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Type of Game | a. Classic | | | b. Hybrid | | | c. Persistent World | | -
Style | a. 3D First-/Third-Person | | | b. Isolinear, Top-Down | | | c. Other:___________________________ | | -
Primary Mode | a. Real-Time Strategy | | | b. First-Person Shooter | | | c. Virtual World | | | d. Card/Board Game | | -
Genre | a. Fantasy | | | b. Science-Fiction | | | c. Other:___________________________ | | -
Primary Market | a. Mass | | | b. Moderate or Casual | | | c. Hard-Core | | -
Competitive Analysis | a. Current Competitors | | | b. Competitors in Development or Testing | | -
Development Timeline | a. Design | | | b. Development | | | c. Alpha Testing | | | d. Beta Testing | | | e. Anticipated Launch Date | | -
Cost of Entry | a. Property Licensing and Royalty Costs | | | b. Development Budget | | | c. Marketing Budget | | | d. Launch Budget | | | e. Bandwidth Needs | | | i. How Many Bits/Bytes per User/Minute? | | | ii. Cost per MB of Access | | | f. Annual Maintenance Budget | | | g. Live Team Costs | | | h. Hardware and Bandwidth Costs | | | i. Total Estimated Cost, Development Through First Year Post-launch | | -
Revenue Projections | a. Estimated Retail Sales | | | b. Expansion Pack Sales | | | c. Subscription Fees | | -
Risk/Reward Analysis | a. Development and Launch Costs Versus Customer Market Niche of the Product | | | b. Team Experience Versus Nearest Competition | | | c. Licensed Versus Original Product | | | d. Expected Return on Investment | | | i. Amortization Time of Development and Launch Costs | | | ii. Profit Margin, Years 1 “5 | | -
Permission to Proceed | a. Perform the Preliminary Design: Go or No-Go | | | b. Design Document Review: Go (Continue to Final Design) or No-Go (Cancel the Project) | | |