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BUSINESS PLAN PRESENTATION BY:

DIMITRIOS SIDIROFAGIS
ANTONIOS MAKROPOULOS
GEORGIOS PRINTEZIS
About the Company

 Crimson Moon Studios is an Indie Game Development start-up


company, based in Athens, Greece.
 Crimson Moon Studios is comprised of the three co-founders, Crimson Moon Studios’ Main Vision
Dimitrios Sidirofagis, Antonis Makropoulos and Georgios
Printezis. “To become a frontrunner in the indie gaming
 The company develops indie games mostly for computers with industry via entertaining gamers worldwide.”
aspects of mobile or console expansion in the future.
 The company’s first flagship game is set to be released in
digital form for computer gaming in early 2020.

Our Mission
“To create beautiful and mysterious worlds for
every gamer to enjoy, explore and conquer.”
About the Company – Business Form

IKE, the Greek Private Company


The Private Capital Company (IKE), which came to existence with article 4072/2012 has proven to be
very popular among smaller businesses that are founded in Greece and is the evolution of LLC (Limited
Liability Company).

 Very flexible corporate form that fits smaller companies that are now
starting out.
 Supports a capital of close to 0 Euro as an initial investment.
 There will not be any case where the law is going to restrict the
development process.
 By initializing a start-up funding process through the internet the
company can attain a following of people that support said projects
and help with the marketing and advertising of the company's
products.
 The games that the company is going to produce are going to be
distributed via the company’s website and third party distributors.
About the Company – Goals and Objectives

Crimson Moon Studios' Main Goal


Provide gamers with esthetically pleasing atmospheric gameplay in open-world like games that are fun to
explore.

 Make the company's brand a household name in the Indie Games


scene.
 Attain a loyal following of gamers around the globe.
 Provide beautifully constructed and designed games to the
gaming public.
 Always bring something new and exciting that helps the industry's
progress with every game's release.
 Gain a profit in the first two years of the conception of the
company.
SWOT
Strengths Weaknesses
 Unique business models.  Very little initial funding to jumpstart the company.
 Fresh and interesting ideas, including video game  The company does not have brand awareness yet.
designs.  The small workforce that the company has means
 Small, close-knit and united workforce with a slower game development than larger companies in
common goal. the industry.
 Great communication within the company.
 Deadlines for projects are chosen by the
company.
 Very cheap costs of development and running
the company.
 Personable and strong communication with
customers.

Opportunities Threats
 Cheaper than average games that offer the  The small workforce that the company has means
same if not more content to the customer. slower game development than larger companies in
 Huge customer support. the industry.
 Lower costs of production for each video game.  Large AAA companies in the industry are starting to
 Start up websites and platforms offer great develop their own divisions for indie games
assistance in funding projects. development projects.
 Video game ideas are not developed in a  No funding is ensured for the company.
marketing team meeting.
 Great opportunities in expanding.
Video Games Development Industry

Industry Profile Indie Games Development

 Computer & Video Games have expanded to  Independent game development companies are the
multiple platforms and are played in electronic businesses that develop video games which are
devices such as: computers, consoles and mobiles. funded independently.
 The video game development industry is a billion-  Mostly funded by the developers or via start-up
dollar one and is not likely to fall since all the more funding.
money is being spent in the acquisition of video  Focused on innovation and new experiences for
games. gamers, most of the time avoiding the trends of the
 Companies have the advantage of video games time.
appealing to all age and social groups and plan  Cult followings are often created for lesser known
their strategic moves accordingly in order to attract brands in the industry.
one or more groups in society.  There has been seen a rise in developing these kinds
 Among many gigantic brands in the industry there of goods for the public making it a trend in recent
are three that are considered to be leading: Sony, gaming generations.
Microsoft and Nintendo, which have bought out many
different development studios and teams and are in
the rise in terms of expansion.
 Many companies have come to develop games for
both consoles and computers.
Video Games Development Industry

State of the Industry

 The video & computer games industry is at an all-


time high both in revenue and consumer
correspondence.
 Companies that have invested in the gaming industry
have seen a rise in their annual revenue.
 The market is expected to be worth over 90 billion
U.S dollars by 2020.
 There are more than 2.5 billion people that play
video games all over the world.

