Coast West Coast Midwest Total Mkt Potential by Year
Year 1 829 (found in Exhibit 3) - - 829
Year 2 829 x 1.067 = 885 285 x 1.067 = 304 - 1,189
Year 3 885 x 1.067 = 944 304 x 1.067 = 324 - 1,268
Year 4 944 x 1.067 = 1,007 324 x 1.067 = 346 971 x 1.067 = 1,036 2,389
Year 5 1,007 x 1.067 = 1,075 346 x 1.067 = 369 1,036 x 1,067 = 1,106 2,550
To find the total market potential of each year, we added the total market potential in each segment by year. For
example, in Year 2 we would add 514,648 (from the manufacturing segment) + 6,939 (from the retail segment) + 1,189 (from the private university segment) to get
the total of 522,776 potential customers for that year.
To find our total market potential in Year 1, we found the initial size of target markets along the East Coast in the manufacturing, retail, and private university sectors
from Exhibit 3 and added them together. For Year 2 through Year 5, we calculated the total by multiplying the market growths for manufacturing, retail, and private
universities by their previous years market potential and added the products together. In years 2 and 3, we added an office in the West Coast which increased out
potential customers substantially as seen in the calculations. Years 4 and 5 were approached the same way as previous years, however, we expanded our business
again, into the Midwest which increased the number or potential customers. Adding the number 1 in front of all the growth potentials for each sector makes
calc la ion mo e effec i e a he calc la o kno he add he ma ke g o h o he p e io ea ma ke po en ial.
** Actual market or market potential. How did you determine the growth projection(s)? Identify key sources and assumptions.
Our growth projections were found from Exhibit 3 as well. Our manufacturing statistic was found from a report by Frost & Sullivan that forecasted virtual reality "to
increase by 98.9% between 2017 and 2021" (2018, August). We had to divide the statistic by four since the forecast was four years. This gives us, .989/4 = 0.247 or
24.7%. Another report we found, by Kenneth Research, gave us the retail growth statistic which forecasted augmented reality to increase by 45.7% from 2019-2025
(2019, April). The growth every year was calculated by .457/6 = 0.0762 or 7.62%. Lastly, for the private university sector, we found an article written by Laura Wood
(2019) that established the growth of virtual reality to be 33.47% over the next 5 years. Our annual market growth was found by .3347/5 = 0.067 or 6.7%.
*** How did you determine your market share? Indicate key sources and assumptions.
We determined market share by dividing our yearly revenue with the virtual reality software market revenue for that same year. To do this we used Statista.com
(Shanhong, 2018).
**** How did you determine your unit forecast? Indicate key sources and assu i h calc la i !
To determine unit forecast we used average unit pricing. We have calculated our average price per unit to be $22,000. The calculations for year 1 were [224 *
$22,000] = $4,928,000, The calculations for year 2 were [628 * $22,000] = $13,816,000, The calculations for year 3 were [911 * $22,000] = $20,042,000, The
calculations for year 4 were [1,965 * $22,000] = $43,230,000, The calculations for year 5 were [2,517 * $22,000] = $55,374,000.
Fcst by
month Units Revenue ($)
Jan '20 19 $418,000
Feb 19 $418,000 Break Even:
Mar 18 $396,000
Apr 19 $418,000 Variable Cost: $3,868.00 : Headset cost, travel cost, labor cost
May 19 $418,000 Fixed Cost: $3,040,133
Jun 18 $396,000 x = number of units sold
Jul
Aug
19
19
$418,000
$418,000
22,000(x) = 3,040,133 + 3,868(x) 8
Sep 18 $396,000 Break Even Point = 168 projects / units
Oct 19 $418,000
Nov 19 $418,000
Dec 18 $396,000
Exhibit #5: Positioning/Competitive Analysis
Positioning Statement: The major competitors for Chameleon Virtual Solutions include STRIVR, Viar360,
Next/Now, AVR Spot, and Jasoren. These companies provide services with a range of prices and lead times. Our
competition builds highly customizable products from scratch for each of their customers, an expensive and time-
consuming process. STRIVR, our leading competitor, charges their customers an average of $35,000. A customer
will wait a month before receiving their product from STRIVR. On the other hand, Viar360 leases the platform for
their customers to create their own virtual reality programs starting at a monthly rate of $500. They boast that they
have a quicker and cheaper VR solutions, but the typical customer experience would suggest otherwise. Viar360 (as
well as AVR Spot, Next/Now, and Jasoren) typically costs customers between $28,000-$35,000. They also have an
average estimated lead time of 2 weeks to 2 months.
