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Immersive Technology Studios .IMMERSIVE TECHNOLOGY STUDIOS - JUNE 2016 1 Immersive Technology Studios

Aug 16, 2019

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  • IMMERSIVE TECHNOLOGY STUDIOS - JUNE 2016 1

    Immersive

    Technology Studios Business Plan

    Rev. 1.3

    “Bridging the Gap between the Real & Digital World”

    43 Daniel Dr.

    Barre, VT 05641

    p. 802-451-9162

    info@vrtourpros.com

    https://vrtourpros.com

  • IMMERSIVE TECHNOLOGY STUDIOS - JUNE 2016 2

    Table of Contents

    I. Executive Summary ................................................................................. 4

    Mission Statement

    Highlights

    Revenue Goals

    Business Objectives

    Keys to Success

    II. Description of Business ........................................................................... 7

    Legal Entity / Founding Team

    Products and Services

    Suppliers

    Management

    Timeline

    III. Financial Management .......................................................................... 15

    Financial Management

    Phase 2 | Seed Round Funding

    Phase 3 & 4 |Series A Funding Round

    IV. Marketing ............................................................................................... 18

    Market Analysis

    Market Segmentation

    Competition

    Competitive Advantage

    Pricing

    V. Company Culture ................................................................................... 23

    Commitment to Employees

    Commitment to the Community

    Commitment to Faith

    Commitment to Diversity

    VI. Appendix ................................................................................................. 25

  • IMMERSIVE TECHNOLOGY STUDIOS - JUNE 2016 3

    Startup Expenses – (Appendix I)

    Revenue Projections (Appendix II)

    Milestones (Appendix III)

    Market analysis (Appendix IV)

  • IMMERSIVE TECHNOLOGY STUDIOS - JUNE 2016 4

    Executive Summary

    Mission Statement

    Immersive Technology Studios seeks to bridge the gap between the real and digital

    world by building realistic, interactive, and immersive virtual reality tools to engage

    audiences around the world.

    Highlights

    Immersive Technology Studios is seeking to build a world-class virtual reality

    platform that will “bring education to life” by creating content and tools that will

    engage students and improve learning retention, as well as provide educators the

    tools they need to administrate, track, and report on their pupils progress.

    This ambitious goal has been carefully mapped into four phases of the company’s

    growth. Stage one, which is already underway, involves ITS providing VR services to

    outside companies in order to discover the best practices in creating and building

    content in this emerging technology field. Stage two marks the transition from a

    service based company into a product based supplier by building an educational VR

    platform that accomplishes the above goal. Stage Three will focus on creating

    quality content that will be deployed on the platform. Finally in stage four,

    estimated to be in Q3 of 2019, the platform will be release to the target market with

    a revenue goal of $7 million in 2020 growing to $56.25 million by 2025.

  • IMMERSIVE TECHNOLOGY STUDIOS - JUNE 2016 5

    Revenue Goals

    Business Objectives

     Develop scalable virtual reality platforms and content for distribution into

    select industries.

     “Bring Education to Life” by creating quality VR platforms, content, and tools

    for teachers and students to improve learning and knowledge retention.

     Capture 6% ($12.9MM) of market segmentation within 3 years of product

    release.

     Capture 15% ($56.25MM) of market segmentation within 6 years of product

    release.

    2019 2020 2021 2022 2023 2024 2025

    $2,700,000.00 $7,000,000.00

    $12,900,000.00

    $20,400,000.00

    $29,500,000.00

    $40,200,000.00

    $56,250,000.00

  • IMMERSIVE TECHNOLOGY STUDIOS - JUNE 2016 6

    Keys to Success

     Realistic – ITS believes that in order to take full advantage of virtual reality

    technology the content that is experienced must be relatable. To that end we

    believe in producing highly-realistic VR content that represents an actual life-

    experience someone would have when using our VR products. This includes

    producing high quality photo-realistic environments, not computer

    generated model representations.