Top countries by Game Revenues. (2018)


Video Games Development Industry

Growth Potential

 The industry has been steadily growing and


expanding.
 The gaming industry is still growing, especially since
the 2010s, with the expansion to mobile devices and
the evolution of technology.
 Companies have a proven ability to adapt to new
technologies and continue improving the industry.
 Steady grow and expansion through the years
showcases that the industry is profitable and
adaptable.
 New ventures in the industry have a tendency to be
profitable in the near future.
Global video games market value in billion U.S dollars from
2011 to 2020. (2018)
Video Games Development Industry

Competition

 Based in differences and evolution of technology in:  Nintendo


 graphics One of the leading companies around the
 music and sound effects world, based in Japan, with huge titles under its
 gameplay belt
 story  Sony Computer Entertainment
 Differentiation between companies comes when a Based in Tokyo, a global leader in technology
company chooses to focus more one aspect of the and video games with the Playstation series.
ones mentioned.  Team Cherry
 Companies of smaller stature and with lower One of the leading indie companies as of
budgets tend to focus more on gameplay mechanics 2018, with its game Hollow Knight being at the
and storytelling. top of gaming charts.
 AAA companies have the budget and the technology  Motion Twin
in order to develop more games in a smaller amount Founded back in 2001 as an indie company, it
of time and thus make more profit. has amassed a huge profit and is considered a
frontrunner in the indie scene with its
Metroidvania game: Dead Cells.
Marketing Plan

Customer Base

 Customers in the Indie Gaming Industry tend to appreciate simpler projects that have a solid game design
which focuses more on what makes a game memorable and do not focus on great graphics or crazy visuals.
 Gaming has come to be known for being ageless and borderless, speaking to many social and age groups.
 There are many cases where games are created with a specific group in mind in order to appeal to a certain
customer demographic.

Target Group

 Crimson Moon Studios’ focus is set on people of any age and social group.
 The games that the company develops are set on the nostalgia of an older gamer era.
 The company has decided to let the customer decide if the games suit their own style of gaming, taking into
account that the games have a darker and more grown-up tone in their design.
Marketing Plan – 4 p’s Analysis

Product Description Pricing Policy

Onion Knight, Crimson Moon’s flagship game is of  Pricing each product is based its quality,
the Metroidvania genre, which is a gameplay following a best price strategy for the
style focused on free exploration of a 2D open company’s games.
world combining the names of the pioneer series  The initial price of the games is valued at 20
of this style: “Metroid” and “Castlevania” Euros, leaving a small gap for promotional
(Janardana, 2018). This style of game design and pricing and special offers.
development is focused on a unique atmosphere  The mindset behind this pricing strategy is that
with ambient music, in order to give a better feel the game is going to be an entry in the indie
of the style of gameplay and immerse the gamer gaming genre that aspires to attract gamers
in the game’s story, visuals and sounds. The game from around the world as a loyal following.
is scheduled to be released in early 2020. Demos  Third party platforms that are going to sell the
for the game as well as exclusive content for game will have a significantly reduced price
funders are going to be released through its when and if they choose to order in bulk.
development stage.  These platforms may then sell the game as
part of a promotional bundle or in the case
that they have special deals according to
seasonal sales, in order to sell more copies of
the game in even lower prices.
Marketing Plan – 4 p’s Analysis

Distribution Plan (Place) Promotion and Advertising

Distribution for the products is going to be Promoting techniques such as release trailers and
conducted through video game and software news about the development for each product is
distributing platforms such as: going to be done through the distributing
 Steam platforms of the games as well as through the
 HumbleBundle.com company’s website and online forums.
 the company’s personal website Promoting and advertising the company’s project
Copies of the game are going to be downloaded is going to be done mostly via social media,
digitally for computer gaming and not acquired forums and by distributing early copies of the
as hard copies, at least for the time being where game to streamers, funders and chosen gamers in
no deals have been made in order to bring the general.
game over to a console. An open beta for the game, available through the
Deals are meant to be made with these company’s website, is set to be released.
distributing channels to help the game become The company’s team has decided to attend
known and available all over the world. various gaming events such as the Athens Game
Festival and AthensCon.
Growth Plan