Strengths: Chameleon Virtual Solutions creates quality training programs for our customers in a timely manner at
a lower price point. The use of templates expedites our process of implementing the software into the headsets. A
major strength of our company is our employees. We pay above the industry average and offer excellent benefits,
attracting the best talent.
Weaknesses: As a startup company, Chameleon may not appear as credible to potential customers when in
comparison to our competitors. This is another potential barrier when hiring our staff due to our lack of
experience as a business.
Opportunities: There is an increasing need for better employee training programs in companies. Chameleon
offers a service that directly resolves this issue. There is a lack of competition along the East coast, which is where
our headquarters is located.
Threats: Chameleon's West Coast office is located in an area where STRIVR has a heavy influence, as they are
located in Menlo Park. Our competitors are well-established and have big name customers that can sway potential
clients. A possible, but unlikely, threat is the change in customer preference away from non-traditional
technologies such as virtual reality.
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Exhibit #6: Marketing Mix
Service Branding
Just like a Chameleon changes colors to adapt to their surroundings, Chameleon Virtual Solutions enables companies to invest
in their employees and their vision with our custom virtual reality training services. Our slogan, "Adapting to your
surroundings" reflects our mission of helping companies improve their employee training and remain up to date in a fast-paced
technological world. Our branding strategy is a family branding approach. Each headset will be repackaged with our logo and
name on it to promote awareness of our company. Within the market we are in the Introduction stage of our service life cycle.
Pricing
2020 2021 2022 2023 2024
Unit Variable Cost: $ 300.00 $ 300.00 $ 300.00 $ 300.00 $ 300.00
Wholesale Price: $ 3,868.00 $ 3,868.00 $ 3,868.00 $ 3,868.00 $ 3,868.00
Retail Price: $ 22,000.00 $ 22,000.00 $ 22,000.00 $ 22,000.00 $ 22,000.00
We are using a negotiated based pricing strategy. The retail price reflects the average total prices for each VR training program
which varies with the amount of complexity when customizing the template. The unit variable cost is the average cost of the
VR headsets obtained from Oculus. The wholesale price is a combination of the cost of an average of five headsets used per
program at an average of $300 each (Oculus, 2019), the travel costs per project and the labor hour cost from the employees
directly work on the product (media arts developers, software developer and onsite support technician), calculated from their
annual salary and the amount of time spent on the developing the product, with an average time of four days and five and a half
hours for each project.
Distribution/Location Strategy
Chameleon Virtual Solutions uses an exclusive and direct method of distribution. Once the program is completed, the onsite
support technician personally delivers and demonstrates the training program to the client. In order to minimize travel costs
and maximize client relationships, Chameleon has an office in each region for convenient access to our target market of
manufacturers, retailers, and private universities.
Promotion/Strategy
(in thousands of $)
2020 2021 2022 2023 2024
Total IMC Budget: $334.5 $824.5 $2,078.5 $3,643 $4,155
Advertising Exp: $300 $750 $2,000 $3,500 $4,000
Sales Promo Exp: $28 $62 $66 $124 $136
PR Exp: $6.5 $12.5 $12.5 $19 $19
In order to create awareness and educate companies on the benefits of VR training, Chameleon will run print advertisements in
Wired (Wired Media Group, 2016), Bloomberg Businessweek (Bloomberg Media Group, 2019) and Harvard Business Review
to target manufacturing and retail businesses. We will be an exhibitor at ITEXPO in Fort Lauderdale in which we will reach
over 6,700 attendees and have a social reach of 15,000 (Boulanger, 2018). We will also present at Training magazine's training
conference and expo (Training Magazine) and other conferences around the United States which is included in our PR
expenses. Chameleon will also directly visit potential clients and demonstrate our service with a sample manufacturing, retailing
or university training experience. Our budget increases each year to reach our new target markets during our expansion.
