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Working Draft
Organization Plan
Table of Contents
EXECUTIVE SUMMARY ..
Introduction
Mission .............
Market
Objectives
Keys to Success
3
3
3
3
3
3
MARKET ANALYSIS
Overview
History
Demographics
Value Chain
Statistics
4
4
4
4
5
5
OPPERTUNITY RECOGNITION .
Independent Development
Video Game Modifications
Industry Challenges
Free To Use Game Engines
Decentralized Development
Digital Distribution .
Opportunity Recognition ........
6
6
6
6
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7
7
7
ORGANIZATION STRATEGY
Overview ..............
Assumptions About The Future ..
Philosophy and Ethics .......................
Organization Stakeholders .
Growth Roadmap ..
Brand Awareness And Presence .
Project Titles ..........
Product Development .
Product Distribution .
Revenue Generation .
Suppliers and Vendors ....
Absorption of Dead Projects ...
Competitive Advantage
SWOT Analysis ...
Strategic Fit ..
Revenue Generation ..
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8
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RISK MANAGEMENT ..
General Overview ..
Regulatory Compliance
Consumer Relations ..
16
16
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16
FINANCIAL PROJECTIONS .
Important Assumptions ..
Surplus Or Deficit Projections..............
Cash Flow Projections ....................
17
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Organization Plan
Organization Objectives:
1.
2.
3.
4.
5.
6.
Innovative We are one of the few, if not the only, nonprofit organization in the game development community positioned to
establish projects, educate the community, and provide common resources for everyone to use.
Practical Our organization is structured with a means to operate and grow in a self-reliant and sustainable manner. We are
not wagering on the availability of grants or generous donations. Constructed for success, we utilize community projects to
generate community donations while cumulatively pursing grants and sizable donations from members of the community.
Level Headed We embrace and encourage an equable mentality in our organization. We believe progress has not been
driven by the few, but rather progress has been the culmination of everyone working together to achieve economic growth
throughout the ages. We wish to confer a judicious spirit in all the relationships our organization builds, whether with
corporations, educational institutions, government agencies, or individuals. It is our belief that everyone's input and
contributions is valuable, and we hope to instill that attitude in all of our interactions in the future.
Organization Plan
Demographics:
2010 Essential Facts About the Computer and Video Game Industry
http://www.theesa.com/facts/pdfs/ESA_Essential_Facts_2010.PDF
Organization Plan
Growth From 2003 to 2006, the entertainment software industrys annual growth rate exceeded seventeen percent. Over
the same period, the entire U.S. economy grew at a less than four percent rate.
GDP In 2006, the entertainment software industry's value added $3.8 billion to the U.S. Gross Domestic Product (GDP). The
industry also makes a disproportionate contribution to the real growth of the nation as a whole. For example, in 2005-06, the
industry's contribution to real growth exceeded its share of GDP by more than four to one.
Employment The entertainment software industry also continued to grow as a source of employment. For the four-year
period 2002-06, direct employment for the industry grew at an annual rate of 4.4%. Currently, computer and video game
companies directly and indirectly employ more than 80,000 people in 31 states. By 2009, its projected industry will
encompass over a quarter of a million American jobs. The average salary for game industry employees in 2010 was $92,300,
resulting in total national compensation of over $2.2 billion.
Video Games in the 21st Century Entertainment Software Association
http://www.theesa.com/facts/pdfs/VideoGames21stCentury.pdf
Organization Plan
Organization Plan
Decentralized Development
Decentralized development is where team members of a
project work together but not in the same physical
location. Instead, they work together remotely. This form
of development is becoming increasingly popular with the
advent of team management, collaboration, and video
chat software. Independent game developers and
modification teams have been utilizing decentralized
development models for decades now. With the advent
of this method of development, it has become
increasingly less expensive to produce game titles as the
overhead of maintaining an office is no longer necessary.