 In order to avoid disappointing the people that are


going to support the Crimson Moon’s effort in
developing its first flagship game, the team has
come to a conclusion that the game is going to be
completed by any means necessary and produce a
final result.
 When the first game is released, the team expects
that it will bring enough profits in order to continue
with the development of more projects.
 Attracting big publishers is not accounted for in the
first two years of the company’s conception, although
the company is set to make deals with any of them
that are willing to come to an agreement which
would make both parties benefit.
 Expanding in different industries, such as clothing
and merchandise that incorporate the company’s
brand, is going to be done through partnerships with
such companies.
Financial Management Plan

Crimson Moon Studios follows a basic philosophy for start-up companies


in order to manage the company’s expenses.
 Crimson Moon Studios is seeking to raise a little over 50,000 € from
the start-up platform in order to cover for Crimson Moon Studios’
expenses.
 A goal is set for every 5.000 € that the company receives from the
platform, where when each goal is achieved, the company is
responsible for presenting the process to the funders.
 The development begins when the 10,000 € of the total amount are
covered by funders.
 The total amount will be covered by the end of 2019 and will highlight
the release of the game in early 2020.
Fixed Costs

Facilities Cost of Electricity


The headquarters for the company is going to The power of the computers is 500 Watts each.
be a home office that is going to facilitate the The average time per day that the computers
team, in order to avoid further costs for the need to be running is 15 hours.
company.
Computer Hardware Cost of Telephone/Internet
The company’s co-founders have already This package has optical fiber internet at
contributed three computers, equipped with the 50mbps, calls to landline phones of 2,000
basic hardware for the project to be developed, minutes, 600 minutes of mobile or international
resulting in no extra costs for hardware. calls

Domain Name Cloud Services, Domain Name Costs


The company has also registered for a domain Our services are online but to achieve this, we
name, for its personal website, which amounts to are charged an amount per month to host our
7.80 € per year platform. It's a virtual server plan that serves
some of our online needs
Fixed Costs
Electronic Usage Time Power Monthly Cost Yearly Cost Router Cost of Internet (Yearly)
Devices (Daily) Consumed
PC 1 15 Hours 7.5 kWh / day 42.27 € 507.28 € Οne Telephone Line 714.00 €

PC 2 15 Hours 7.5 kWh / day 42.27 € 507.28 €


Cloud Plan Cost Cost of
PC 3 15 Hours 7.5 kWh / day 42.27 € 507.28 € Services
(Yearly)
Other Devices 8 Hours 2.5 kWh / day 15 € 180 €
(Approximately)
CX21(Hetzner) 0.008 € / h 58.80 €

Electricity Telephone / Cloud Services Domain Name Total Cost


Internet (Yearly)
1,701.84 € 714.00 € 58.80 € 7.80 € 2,535.14 €

Electricity Telephone / Cloud Domain Development Total Cost


Internet Services Name (Year 1)
1,560.02 € 714.00 € 58.80 € 7.80 € 50,000 € 52,340.62 €
Break-Even Analysis

In year 2 the company is expecting to start making a profit, meaning that the initial cash damage done in year 1
which amounts to the costs of the development of the project is going to be covered.

Break-Even Analysis
 It is expected that in the first two months after its release Sales
the game is going to bring in a profit. Price Per Unit 20,00 €
 The amount of games the company has to sell amounts to
2617,03 units if sold from the company’s website. Costs
 If the 20 % rate that third party platforms charge for Total Fixed Costs 52.340,62 €
distribution of the product is taken in as variable costs in Revenue
the price of each product, the units sold in order to break Sold from website 20,00 €
even would be 3489,37 units. Third Party Commision 5,00 €
 The average amount of units that needs to be sold amounts
to 3053,3. Break Even Point
Units (Company Sold) 2617,03
Units (Third Parties Sold) 3489,37
Units (Mean of total sales) 3053,2
Financial Statement Year 1

Crimson Moon Studios Cash Flow Statement for 2019


Month: January February March April May June July August September October November December
Year 1 Total
Sales
Website Sales 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€
Third Party Sales (Distributing Platforms) 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€
Less: Platform Commission (Average: 20%) 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€
Net Sales (Total) 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€

Cash In 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€
Previous Month Credit Sales 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€

Total Cash Receipts 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€

Cash Out
Managemrnt Wages 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€
Electricity Cost 0€ 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 1.560,02 €
Telephone/Internet 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 714,00 € 714,00 €
Cloud service 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 58,80 € 58,80 €
Website Upkeep 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 7,80 € 7,80 €
Product Development Cost 4.166,66 € 4.166,66 € 4.166,66 € 4.166,66 € 4.166,66 € 4.166,66 € 4.166,66 € 4.166,66 € 4.166,66 € 4.166,66 € 4.166,66 € 4.166,66 € 50.000 €
Utilities 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€
Marketing Cost 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€
Licensing Fees 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€