# of Salespeople: 2 5 7 13 16
(50K Salary + 5%
Compensation Method: commission)
The sales associates visit potential clients with a sample of our VR service to bring awareness of the technological advances in
training services. We will exercise typical sales techniques like cold calling, along with our face-to-face business visits to sell our
virtual solutions. Each year our sales team will grow to meet our expanding demand for our service. Chameleon offers our sales
associates a 5% commission rate as an incentive for bringing in as many clients as possible.
10
Exhibit #7: Flow Chart
Create Order
Headsets
Customize
Template
(5/per week) F1 Q1
No Issues
F1 There is the potential that we By checking our orders when we We will check our headsets and contact the
receive an incorrect order or receive them. vendor to replace any faulty products.
defective products.
F2 The program might not work as By checking the software for We will continue developing the software to
intended. functionality and errors. correct any errors.
F3 When the customer sees the By demoing the product for the We will continue to develop the software to fix
finished product, they might not c e e e e e e he their concerns or any errors that appear.
think it suites their needs. Or it needs with an error free product.
might not work properly.
11
Operations Exhibit 8: Quality Assurance
Indicate the Why is this dimension important, given your Identify the Quality
Dimensions of industry & target market? Step(s) on the Process
Quality on Flowchart / Service
which you will Blueprint to which this
focus. corresponds.
Serviceability Since we are in such a new market with few competitors, it Q3
is important for us to emphasize excellent customer
service when consulting with customers on how our
services work. Not too many businesses are aware of using
virtual technology as a training resource, so we will focus
on this dimension when the installation consultant
provides the customer with a demo on our VR training
solutions to ensure a proper understanding of navigating
oneself through the headset.
Reliability It is important for our customers to trust our services, Q1, Q2
knowing that it will not break or freeze on them anytime.
A reliable service will generate positive reviews and
comments, which will then give us more credibility when
working with other businesses and consumers.
Use the space below to describe any additional Proactive Quality Assurance Plans that are
not connected to a specific activity on your Process Flowchart / Service Blueprint.
We will hire graduates from prestigious schools such as Harvard, MIT, and Boston College, as well as
young professionals from the northeastern and western region. All employees will be trained to
perform to our standards of quality. Managers and supervisors will be overseeing the development
process, marketing, and operations.
Describe any reactive quality assurance plans. Include a recovery plan should a customer
receive poor quality goods and/or services.
For unsatisfied customers, we will ask for their feedback on what we can improve or what they want
d e d ffe e a d he ec f g e he ga be e ee he c e eed .
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Operations Exhibit 9B: INVENTORY & SUPPLIER SELECTION FOR FACILITATING GOODS
Item(s) Supplier Reason for selecting this supplier Supplier Frequency of System of Mode(s) of
Name & lead replenishment Management Transportation
Location time (in (in days)
days)
Oculus Go Oculus If there are any issues that arise from shipping the goods, we 2 days As needed Fixed Order ☒ Highway ☐ Rail
Menlo Park, can directly deal with the issue with Oculus themselves instead based upon Interval ☐ Waterway ☒ Air
CA, USA of a middleman reseller. demand.
Oculus Quest Oculus Same reasoning as the Oculus Go. 2 days As needed Fixed Order ☒ Highway ☐ Rail
Menlo Park, based upon Interval ☐ Waterway ☒ Air
CA, USA demand.