Digital Distribution
Traditionally, the majority of video game titles were
designed by a development company in partnership
with a publisher who, in turn, marketed and distributed
the title. However, with the advent of always on
broadband internet, digital only copies of a game
without any physical media whatsoever became
feasible. Although this form of distribution has been
around since the early 1980's, consumers failed to adopt
it in mass until internet technology matured to a point
where the time spent waiting for your device to acquire
the content became reasonable. This digital only
distribution method has cut out a large percentage of
retail sales and, in turn, has increased the developers
profit margins from 30% to 60%.
Opportunity Recognition
The recent availability of digital distribution methods, the ability to conduct decentralized development, and the
accessibility to cutting edge game engines opens a unique window to craft an innovative and internally self-sustaining
nonprofit organization. This is where our organization aims to execute our vision and integrate ourselves into the
technological transformation, which is occurring simultaneously throughout the various sectors of the global economy.
Our organization intends to place ourselves into the flow of these converging forces where we will educate and recruit
members of the community to work on collaborative game development projects, which will be released and marketed as
revenue generating instruments, while at the same time pursing grants and donations from various institutions in our
communities. Initially, we will operate completely from a web presence with periodic public events at educational
institutions. Once our web based projects generate sufficient revenue, we will build a physical dormitory facility in
partnership with a major university, where talented community members can live for free and further their education.
Organization Plan
Organizations Stakeholders
Our organizations stakeholders are centered around the game development community and its immediate
environment. The primary stakeholders, those engaging directly with the organization, include but are not limited
to its volunteers, board of directors, customers, contributors, and sponsors. The secondary stakeholders, those not
engaged in a direct exchange with the organization, include the community and the public. Since our organization is
engaged in philanthropic objectives targeting the youth, most of our secondary stakeholders affected by our
organization are predominately young people, educational institutions, and families.
Organization Plan
4.
The first phase consists of a web presence where individuals become aware of our organization and can help
participate in our undertakings.
The second phase is the establishment of in person engagements and after school meetings where we can
network and establish a presence in the community.
The third phase is where we seek to forge a partnership with a major university or universities in order to found
a physical dormitory-like facility where students with a similar background and interests can live and grow
together.
The fourth phase is where we will reach self-sustainability in our organization. Concurrently with all the other
stages, we are actively developing free, electronically distributed products, which will generate revenue via a
donation based model.
The first stage is incubation. This is when we launch our incorporating documents, produce our
business plan, draft our documentation, launch our web presence, and establish a framework
to guide us in the future. Currently, our operating expenses are less than $500 a year and are
completely internally funded.
The second stage is where we establish our roots. For an organization to be successful, building
industry contacts and participating in the community is vital. In this stage, we embark on
attracting media attention via the development of our game project's technical demonstrations
while, at the same time, forging as many positive relationships as possible to attract talent to
volunteer with our organization. Our expenses will continue to be less than $500 a year during
this phase.
The third stage is when our organization begins to sprout. Here we will begin our fundraising
campaign to found our first dormitory facility. The phase ends when the facility is completely
owned by the organization. Once this stage is complete, our organization will be selfsustainable. We will only require enough revenue to maintain our facility and web presences.
Dues from members living in the facility can be assessed or adjusted depending on the cash
flow of the organization.
Organization Plan
Project Titles
The structure of our organization allows flexible development of a wide range of project titles. As of now, we are
working on three different titles. Our first title is Random, which is a community directed example project that has
been released to the Unreal community as an example. Another project currently under development is Cardinal
Fall. This title is a 2.5d sidescroller fighting game where multiple players are pitted against each other in an arena
with a single weapon. Our third project is a multiplayer exploration game called Spectral Rift where players explore
different landscapes in a struggle to restore order to their fractured reality.
Product Development
We utilize various methods to coordinate our product development. Since we have decentralized virtual
development, we heavily utilize web based project management tools such as Open Project, messaging clients, and
NodeBB forum software. For version control, we use Git and Mercurial repositories with Kallithea as a web graphical
user interface. Our infrastructure runs on both a shared web host and a virtual private server located in Brea,
California and Dallas, Texas.
