GHOST TRIBE VFX BUSINESS PLAN  
November, 2013 
 
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John M. Curtin 
CFO 
Ghost Tribe VFX 
Address:  TBD 
Tel.: 1(562)907­8444 
Email:  ​john.curtin@ghosttribeent.com 
Managing Partner: Zebediah Y. Desoto 
 
 
CONFIDENTIAL 
 
No offering is made or intended by this document. Any offering of interests in Ghost Tribe VFX will be made only in compliance with Federal and State securities                                                       
laws. 
 
This document includes confidential and proprietary information of and regarding Ghost Tribe VFX. This document is provided for informational purposes only.                                         
You may not use this document except for informational purposes, and you may not reproduce this document in whole or in part, or divulge any of its contents                                                       
without the prior written consent of Ghost Tribe VFX. By accepting this document, you agree to be bound by these restrictions and limitations. 
   
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Table of Contents 
 
I. Executive Summary  
II. Company Overview  
III. Industry Analysis  
Market Overview  
Relevant Market Size  
IV. Customer Analysis  
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Target Customers  
Customer Needs  
V. Competitive Analysis  
Direct Competitors  
Indirect Competitors  
Competitive Advantages  
VI. Marketing Plan  
Products, Services & Pricing  
Promotions Plan  
Distribution Plan  
VII. Operations Plan  
Key Operational Processes  
Milestones  
VIII. Management Team  
Management Team Members  
Management Team Gaps  
IX. Financial Plan  
Revenue Model  
Financial Highlights  
Funding Requirements/Use of Funds  
Exit Strategy  
X. Appendix  
 
   
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I. Executive Summary 
 
Making the Impossible, Possible 
 
Ghost Tribe VFX is your one­stop solution for all your photo­real facial capture needs. When faced with the demanding economic and logistical production                                             
challenges of film, television, and video games, to something as simple as online dating; Ghost Tribe VFX steps in. 
 
The entertainment industry has had a long history of making use of digitally animated humans (​The Matrix, The Curious Case of Benjamin Button,                                             
Avatar​…). The use of computer generated (CG) characters has been common practice for basic stunt and crowd simulation sequences for quite some                                           
time. But what about the human face? Being able to capture the soul of a performance and have that translate through a digital representation has always                                                   
been the coveted goal of the entertainment industry. 
 
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Time and time again, there have been attempts made with varying levels of results. Some successful, some not, but all coming at a high cost of man                                                     
power and wages.  For a little over 5 minutes of face time, Jeff Bridges younger, digital self in ​Tron​ took almost 2 years to animate. 
 
If you are reading this, we will assume you watched the Ghost1 demo.  That was captured raw, with no clean up, and processed in less than one day. 
 
Changing Reality One Pixel at a Time 
 
✓ Imagine a world where a dangerous stunt is performed to perfection by an actor who was never even on set; a world where an actor (even                                                   
posthumously) can be subject to photo­realistic manipulations at the push of a button. Turn back the hands of time, or push them forward, all at                                                 
the productions will. 
 
✓ Imagine going online to your favorite chat room; you would like to video blog, but you do not quite feel you are looking your best. Instead of                                                     
preening, you select your own avatar, and away you go. Today you are a model; tomorrow you are a Clone Trooper from Star Wars. Your reality                                                   
is now a choice YOU make with a push of a button. 
 
✓ From the gritty photo­realism of Steven Spielberg’s ​Saving Private Ryan​, to the stylized look of Zack Snider’s ​300​, Ghost Tribe VFX can meet and                                               
exceed all your artistic expectations. 
 
✓ All too often footage is destroyed and actors’ scheduling constraints hamper production efforts. With Ghost Tribe VFX, an actor’s digital avatar                                         
can be stored for use throughout the production guaranteeing insurance of production. 
 
✓ During editing, often times the production team will find themselves at an artistic impasse: a shot was missed, footage was out of focus, or the                                                 
actor’s performance was less than perfect.  With Ghost Tribe VFX, these common production concerns can easily be remedied. 
 