SUMMARY OF RESOURCES AND THEIR SHIFT PATTERNS
Types of resources used Total hours required # of operating # of full time (FT) resources # of part time (PT) resources Shift pattern(s)
per week (for each days/week required required
type of resources)
Year 1
General Manager 40 5 1 0 Mon-Friday 9am-5pm
Marketing Manager 40 5 1 0 Mon-Friday 9am-5pm
HR Associate 40 5 1 0 Mon-Friday 9am-5pm
Regional Operations Manager 40 5 1 0 Mon-Friday 9am-5pm
Accountant 80 5 2 0 Mon-Friday 9am-5pm
Web Developer 40 5 1 0 Mon-Friday 9am-5pm
IT Specialist 80 5 2 0 Mon-Friday 9am-5pm
Talent Recruiter 40 5 1 0 Mon-Friday 9am-5pm
Sales Associate 80 5 2 0 Mon-Friday 9am-5pm
Marketing Associate 80 5 2 0 Mon-Friday 9am-5pm
Customer Service 80 5 2 0 Mon-Friday 9am-5pm
Representative
Administrative Assistant 40 5 1 0 Mon-Friday 9am-5pm
Onsite Support Technician 80 5 2 0 Mon-Friday 9am-5pm
Development Team* 240 5 6 0 Mon-Friday 9am-5pm
Year 5
General Manager 40 5 1 0 Mon-Friday 9am-5pm
Marketing Manager 40 5 1 0 Mon-Friday 9am-5pm
HR Associate 40 5 1 0 Mon-Friday 9am-5pm
Regional Operations Manager 120 5 3 0 Mon-Friday 9am-5pm
Accountant 120 5 3 0 Mon-Friday 9am-5pm
Web Developer 40 5 1 0 Mon-Friday 9am-5pm
IT Specialist 240 5 6 0 Mon-Friday 9am-5pm
Talent Recruiter 40 5 1 0 Mon-Friday 9am-5pm
Sales Associate 640 5 16 0 Mon-Friday 9am-5pm
Marketing Associate 240 5 6 0 Mon-Friday 9am-5pm
Customer Service 640 5 16 0 Mon-Friday 9am-5pm
Representative
Administrative Assistant 120 5 3 0 Mon-Friday 9am-5pm
Onsite Support Technician 640 5 16 0 Mon-Friday 9am-5pm
Development Team* 1920 5 48 0 Mon-Friday 9am-5pm
*One development team consists of at least 1.5 software developer and 1.5 media arts designers, on average. There will
be two dedicated media arts designers and software developers who will be able to work in between teams. Chameleon
Virtual Solutions will be open Monday through Friday from 9am 5pm. Employees are required to work 40 hours a
week. In Year 1, the Regional Operations Manager is in the Boston HQ. By Year 5, one Regional Operations Manager
will be in the Boston HQ, another in the LA office, and the third one in the Chicago office. The same applies with the
Administrative Assistants.
13
Exhibit #10: Capacity
Demand Capacity Utilization Hours of Bottleneck name How will you manage /adjust the bottleneck to ensure
(per week) (per week) (%) Operation and description you can appropriately serve or supply your customers?
(per week)
At the end of Year 1 4.48 7 64% 40 B1 Filming and We will start with 2 media arts designers in two teams. We
Processing Media also will have another Media arts designer that can work
between the teams.
At the end of Year 2 12.56 17.5 71.77% 40 B1 Filming and We will add 8 media arts designers (5 for our East Coast
Processing Media office, and 3 for our West Coast)
At the end of Year 3 18.22 24.5 77.37% 40 B1 Filming and We will add 11 media arts designers (6 for our East Coast
Processing Media office, and 5 for our West Coast)
At the end of Year 4 39.30 45.5 86.37% 40 B1 Filming and We will add 20 media arts designers (8 for our East Coast
Processing Media office, 6 for our West Coast, and 6 for our Midwest)
At the end of Year 5 50.34 56 89.89% 40 B1 Filming and We will add 25 media arts designers (9 for our East Coast
Processing Media office, 8 for our West Coast, and 8 for our Midwest)
Show your calculations for the following parameters at the end of Year 1.
Hours of Demand/month Demand/week Capacity/month Capacity/week Utilization
operation/week
8 hours * 5 days = 40 224 customers per 18.667 customers per 7 projects per week (1 team = 3.5 projects/week) 4.48/7 = .64 or 64%
hours/week year/12 months = 18.667 month/4 weeks = 4.48 * 4 weeks = 28 2 teams = 7 projects/week
customers/month customers/week projects/month
Additional resources (beyond your bottleneck) must be allocated appropriately to support operations. Identify which resources have a significant impact on capacity
at start up and describe why these are appropriate amounts of resources at start up.
Determining the right amount of media arts designers needed on a project is critical. A team consists of one media developer, and one software engineer. We will also have additional
media arts designers that will work between teams to help facilitate quicker development. We will have 2 teams at startup (3 software developers, and 3 media developers) to meet our
initial demand, as well as developing a library of scripts, program templates, and media to use for future projects.