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Organization Plan
Product Distribution
Our products will be distributed entirely digitally via the internet. For early releases of our projects, we utilize direct
links on our website or peer-to-peer torrent seeds. Products that have reached a level of quality where they can be
accepted by the distribution platform Steam will utilize that venue for their release. To release a project over
Steam, the project must be approved by the Steam community through a process known as green lighting.
For all projects which fall between these two levels of development, we utilize an open source application known as
LaunchPad. LaunchPad is a digital distribution application which allows automatic updates to be distributed via file
transfer protocol to the end user. When a patch to our project is released, we can push it to all of our clients. In the
future, LaunchPad will be adapted to support peer-to-peer distribution to reduce our infrastructure overhead.
Revenue Generation
Revenue generation for our organization will be conducted through donations, grants, and a few for sale projects
released at a low price through a digital distribution medium, such as Steam. All of our released projects and
websites have links to donate to our organization via PayPal. We may also release projects with a free to play model
or as an in-game asset purchasing system to raise revenue.
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Organization Plan
HELPFUL
HARMFUL
INTERNAL
STRENGTHS
Low Overhead
Less Risk Adverse
Adaptable
WEAKNESSES
Limited Resources
Dependent on Donations
Subject to Game Engine Suppliers
EXTERNAL
OPERTUNITIES
New and Unique Idea
Hybrid Cost Leadership and Differentiation
Prevailing Industry Trends
THREATS
Well-Funded New Entrants
Lack of Interests or Volunteers
Copyright Violation Lawsuits
Strategic Fit
Strategic fit is the measure of an organizations particular product, project, or objectives alignment with the
capabilities or position that the organization currently possesses. The unique positive qualities our organization
possesses is the lack of overhead in terms of salary or compensation for project development and the ability to take
risks as a result. This enables our organization to attempt innovative ideas a profit-orientated organization may not
attempt due to the perceived risk of the idea.
As a result, our organizations best strategic fit is with projects that are unique and distinct in scope. We will never
be adept at developing cookie cutter games or rehashed ideas, which have already been done as we dont have the
resources for quick development time, and we will find difficulty in attracting volunteers to develop worn ideas.
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Organization Plan
Matrix Structure
Structure
At the top of our organizations chain of command is the board of directors. This board has direct control over the
organization and the managing director. The managing director oversees the daily operations of the projects and
managers. All of the managers and team leads answer directly to him. The managing director and the team leads are
encouraged to have an accommodating leadership style, while the managers are encouraged to maintain a
competitive leadership style.
Vice Chair
Secretary
Managing Director
Treasurer
Members
Management Structure
Project A
Team Lead
Project B
Team Lead
Project C
Team Lead
Programming
Manager
Level Design
Manager
Modeling
Manager
2d Art
Manager
Character
Manager
Animation
Manager
Audio
Manager
Effects
Manager
Writing
Manager
Project A
Programming
Project B
Programming
Project C
Programming
Project A
Level Design
Project B
Level Design
Project C
Level Design
Project A
Modeling
Project B
Modeling
Project C
Modeling
Project A
2d Art
Project B
2d Art
Project C
2d Art
Project A
Characters
Project B
Characters
Project C
Characters
Project A
Animations
Project B
Animations
Project C
Animations
Project A
Audio
Project B
Audio
Project C
Audio
Project A
Effects
Project B
Effects
Project C
Effects
Project A
Writing
Project B
Writing
Project C
Writing
Board of Directors
The organization is C Corporation founded in Des Moines, Iowa. The boards responsibility include:
maintaining oversight of the organizations general direction, fundraising activities, financials, and the
activities of the managing director. As the organization grows, the boards bylaws are written to allow
more positions within the organization. Currently, the board is comprised of a Chair, Vice Chair,
Secretary, and a Treasurer.
