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Cybergirl Project EXECUTIVE SUMMARY Prepared by Michelle Gagné September 2018 (Draft Version 3.5) MICHELLE GAGNÉ 203-4080 BOULEVARD ST-LAURENT, MONTRÉAL, QUÉBEC, CANADA, H2Y 1Y8 │PHONE: (514)-503-9160 / (514) 845-7369

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Page 1: EXECUTIVE SUMMARY - cybergirl.worldcybergirl.world/wp-content/uploads/2018/08/Exec... · A new model of enterprise with an educational vocation, that is both profitable and benevolent,

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Cybergirl Project EXECUTIVE SUMMARY

Prepared by Michelle Gagné

September 2018

(Draft Version 3.5)

MICHELLE GAGNÉ │ 203-4080 BOULEVARD ST-LAURENT, MONTRÉAL, QUÉBEC, CANADA, H2Y 1Y8 │PHONE: (514)-503-9160 / (514) 845-7369

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Executive Summary

O V E R V I E W

As owners of the Cyber Girl intellectual property, we are uniquely positioned to exploit this high-profile and appealing brand into a number of different markets A new model of enterprise with an educational vocation, that is both profitable and benevolent, it is controlled by a Creative Team of highly experienced individuals joining forces to make an impact on society.

P R O J E C T O V E R V I E W

Cybergirl, a transmedia narration project which comprise of telling independent yet connected stories across multiple media platforms as a collective experience of the narrative. This method of storytelling explores creative possibilities that opens up new revenue streams and promotes brand loyalty and audience engagement. The large entertainment spectrum covers far more than movies, games, literature, and includes: Global entertainment capitals, entertainment technology, immersive entertainment, self-learning, mass media and a portal and blog for all things behind-the-scenes in entertainment. Capitalizing on the growing content demand and gaming market, our main advantage lies in the ability to leverage creative resources and technology across all media platforms, lowering production costs and the time-to-market.

B A C K G R O U N D

Michelle Gagné, software engineer turned story teller has both a business and a technical background. Having worked in software product development for the past 25 years, she acquired a wealth of experience, skills and knowledge profitable to this project.

O U R V I S I O N

Think globally, act locally and do things differently. Create value for partners, shareholders, collaborators and customers and lay the foundation for a long-lasting and self-sustainable company, an ecosystem where creativity, innovation, inclusion, collaboration and cross-pollination serve as the building blocks.

C O M P A N Y

The business model is innovative as it adopts high performance work practices. It’s built on the holacracy framework, with distributed and self-organized teams, for manageable operations and growth. For product and content development, the ‘Agile’ methodology is implemented to provide incremental value delivery, to exploit each individuals’ strengths and abilities, and to leave room for their creativity to flourish. Head-quartered in Montréal, a city known for its workforce quality and attraction power.

G O A L S A N D O B J E C T I V E S

Provide content built around a screenplay for easy adaptation to all media; storyboard, narratives, character arcs, and plots. The main business objectives include: Recruit the Creative Team Members Get buy-in from a financial partner Elaborate detailed business plans Secure financing

EXECUTIVE SUMMARY

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Value Proposition

O V E R V I E W

Our value proposition consists of three 3 different core

elements gravitating around a story.

T H E S T O R Y

Based on a true-event, the story uses current factual information of scientific, social and economic nature as well as common sense for near-future predictions. A genre best described as Hard Science-Fiction with a mix of Fantasy, Adventure and Super Hero Epic. Starring Cybergirl, a young computer whiz kid and her team of misfits’ friends, this compelling saga occurs in the present moment, in a not-too-far-away place we visit every day: The Cyber World! A space high in color, where life mimics life, and where villains are full of surprises.

F R O M F I C T I O N T O R E A L I T Y

The Cyber Resistance Movement’ social network, as depicted in this saga, truly exists, and is part of this value proposition. It’s a place where members meet, collaborate on missions and share tools and knowledge.

S O C I A L I M P A C T

The story has huge education value as it promotes science and technology, and sheds light on our technology; who controls it, how it’s used to do good or bad… and will create a collectively shared mental picture. It addresses the current society issues caused by the technology revolution; bullying, cyber addiction, cyber security and governance… as well as those caused by man; environment, human and animal rights, equality… It provides a good foundation in Coding - an invaluable skill, and strong role-models in technology for girls and minorities - a ‘must-have’ for the future workforce.