Business Overview 
 
Ghost Tribe VFX is a full service Visual Effects (VFX) house that specializes in photo­real 3D animated Computer Generated (CG) facial capture software                                             
to both consumers and prosumers. 
 
 
 
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Success Factors 
 
Ghost Tribe VFX is uniquely qualified to succeed due to the following reasons: 
 
● Products and/or Services​: Our products and/or services are superior to our competitors because Ghost Tribe VFX represents the most efficient,                                       
marker­less facial capture and animation software. Ghost Tribe VFX accurately captures the likeness and dynamic performance of a human face                                       
with all its infinite subtleties at a fraction of the cost and time. 
 
● Human Resources​: Our management team has unique experience in the industry including Zebediah De Soto. Director, Innovator, and Visual                                     
Effects authority, De Soto spent his early years honing his skills as a director and graphic artist at Ridley Scott Associates (RSA) Films. In a                                                 
relatively short period of time, De Soto established himself as a technological wunderkind in the digital effects arena, building a solid reputation as                                             
a writer and director, in addition to creating high quality, professional grade digital effects on a shoestring budget. 
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● Operational Systems​: We have developed systems that enable us to provide high quality products/services at a lower cost. These systems include                                         
Ghost1, our prosumer software, as well as our simplified consumer version of the software. Furthermore, Ghost Tribe VFX will supply plug­ins                                         
compatible with existing software such as Maya, Softimage, Cinema4D making Ghost Tribe VFX capable of expanding our operational systems                                     
high quality product to market beyond direct software sales. Integration through existing software expands clientele by providing Ghost1’s                                   
expanded capabilities to graphic artists, production houses, etc. while maintaining ease of use for clients through familiarity, and gaining market                                       
share as the software of the future. 
 
● Intellectual Property (IP)​: We have Intellectual Property that gives us an advantage over our competitors. Our IP includes hardware and software                                         
which we protect under the laws of patents, copyrights, trademarks, and trade secrets, as well as through contractual provisions including our                                         
patent titled “Means and Methods of Acquisition and Animation”. 
 
● Marketing​: We have unique marketing skill sets that enable us to attract new customers at a low cost. These skill sets include an experience sales                                                 
staff in George Passakos and Jeremy Poirier in addition to our management team. Specifically, Zebediah De Soto, John Curtin, and George                                         
Passakos have established business relationships with industry professionals providing essential contacts for potential clients. Furthermore, our                               
management team will secure a marketing presence over multiple media platforms through established partnerships and company success. 
 
● Successes achieved to date​: We have already accomplished the following which positions us for future success. Ghost Tribe VFX has                                       
self­financed development of Ghost1 which secured partnerships with Dread Central as well as Luke Lieberman and Scott Freeman. Partnered                                     
through Dread Central (distribution) and Ghost Tribe Entertainment and Ghost Tribe Gaming (production), Ghost Tribe VFX is THE visual effects                                       
company hired for all effects including our first­person shooter video game (name of title) as well as a ​Project Greenlight type venture for horror                                               
films scheduled to be released on DVD. 
 
Financial Plan 
 
Below is an overview of Ghost Tribe VFX financial plan: 
 
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The financial inputs used are based on existing               
consumer and prosumer versions of 3D facial animation software products. While Ghost Tribe VFX represents the most superior software in terms of cost                                             
effectiveness and time efficiency, the most modest of figures have been used to create the financial scenarios herein. Below is an overview of our                                               
expected financial performance over the next five years.  To achieve these projections, we need to raise $3,000,000 in financing. 
 
Figure 1: Annual Financial Summary 
 
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With $3,000,000 as the initial investment, assumptions forecast that the consumer and prosumer version of Ghost Tribe VFX can be completed the                                           
quickest and most efficiently, sending the software to market in completion, and at the highest possible quality. Circumstances withstanding, the potential                                         
difference in budgeting for location costs, managers, legal fees, and contingency are of interest to Ghost Tribe VFX in order to operate in a more                                                 
advantageous locale and with a distinguished staff, as well as provide for uncertainty and a comprehensive beta­testing period. Additionally, the requisite                                         
hardware budgeted for sustains effective creation, testing, and quick review of each phase of development. All of this will create the preeminent image and                                               
reputation for the software essential upon initial release. 
 