     Interactive – ITS believes that the users should be in-control of their VR

    experience. While being surrounded by amazing content is great, if users do

    not have a way to interact with that content then the VR experience is

    nothing more than a fancy “view-master.” Examples of interaction include

    moving around the VR environment, as well as selecting and engaging with

    elements within the experience.

     Immersive – ITS believes that the best way to enjoy VR environments is

    through highly immersive experiences. As a first step this means being an

    advocate for the use and advancement of VR headsets within the culture.

    However it also means expanding beyond simple headsets and creating

    tactile experiences that can take advantage of even more immersive

    technologies, incorporating both sound and touch elements.

     Accessible – ITS believes that VR must be accessible to everyone, regardless

    of their budget, VR headset choice, or lack of access to VR hardware. In order

    to address this ITS has worked hard to develop a WebVR platform that is

    cross-platform compatible and capable of working on all types SBS headsets;

    ranging from the high-end and expensive luxury units, to basic and

    affordable mobile VR models. Additionally the ITS platform provides non-VR

    fallback options to use on mobile devices or computers for when VR is not-

    practical or possible.

     Visionary – ITS believes is bridging the gap between the real and digital

    world. As part of this mission it means looking ahead toward the future,

    identifying creative technology solutions to the world problems and

    developing realistic ways to meet those needs.

  • IMMERSIVE TECHNOLOGY STUDIOS - JUNE 2016 7

    Description of Business

    Immersive Technology Studios is a premier Virtual Reality (VR) Studio committed to

    bridging the gap between the real and digital world by producing high quality VR

    content that is realistic, interactive and immersive.

    Legal Entity / Founding Team

    Immersive Technology Studios is currently a tradename for Glover Ventures, LLC.

    With majority ownership (75%) by Andrew Glover, and partial ownership (25%) by

    John Parker. During the seed round investment period ITS will be split off into its

    own separate entity, current options being considered are an LLC, or B-Corp.

    Andrew T. Glover – Founder / CEO

    A lifelong entrepreneur, Andrew Glover got his start in the business world in

    middle school renting concession equipment and selling food and beverages

    at local events. During high school he trained and worked as an AASI certified

    snowboard instructor, and then supervisor at a ski-shop in West Dover, VT.

    He would later return to manage that ski shop in the winter of 2011/2012.

    After attending Liberty University, Andrew started Vermont Media Solutions

    (VMS), a full service marketing company providing digital and traditional

    marketing services to small businesses and organizations throughout New

    England. In addition to providing consulting services through VMS, Andrew

    has also worked as Marketing Coordinator at Hibbert & McGee Wholesalers

    (5/12-1/14), and Director of Marketing at Moscow Mills, Inc. (1/14-10/15).

    Today Andrew is the CEO of Glover Ventures, LLC. which owns and operates

    both Vermont Media Solutions and Immersive Technology Studios.

    John M. Parker – Co-Founder / CTO

    A life-long geek, John found that "being a nerd" paid off in High School.

    Representing Keene High School's Cheshire Career Center in SkillsUSA's

    Vocational Industrial Clubs of America (or 'VICA' for short) competition, John

  • IMMERSIVE TECHNOLOGY STUDIOS - JUNE 2016 8

    won first place in the state-wide challenge and went on to compete at the

    national level in Kansas City, MO (twice). After leaving college at New

    Hampshire Technical Institute, John returned to southwestern New

    Hampshire to begin working as an Associate Software Engineer for ES3, LLC.

    At ES3, he refined skills while developing technical solutions to support ES3's

    efforts in becoming a world leader in Automated Warehousing.

    Today Joh works as a Programmer Analyst at the world's largest dairy breed

    association, Holstein Association USA. His most recent project involved the

    development of a comprehensive management tool designed to help dairy

    producers optimize investments in Holstein genetics through the use of

    genomic testing. “Enlight”, developed in collaboration with Zoetis Services LLC

    and Holstein USA, empowers dairy herd owners by providing them