VALUE PROPOSITION

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Entertainment Value

B R A N D F R A N C H I S E L I C E N S E S

Out of this central narrative, stems a network of intertwined efforts applicable to all entertainment media and where, the whole is greater than the sum of each part. The content is designed for reuse and repurpose to leverage resources and expertise, reduce production costs and to allow cross-pollination of brand positioning and marketing activities. The terms and conditions vary based on the media and the type of partnership; product, distribution, business, or educational. Unique selling points include: Leverage of resources High international appeal Social and economic impact

F I L M / T V S E R I E S

This project will attract local artists and renowned talents like Jean-Marc Vallée, Denis Villeneuve… sure to entice top actors. As well, there are lots of opportunities to lower production costs, namely, by collaborating with the National Film Board (O.N.F.) to share their 360-degree camera technology and installations. More so, images from KYLA, a film they coproduced, is exactly what was envisioned for the cyber world.

M A S S M E D I A

A social media platform built for fans, gamers, students, undergraduates, groups and collaborators, a belong-to-place to connect with like-minded people and groups, exchange with peers and mentors, celebrate cultural differences and new ideas, learn, play and much more…

An Instagram of Good Deeds and a collaboration and learning platform.

V I D E O G A M E

An innovative design built on open source software, incorporating geospatial, AI and VR technology. It can be rendered for Light users (phone and tablets), Gamers (internet) or Hard core Gamers (console) and could easily be adapted to a board game. With three (3) levels of consumer entertainment; playing, viewing, and creating, as the gamers participate in the development process, it is sure to reach the largest possible audience.

N O V E L A N D C O M I C B O O K

A Novel and a Super Hero Comic Book Strip for the younger clientele and that will provide resources to the other media.

M U S I C S T R E A M I N G

A music soundtrack of international and cultural flavor, with remakes of the 80’s. Required for the film and the game it will provide an additional revenue stream.

M E R C H A N D I S I N G

A considerable revenue stream, it serves different purposes while creating new opportunities.

1. ENTERTAINMENT VALUE

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2. Technology

Value

O V E R V I E W

We believe that technology is a key factor in determining the great from the good and that it provides the tools to be successful! In addition to lowering production costs, it shortens time-to-market, and give us a competitive edge. The aim is to create products and solutions that will serve our needs and be marketable as licenses or services for additional revenue streams, while covering the infrastructure costs to keep up with ‘state of the art’ technology.

D E S I G N G O A L

Instead of re-inventing the wheel, existing products and technology will be integrated in a mix to create a flexible and innovative solution. Open Source software is favored whenever possible and is mandatory for parts of the Game development to allow gamer contributions.

P R O D U C T / T E C H N O L O G Y M I X

Most of the technology and tools for this project serve many purposes, creates value to each of the other core elements, and adds value to the whole. Geospatial Technology Agile Development Team Server Learning & Development Product Open source Content Management Also in the mix, different frameworks and API’s, integrated into a single source to create a development environment for the Game Engine, Artificial Intelligence, and other technology used.

S E R V E R E N V I R O N M E N T

L E A R N I N G & D E V E L O P M E N T S E R V I C E

Tailored for the millennium with self-pace courses, automated content delivery, surveys, this learning and development platform can cater to the largest possible audience (internet, mobile and phone). Generating revenues through a SAAS model offered to businesses with strong needs in talent development, it drives our education mission, and serves our internal growth strategy.

G A M E S O F T W A R E L I C E N S I N G

Although not an integral part of the value proposition, the opportunity exists to license the game development solution developed to other game companies and developers.

2. TECHNOLOGY/PRODUCT VALUE

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3. Social Impact

Value

P R O J E C T O V E R V I E W

Society has just begun to recognize serious concerns with issues that kids have to deal with today, along with the global risks brought on by the misuse of technology, and by man-kind. The project is about collectively addressing these issues by capitalizing on the power of transmedia storytelling, known to reach and engage a large audience into a participative universe, sure to drive our mission.

G O A L S A N D O B J E C T I V E S

Exploit the goodness of people and the untapped creativity and capabilities of kids and young adults by providing tools and education opportunities. Educate and get educated! Create a venue to collaborate at different scales; local, national, global, to get more bang from the buck and more impact from creative resources. Local and mass mobilization to fight back against cybercrimes, dependence, bullying, social skills deficit, fake news, low penetration of women and minorities in high-tech, etc. Main objectives include: Develop social intervention programs, surveys and

missions that can be replicated, and collaborate with universities and research programs for the more complex issues.