II. Company Overview 
 
Ghost Tribe VFX ​is the culmination of 7 years of development by Zebediah De Soto (Founder). During his tenure as a visual effects artist, De Soto began                                                     
using his own processes and software in order to achieve the high quality results he desired, unattainable with existing market systems. Beginning with                                             
body motion capture, De Soto shifted his development focus to facial capture as he realized the need in the VFX market. Ghost Tribe VFX ​strategic                                                 
direction is to capitalize on our advancement in the facial capture market. 
 
Below is a snapshot of ​Ghost Tribe VFX​ ​since its inception: 
 
● Date of formation​:  TBD 
 
● Legal structure​:  Limited Liability Corporation 
 
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● Office location(s)​:  TBD 
 
● Business stage​: Ghost Tribe VFX ​is in the seed funding stage of development with expectations to quickly enter early market development due to                                             
existing partnerships through our film production company Ghost Tribe Entertainment. 
● Prior funding rounds were received (amount/date)​:  To date, Ghost Tribe VFX has been self­financed. 
 
● Products and services were launched (names/dates)​:  Ghost1/TBD 
 
● Key partnerships were executed (names/dates)​: Dread Central 
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III. Industry Analysis 
 
Below is an overview of the VFX industry: 
 
Both the film and video game markets are billion dollar industries exhibiting consistent growth over an extended period of time and supporting multiple                                             
businesses over multiple segments. Hollywood studios are demanding more and more visual effects to make blockbuster films, “from the robots in                                         
Transformers​ to the tiger in ​Life of Pi​, no longer is the box office driven just by movie stars or directors” (Source: LA Times). 
 
The services of VFX houses are in high demand from the video game industry, as they are looking to create more realistic, movie­like images in response                                                   
to consumer demand. Specifically, two of the most prominent VFX houses to declare bankruptcy (Digital Domain and Rhythm & Hues) have moved into                                             
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the video game sector as they prepare to restructure after bankruptcy. Moreover, Giant Studios, which operates virtual production studios and is known for                                             
its performance capture work on such movies as ​Avatar and ​The Adventures of Tintin​, is thriving in this market declaring that as much as 50% of their                                                     
business over the last 4 years is derived from video games. 
 
Furthermore, the numbers speak to the strength of both markets moving forward. In 2012 alone, the video games industry grossed $14.8 billion in revenue                                               
and the film industry grossed $10.8 billion in revenue. From 2003 through 2012, the film industry grew 17.4% while video games have grown by 111%                                                 
over this same time frame. Even looking at the top selling video game of all time, which was just released in 2013, Grand Theft Auto V spent $265 million                                                         
in development of their game and surpassed $1 billion in sales in the first 3 days. 
 
Negative Trends: 
 
Previous providers have been forced to exit the market as various business models fail to adapt to two issues: Globalization and Industry Dynamics.                                             
These are the two main factors adversely affecting the VFX industry in which any future business model must address. (Source: Visual Effects Society). 
 
Globalization: 
 
Proximity to production is no longer an issue with advanced communication technology. Therefore, companies are able to expand into global                                       
markets taking advantage of one (or more) of these factors including: cheap labor, easier regulations, government subsidies, health insurance,                                     
lower costs to entry, and tax incentives. 
 
Industry Dynamics: 
 
Both the film and video game industry are dominated by a small number of major production houses (clients), dominating the majority of effects                                             
production. Putting downward pressure on VFX houses, limited clientele makes it difficult to: maintain or expand revenue streams due to the                                         
“fixed fee” model, as well as maintain consistent work­load pipelines, creating volatility. 
 
Fixed Fee: 
 
With the limited number of clients, typically competitors have espoused the model of undercutting market prices in order to secure bids with major                                             
studios; the goal of which is to profit from repeat business. Beholden to client needs, this “fixed fee” structure limits revenue with a set price for                                                   
creating a product, void of how many months or years it takes, or the number of changes required by the creator/director. Consequently, success                                             
results in a significantly expanding work­load and increased expenses without recourse for additional revenue. Lacking long­term contacts, this                                   
short­term revenue stream does not provide VFX houses a model for sustained growth or stability. 
 