Total Cash Payments 4.166,66 € 4.308,48 € 4.308,48 € 4.308,48 € 4.308,48 € 4.308,48 € 4.308,48 € 4.308,48 € 4.308,48 € 4.308,48 € 4.308,48 € 5.089,08 € 52.340,62 €

Cashflow Surplus/Deficit -4.166,66 € -4.308,48 € -4.308,48 € -4.308,48 € -4.308,48 € -4.308,48 € -4.308,48 € -4.308,48 € -4.308,48 € -4.308,48 € -4.308,48 € -5.089,08 € -52.340,62 €

Opening Cash Balance 10.000,00 € 5.833,34 € 1.524,86 € -2.783,62 € -7.092,10 € -11.400,58 € -15.709,06 € -20.017,54 € -24.326,02 € -28.634,50 € -32.942,98 € -37.251,36 € 10.000,00 €

Closing Cash Balance 5.833,34 € 1.524,86 € -2.783,62 € -7.092,10 € -11.400,58 € -15.709,06 € -20.017,54 € -24.326,02 € -28.634,50 € -32.942,98 € -37.251,46 € -42.340,44 € -42.340,62 €
Financial Statement Year 2

Crimson Moon Studios Cash Flow Statement for 2020


Month: January February March April May June July August September October November December
Year 2 Total
Sales
Website Sales 0€ 20.000 € 20.000 € 25.000 € 23.000 € 22.000 € 30.000 € 30.000 € 22.000 € 22.000 € 22.000 € 22.000 € 258.000 €
Third Party Sales (Distributing Platforms) 0€ 40.000 € 60.000 € 80.000 € 90.000 € 120.000 € 170.000 € 200.000 € 210.000 € 230.000 € 250.000 € 240.000 € 1.690.000 €
Less: Platform Commission (Average: 20%) 0€ 8.000 € 12.000 € 16.000 € 18.000 € 24.000 € 34.000 € 40.000 € 42.000 € 46.000 € 50.000 € 48.000 € 338.000 €
Net Sales (Total) 0€ 52.000 € 68.000 € 89.000 € 95.000 € 118.000 € 166.000 € 190.000 € 190.000 € 206.000 € 222.000 € 214.000 € 1.610.000 €

Cash In
Previous Month Credit Sales 0€ 0€ 52.000 € 68.000 € 89.000 € 95.000 € 118.000 € 166.000 € 190.000 € 190.000 € 206.000 € 222.000 € 1.396.000 €

Total Cash Receipts 0€ 0€ 52.000 € 68.000 € 89.000 € 95.000 € 118.000 € 166.000 € 190.000 € 190.000 € 206.000 € 222.000 € 1.396.000 €

Cash Out
Managemrnt Wages 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€
Electricity Cost 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 1.701,84 €
Telephone/Internet 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 714,00 € 714,00 €
Cloud service 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 58,80 € 58,80 €
Website Upkeep 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 7,80 € 7,80 €
Product Development Cost 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€
Utilities 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€
Marketing Cost 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€
Licensing Fees 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€ 0€

Total Cash Payments 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 141,82 € 922,42 € 2.482,44 €

189.858,18
Cashflow Surplus/Deficit -141,82 € -141,82 € 51.858,18 € 67.858,18 € 88.858,18 € 94.858,18 € 117.858,18 € 165.858,18 € 189.858,18 € € 205.858,18 € 221.077,58 € 1.393.517,56 €

734.383,00
Opening Cash Balance -42.340,62 € -42.482,44 € -42.624,26 € 9.233,92 € 77.092,10 € 165.950,28 € 260.808,46 € 378.666,64 € 544.524,82 € € 924.241,18 € 1.130.099,36 € -42.340,62 €

924.241,18
Closing Cash Balance -42.482,44 € -42.624,26 € 9.233,92 € 77.092,10 € 165.950,28 € 260.808,46 € 378.666,64 € 544.524,82 € 734.383,00 € € 1.130.099,36 € 1.351.176,94 € 1.351.176,94 €
Thank you for attending our presentation.

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