Work with a junior high school class and a special needs group, prepare the intervention plan, and submit for financing.

and for the program with a junior high school class and a children social intervention group special classes to

I M P A C T S T R A T E G Y

Create a BIG BANG that will generate rippling effects of awareness and motivation, in all media channels simultaneously. The strategy includes: Entertainment media to grab attention and to

generate awareness and hype Social media to grow the base and fully exploit the

pyramidal network effect Ecosystem to act as an incubator for creative ideas

and solutions, and to channel the energy Reward and Recognition program to engage and

motivate

R E W A R D A N D R E C O G N I T I O N

The CYBER WORLD SPACE MILES PROGRAM serves the game framework and the social media network. A credit-base program that manages points by individuals, groups and missions, in different currencies such as Wisdom and Benevolence. It delivers motivation, incentives and recognition, secures engagement, and generates user-content with success stories, ideas, and opportunities. Currency producing activities include: Self-Learning activities and programs Activism by proxy Cyber policing Community outreach initiatives Missions and benevolence projects

3. SOCIAL IMPACT VALUE

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Business Strategy

O V E R V I E W

We are committed to ensuring that our diverse range of activities translates into a coherent business plan, bringing together all stakeholders. The plan is built on an Organic Growth model, with ramp-up milestones and bail-out points, and ensures a fast response to market opportunities and a framework for growth.

K E Y O B J E C T I V E S

Our aim is to test ideas at the earliest stages of development to help create informed audience and business-centered strategies. Our talent acquisition and content design strategy guarantees perennity for the company, product and content. The main objectives: Bring on board renowned players and door openers

that share our values, and who in turn, will attract other talented individuals in each media

Secure funds available for culture, education, technology innovation, and the growing Impact and Social Responsible Investment (SRI) capitals

Enroll a few school classes to create a program that can be replicated

Build key strategic alliances and test the entertainment market content licensing interest

C O M P E T I T I V E A D V A N T A G E S

Velocity in value delivery with teams owning the complete product/solution life-cycle responsibilities. Also includes: Control -- Cost leadership and ownership of the

intellectual property rights, trademarks and technology

Differentiation – Brand, content, business and technology innovations

Appeal – To audience and socially-minded talent and organizations

S T R A T E G Y O P T I O N S

Many opportunities exists as far as ways to develop and sell this project. The path chosen will impact the business canvas as far as the cost structure, revenue streams, key resources, and targeted customers/partners. Keep the brand and provide exclusive content

licenses to established production companies in the Game, Film/TV and Music industries.

Keep the brand and act as producers or co-producers for the Game, Film/TV, Novel, Comic Book, and Music elements.

Relinquish the intellectual property rights to a multi-modal content distributer such as Netflix, Walt Disney, Sony, AT&T-Time Warner …

Note: Our preference is to retain a larger financial stake and control over the project’s social mission.

BUSINESS STRATEGY

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Business Canvas

The following is a global picture. The business canvas provides more detail broken down by core value.

K E Y R E S S O U R C E S

At the start of the project, Michelle as Team Leader, and the Project Champion, an entrepreneur with a solid reputation, business know-how, and contacts in governments and investment capitals. Their first objective is to recruit the other Creative Team members. Talented and experts in their field of entertainment, communication, education, sociology or technology, and a kid, 8-12 years old for insights and participation in the creative process.

K E Y P A R T N E R S

Collaboration being at the heart of this enterprise, relationship building is key to our success, win-win business proposals is what we offer, and partners come in all sizes and shapes, including: Financial partner Product and technology partner or alliances Institutional and educational contributors Distribution, production and coproduction partners We’re also looking at relationships of potential mutual interest beyond the sector of entertainment that demonstrate value in areas such as education, research, health and safety, philanthropy, etc.

Holacracy Teams / Self-organized & Distributed

K E Y C U S T O M E R S

Based on the strategy option, target customers may include resellers, producers, distributers, sponsors, advertisers, special interest organizations, school districts and universities. Based on a four (4) quadrant model: New customers in current markets (gender) and

adjacent markets (international) New customers in other vertical markets (product) Back-to-base customers (new offerings) Add-on product (new partner) to existing customers

C O S T S T R U C T U R E

The main cost and expenses are for technology, resources time and material, legal fees and advertisement & marketing costs. Production costs depend on the business strategy choice.

R E V E N U E S T R E A M S

Revenues are generated from each core value proposition and include: Entertainment franchise, licensing fees, SAAS, merchandising, membership and advertisement fees, sponsorships, grants and monetary incentives from governments or other institutions.