Describe adjustments you will make as resource requirements vary with time. Be specific regarding which key resources (beyond your bottleneck) will be adjusted,
when and how. If you will make multiple adjustments, explain each.
I a e ha e a e a ae de e de a e de e g e e ce ha e ca e ed e ce e he f e. A , e add f ae
developers, sales associates, and onsite technicians as we grow to keep up with our demand.
How will you manage seasonality? If your organization does not have seasonal demand, please check this box: ☒NA
14
Exhibit #11: Income Statement
Date Ending Date Ending Date Ending Date Ending Date Ending
2020 % 2021 % 2022 % 2023 % 2024 %
Sales Revenue (1) $ 4,928,000 100.00% $ 13,816,000 100.00% $ 20,042,000 100.00% $ 43,230,000 100.00% $ 55,374,000 100.00%
COGS (2) 336,000 6.82% 942,000 6.82% 1,366,500 6.82% 2,947,500 6.82% 3,775,500 6.82%
Gross Profit $ 4,592,000 93.18% $ 12,874,000 93.18% $ 18,675,500 93.18% $ 40,282,500 93.18% $ 51,598,500 93.18%
Earnings Before Interest and Taxes $ (501,872) -10.18% $ 3,826,800 27.70% $ 6,551,955 32.69% $ 19,753,066 45.69% $ 27,746,843 50.11%
Interest Expense 50,999 1.03% 45,219 0.33% 33,700 0.17% 21,470 0.05% 8,485 0.02%
Earnings Before Taxes $ (552,871) -11.22% $ 3,781,581 27.37% $ 6,518,255 32.52% $ 19,731,596 45.64% $ 27,738,358 50.09%
Income Tax Expense 0.00% 0.00% 0.00% 295,974 0.68% 416,075 0.75%
Net Income (Loss) $ (552,871) -11.22% $ 3,781,581 27.37% $ 6,518,255 32.52% $ 19,435,622 44.96% $ 27,322,283 49.34%
Dividends to Stockholders - - - - -
15
Exhibit #12: Balance Sheet
As of Inception Date Ending Date Ending Date Ending Date Ending Date Ending
Date % 2020 % 2021 % 2022 % 2023 % 2024 %
ASSETS
Current Assets
Cash and Cash Equivalents $ 6,700,000 100.00% $ 5,854,635 92.45% $ 8,932,964 87.67% $ 14,877,463 89.35% 32,625,935 89.72% 58,961,586 92.60%
Accounts Receivable (9) - 0.00% 410,666 6.48% 1,151,333 11.30% 1,670,166 10.03% 3,602,500 9.91% 4,614,500 7.25%
Inventory 0.00% 3,000 0.05% 7,500 0.07% 10,500 0.06% 19,500 0.05% 24,000 0.04%
Total Current Assets $ 6,700,000 0.00% $ 6,268,301 98.98% $ 10,091,797 99.04% $ 16,558,129 99.44% $ 36,247,935 99.68% $ 63,600,086 99.89%
Total Assets $ 6,700,000 100.00% $ 6,332,798 100.00% $ 10,189,423 100.00% $ 16,651,230 100.00% $ 36,365,496 100.00% $ 63,671,925 100.00%
Long-Term Liabilities
Loan Payable $ 1,000,000 14.93% $ 819,005 12.93% $ 632,230 6.20% $ 433,936 2.61% $ 223,412 0.61% $ 97 0.00%
Total Liabilities $ 1,000,000 14.93% $ 1,185,669 18.72% $ 1,260,713 12.37% $ 1,204,265 7.23% $ 1,482,909 4.08% $ 1,467,055 2.30%
STOCKHOLDER'S EQUITY
Common Stock (11) 5,700,000 85.07% 5,700,000 90.01% 5,700,000 55.94% 5,700,000 34.23% 5,700,000 15.67% 5,700,000 8.95%
Retained Earnings 0 0.00% (552,871) -8.73% 3,228,710 31.69% 9,746,965 58.54% 29,182,587 80.25% 56,504,870 88.74%
Total Stockholders' Equity $ 5,700,000 85.07% $ 5,147,129 81.28% $ 8,928,710 87.63% $ 15,446,965 92.77% $ 34,882,587 95.92% $ 62,204,870 97.70%
Total Liabilities and Stockholders' Equity $ 6,700,000 100.00% $ 6,332,798 100.00% $ 10,189,423 100.00% $ 16,651,230 100.00% $ 36,365,496 100.00% $ 63,671,925 100.00%
16
Exhibit #13: Cash Flow Statement
Date Ending Date Ending Date Ending Date Ending Date Ending
2020 2021 2022 2023 2024
Cash Flows From (For) Operations