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Organization Plan
Management Roles:
14
Organization Plan
Control Process
Each project has well-defined objectives and requirements. The tasks
assigned to team members all have deadlines and quality standards
applied to them. We measure the performance of our members based
on successful deadline hit or missed ratios and the quality of the
members work. The Team Leads function predominantly as a
directional compass and moral support; however, they also monitor
the progress of each Team Member. If there is a problem with a
specific team member, the project lead will report it to the manager in
charge of the members particular skill and a course of action will be
decided. These actions may range from mild corrective actions, such as
informing the team member of the grievance, all the way up to
dismissing them from the organization and removing their credentials
to access our systems.
Management by Objectives
We utilize a system of management
by objectives where the team lead
and team members identify
common goals, define each others
common areas of responsibility,
and set the terms of the results,
which are to be expected. This
method allows for the project to be
completed in a calm yet productive
manner, while also mitigating the
pressure of the day to day
development process.
Recruitment Process
Recruitment is conducted via the use of the internet. Each project has its own standards. Some projects have higher
standards of quality and commitment levels than some that are more casual, and others may be as aggressively run
as a for profit studio. Project team leads and managers work together to decide who is given what privileges and
titles in the community. Each project has different systems of formal and informal control. Some may be more
relaxed than others. We employ a recruitment process based on competence. Our organization does not
discriminate based on age, race, sexual orientation, nationality, or religion.
Channels of Communication
We understand there are many avenues for communication. These venues
can be both informal and formal. Consequently, some informal
communication may be used in an undesirable fashion. Officially, all of our
communication happens via our web presence. Unofficially, we realize that
its natural for people to communicate through informal channels.
Informal communication within an organization is known as a grapevine.
Grapevine communications frequently fall into the realm of gossip, where
information is disseminated to many people like the spokes in a wheel, or
as a cluster chain where information exchange is spread through
individuals informal relationships, which may not follow official chains of
command.
We encourage the use of grapevines as a sounding device, both internally
and externally from our organization. Rules can be made against using
improper channels of communication; however, often times this does not
work, especially in an all volunteer force. Instead, our organizations
members are encouraged to utilize this grapevine communication to
discover how team members and the community really feel about the
decisions and direction of the organization.
Organization Culture
All organizations hold some basic
assumptions about the environment
in which they operate and the values
that are encouraged or discouraged.
These assumptions show people what
the organization considers
appropriate and inappropriate
behavior. Over time, these values
have a tendency to be taken for
granted and may eventually drop out
of awareness.
Appreciation of this predilection goes
a long way in combating this
tendency. We will help mitigate this
by holding periodic reminders of the
importance of a healthy culture in our
organization. Once our organization
grows large and the ethics and culture
of our organization become difficult
to manage, we will utilize social audits
and draft a code of ethics to keep our
organization on track with its
objectives.
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Organization Plan
Regulatory Compliance
Our organization will do its best to ensure all of our activities and standards are compliant with the regulations
involved in our activities. We will not tolerate any members violating local laws or regulations. Any violation
from a member of our organization, no matter how senior, should be immediately reported to the board of
directors and the matter will be dealt with promptly.
Consumer Relations
We understand the importance of our reputation. Because of this, we have strict controls on the quality of our
products, whether they are free or paid. Our organization does not directly control all aspects of the projects
we affiliate with, but we take our reputation very seriously. If you have any grievance or concern, do not
hesitate to contact us. We take great pride in making sure our products work as they are intended.
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Organization Plan
YEAR 2
YEAR 3
YEAR 4
YEAR 5
60 DONATIONS
AVERAGING $5 EACH
60 DONATIONS
AVERAGING $10 EACH
600 DONATIONS
AVERAGING $10 EACH
600 DONATIONS
AVERAGING $20 EACH
2,400 DONATIONS
AVERAGING $10 EACH
$300
$600
$6,000
$12,000
$24,000
Year three through four mark the early alpha and beta release dates of our game projects. These projects will be
released for free. Donation links will appear frequently in a manner similar to Wikipedia. By year five, our game
projects will become more complete. Beyond our fifth year, we will consider a for sale release of one of our game
projects depending on how the climate of the community and the popularity of the title.