BUSINESS CANVAS

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Business Canvas

(Market)

M A R K E T T I N G O V E R V I E W

We have the unique opportunity to position ourselves as innovators in the field of entertainment and social community outreach programs. For awareness and constant feedback, we aim to exploit each social media for its unique qualities and dozens of access points to whip up excitement before the product releases. The pyramidal effect will grow the fan base and the number of customers, consumers, partners and collaborators.

K E Y A C T I V I T I E S

Digital/viral campaigns to position the brand and raise awareness. A set of tactics connecting the relationship between the brand and the end-customer to cultivate a 360 interaction through surveys, focus groups, market research and special events.

M A R K E T S E G M E N T A T I O N

Consumer personas include entertainment and book lovers, social sharers, science and technology enthusiasts, eco-watchers and politically and social savvy individuals. Geographically, our target is North America, but the content has a big international appeal and it is structured on a multi-language model to facilitate adaptation.

G E N D E R A N D A G E G R O U P

As a whole, this project reaches a large audience: Male, female and minorities PG 13 rating to meet the four quadrant film audience Social Media and Internet Game for all groups

Video game hardcore players 17 to 38 years old

Comic Book strips for younger audience 6+ years old

C O M P E T I T I V E A N A L Y S I S

Our innovative proposal and diversity is unique and apart from Walt Disney, and some conglomerates in entertainment, most are only specialized in one or two sectors. All our competitors may also be potential partners.

D I S T R I B U T I O N C H A N N E L S

We plan to market our product and content through diverse channels and work with established film and game production/distribution companies. This will provide access to their distribution channels and reduce marketing costs.

BUSINESS CANVAS (MARKET)

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Competitive Edge

The project is innovative, diversified and has social ramification that will help open doors. Its educational vocation is sure to resonate in the core of many individuals who will want to embark on this journey.

B U S I N E S S M O D E L

A framework to unleash the potential and strengths

of individuals, with self-management practices A fair and open business culture appealing to the new

generation A strategy for talent acquisition, game development

and growth to guarantee perennity

T E C H N O L O G Y I N N O V A T I O N S

Our unique experience in state of the art technology,

design, product development and integration will create value in each core element

Lower production costs, market differentiator, and an innovative game development environment to make us stand-out from the crowd

L E V E R A G E

Leveraging from a single pool of expertise for multiple

revenue generation opportunities Cross-pollination of brand positioning and marketing

activities Opportunities to lower production costs by

collaborating with public and governmental institutions, like the National Film Board

R E S S O U R C E S

More Capital Investment available: social impact,

innovation, technology, culture, security… More Knowledge = More Key Resources and talents

wanting to take part in something that’s bigger Kids creative resources & capabilities, so far, an

untapped source of value

Montreal plays itself, a silent character that will shine on the international scene.

L O C A T I O N

Montreal is a great place for creativity and unbeatable to find local talent and resources in film, special effects, animation, game, multi-media, artificial intelligence and other industries. Attracts top talent (A-List of stars) Lots of collaboration opportunities Growing film, game and technology industries

COMPETITIVE EDGE

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Conclusion

B A C K G R O U N D

An event witnessed by the author a long time ago has inspired the story. Over the years, her love of science and technology and her thirst for knowledge provided the material to grow the story into a full-pledge saga. Probably her experience in product development turned this story to an enterprise. By imagining the future in this time of rapid technology changes, and seeing the negative impact it has on society, it is with a sense of urgency that she decided to share it for the good of others. Today, her goal is to do something meaningful with her life, express her creativity, and give back to society by sharing her knowledge.

C L O S I N G A R G U M E N T S

Doing good does not mean giving up on making money. The timing is right! The demand is increasing for entertainment and social media content, and the needs for knowledge and cyber security is growing rapidly while governmental agencies are lagging behind… Teaching high school students to code and helping them help others is sure to create a positive impact on society. Engaging gamers into cyber security may help us win the battle.

C O N T A C T I N F O R M A T I O N

N O T E F R O M T H E A U T H O R

Many may think this project is crazy, but in the innovation industry, being crazy is considered as a complement. I have complete faith that the project is viable and that like me, others will want to make a difference. So like the famous words of John F. Kennedy: Ask not what your country can do for you – ask what you can do for your country. If you are interested in this project, do not hesitate to contact me, and always remember that:

Together, we can make a big difference!

CONCLUSION

Michelle Gagné 203-4080 Boul. St-Laurent Montréal, (QC), H2W 1Y8 Phone: (514)-503-9160 Email: [email protected] [email protected]