Net Income $ (552,871) $ 3,781,581 $ 6,518,255 $ 19,435,622 $ 27,322,283
Depreciation - 20,568 36,923 44,837 67,322
Changes in Current Assets
Accounts Receivable (410,666) (740,667) (518,833) (1,932,334) (1,012,000)
Inventory (3,000) (4,500) (3,000) (9,000) (4,500)
Net Cash Flow From (For) Operating $ (599,873) $ 3,318,801 $ 6,175,191 $ 18,028,293 $ 26,580,566
Net Cash Flow (For) From Investing $ (64,497) $ (53,697) $ (32,398) $ (69,297) $ (21,600)
17
Exhibit #14: Financial Statement Notes
Date Ending Date Ending Date Ending Date Ending Date Ending Industry Average
2020 2021 2022 2023 2024 Ratios
Liquidity Ratios
Current Ratio 17.10 16.06 21.49 28.78 43.36 1.26
Quick Ratio 17.09 16.05 21.48 28.76 43.34 0.98
Operating Cycle 33.68 33.32 33.22 32.83 32.74 62.76
Leverage Ratios
Debt/Equity 0.23 0.14 0.08 0.04 0.02 1.26
Times Interest Earned -9.84 84.63 194.42 920.03 3,270.11 5.86
Profitability Ratios
Gross Profit Margin 0.93 0.93 0.93 0.93 0.93 0.69
Operating Profit Margin -0.10 0.28 0.33 0.46 0.50 0.03
Return on Assets -0.09 0.37 0.39 0.53 0.43 5.93
DuPont Analysis
Net Profit Margin -0.11 0.27 0.33 0.45 0.49 1.45
Total Asset Turnover 0.78 1.36 1.20 1.19 0.87 1.31
Equity Multiplier 1.23 1.14 1.08 1.04 1.02 2.26
Return on Equity -0.11 0.42 0.42 0.56 0.44 4.30
19
Exhibit 16: Financial Analysis
1) Our Current Ratio has a trend of large increases year by year (apart from year 2) due to us
making a large enough profit where it is not a problem to pay off our short-term obligations.
Although our ratio is extremely high compared to the industry average, we plan on
expanding our business even further (perhaps even internationally) after year 5 to make the
most out of our assets because we are currently using our assets in an inefficient manner.
2) Our Operating Profit Margin steadily increases year by year due to an increase in demand.
The two biggest spikes in demand happen during year 2 and year 4, where we open offices in
Los Angeles and Chicago, respectively. By opening these offices, this gives our business
more exposure nationally and allows us ample opportunities to sell our services around the
country.
3) S ce b e de head e a a eeded ba ed de a d e a , e ca
efficiently sell our inventory related to the level of demand we receive. The number of
headsets our clients request will be the exact number of headsets we will order from Oculus,
resulting in our extremely high Inventory Turnover ratio.
4) We have a fixed Gross Profit Margin throughout all five years of our business due to our
demand directly relating to both our Sales Revenue and Cost of Goods Sold. This ratio is
also well above the industry average due to us outsourcing our headsets from Oculus (which
has an average price point of $300) compared to our competitors, who typically outsource
their headsets from companies such as HTC (which has an average price point of $500-
$600).
5) Our Net Profit Margin is below the industry average due to us utilizing a cost leadership
strategy. We pride ourselves in keeping our virtual solutions cheaper than our competitors.
Although below the industry average, we are still making exponentially increasing profits
year after year (with the exception of year 1).
1.4
1.2
0.2
0
2020 2021 2022 2023 2024
-0.2
20
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