YEAR 1
$300
$9.60
$0
$9.60
$290.40
99.97%
YEAR 2
$600
$19.20
$0
$19.20
$580.80
99.97%
YEAR 3
$6,000
$192
$0
$192
$5,808
99.97%
YEAR 4
$12,000
$384
$0
$384
$11,616
99.97%
YEAR 5
$24,000
$768
$0
$768
$23,232
99.97%
$0
$271.95
$0
$0
$0
$0
$0
$0
$0
$271.95
$18.45
$18.45
$0
$0
$18.45
6.15%
$0
$271.95
$0
$0
$0
$0
$0
$0
$0
$271.95
$318.45
$318.45
$0
$0
$318.45
53.10%
$0
$271.95
$0
$0
$0
$0
$0
$0
$0
$271.95
$5536.05
$5536.05
$0
$0
$5536.05
92.27%
$0
$1,000
$0
$0
$0
$0
$0
$0
$0
$1,000
$10,616
$10,616
$0
$0
$10,616
88.47%
$0
$1,000
$0
$0
$0
$0
$0
$0
$0
$1,000
$22,232
$22,232
$0
$0
$22,232
92.63%
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Organization Plan
YEAR 1
YEAR 2
YEAR 3
YEAR 4
YEAR 5
$290.40
$0
$290.40
$580.80
$0
$580.80
$5,808
$0
$5,808
$11,616
$0
$11,616
$23,232
$0
$23,232
$0
$0
$0
$0
$0
$0
$0
$290.40
YEAR 1
$0
$0
$0
$0
$0
$0
$0
$580.80
YEAR 2
$0
$0
$0
$0
$0
$0
$0
$5,808
YEAR 3
$0
$0
$0
$0
$0
$0
$0
$11,616
YEAR 4
$0
$0
$0
$0
$0
$0
$0
$23,232
YEAR 5
$0
$271.95
$271.95
$0
$271.95
$271.95
$0
$5536.05
$5536.05
$0
$10,616
$10,616
$0
$22,232
$22,232
$0
$0
$0
$0
$0
$0
$0
$271.95
$18.45
$120.45
$0
$0
$0
$0
$0
$0
$0
$271.95
$318.45
$438.90
$0
$0
$0
$0
$0
$0
$0
$271.95
$5536.05
$5,974.95
$0
$0
$0
$0
$0
$0
$0
$1,000
$10,616
$16,590.95
$0
$0
$0
$0
$0
$0
$0
$1,000
$22,232
$38,822.95
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Organization Plan
Definitions
Administrative Expenditure: defined as the
money allocated to the operation of our
organization. The total amount of money
allocated can be up to, but no more than, 15% of
the previous years annual revenue. It is broken
down further into two categories, referred to as
expenses and compensation. Expenses can be up
to 100% of the administrative expenditure but
compensation cannot exceed 50% of the
organizations operating expenditure.
Compensation: defined as any organizational
funds used to pay for services performed for our
organization.
Capital Investments
Annual Revenue
Administrative Expenses
0%
20%
40%
60%
80%
100%
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Organization Plan
Capital Investments
Example:
No Less Than
85%
Up To 15%
of Total
Up To
15%
Capital Investments
Compensation
No More
Than 7.50%
Expenses
Operating Reserve
20%
40%
60%
80%
100%
20
Organization Plan
Conclusion
Since the inception of the gaming industry, industry advancements have been made at an exponential rate.
This growth has resulted in a demand for the rise of new businesses, organizations and job opportunities. In
effect, the game industry has become an extremely demanding field which requires its participants to have
advanced technical skills and a firm grasp on various software tools. Perhaps the most critical component of
the game development community is the cohesive melding of technical expertise and creative talent.
With this in mind, our organization aims to provide a positive impact on our society. Some of the qualities we
hope to instill in our community are meaningfulness, recognition, self-actualization, social outlets, personal
achievement, positive reinforcement, and a progressive learning environment motivated by creativity.
This living document is designed to help aid our organization on its journey in building a successful, enduring,
and sustainable organization.
Thank you for taking the time to read about our organization.
Thank you,
-The Nonprofit Development Group
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