Volatility: 
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With the limited number of clients, the amount of work available at any particular time for effects companies is highly unpredictable. Marketing and                                             
distribution costs are high, and prime release dates are few. The strategy to delay as long as possible in order to accurately predict consumer                                               
behavior, and/or take into account the “cost of money” on their investment, there are limited opportunities to get an audience on a big weekend.                                               
Therefore, clients rely on small number of large projects. 
 
Summary: 
 
Seeking stability and the spurred by the entrepreneurial spirit, VFX professionals enter the market intending to compete at a high level, however, the typical                                               
VFX start­up company’s management staff lacks a strong business acumen and awareness of these industry standards; therefore, unable to maintain                                       
success given previously discussed adverse conditions. Their short­sighted approach impacts the entire production pipeline and revenue stream, creating                                   
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a demand for large amounts of work to be produced in a very short time or over the budgets timeline. Once delivered, facilities go through dry spells                                                     
before projects are green lit for the next audience season, concluding in less than ideal results (exit). 
 
Ghost Tribe VFX management team is aware of the industry standards, and has developed a revenue model that will allow Ghost Tribe VFX to regularly                                                 
maintain a pipeline of production and consistency of revenue. Through the licensing of our prosumer software (Ghost1), and/or Ghost Tribe VFX being                                           
contracted on a per­project basis (fixed fee), and/or the sale of consumer software; Ghost Tribe VFX separates itself from its competitors by forming a                                               
multifaceted revenue stream supported by Ghost Tribe Entertainment, not as a stand­alone VFX house, each of which supports the success of the other                                             
through brand recognition based on individual levels of success. 
 
Market Overview 
 
Ghost Tribe VFX is currently partnered with a market research team working to establish up­to­date, detailed market analysis for you review. The market                                             
in which Ghost Tribe VFX​ ​is operating can be characterized by the following. 
 
Relevant Market Size (Prosumer Software) 
 
Given the global nature as well as the constant entry and exit of the entertainment and VFX industry, Ghost Tribe VFX’s relevant market size calculations                                                 
are derived as follows. Focusing on the top 76 established VFX companies, 30 video game developers, and 6 major film production studios; Ghost Tribe                                               
VFX recognizes the market may contain as many as 2,000+ companies, however, Ghost Tribe VFX maintains the stance that the top firms secure the vast                                                 
majority of the VFX business, contracts, and sales. Therefore, our relevant market size is the annual revenue that Ghost Tribe VFX could attain if we                                                 
owned 100% market share. 
 
Our relevant market size is calculated as follows: 
 
1. Number of customers who might be interested in purchasing our products and/or services each year:  112 
2. Amount these customers might be willing to spend, on an annual basis, on our products and/or services:  $200,000 
3. Our relevant market size:  $22,400,000 
 
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These numbers represent the most conservative           
of estimates at this time.  Even still, as the analysis shows, our relevant market is large enough for our company to enjoy considerable success. 
 
IV. Customer Analysis 
 
Below is a description of who our target customers are, and their core needs: 
 
Target Customers 
 
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Due to the global nature of the industry as well as the constant entry and exit of industry professionals, making target customer locations mobile, Ghost                                                 
Tribe VFX​ ​will maintain a fluid target strategy for existing and future customers. 
 
Below is a profile of our target customers: 
 
● Occupation​:  Freelance Graphic Artists, Production Studios, VFX Houses, and VFX Producers. 
 
● Business size​: Specific size of target businesses will range from individual freelance graphic artists to well established, large VFX production                                       
houses. 
 
Customer Needs 
 
Below is a profile of the needs that our target customers have: 
 
Ghost Tribe VFX ​has several customer segments (graphic artists, production houses, VFX producers, etc.), therefore, priority in customer needs are                                       
individual to their uses.  Several of these needs are stratified below: 
 
● Convenience/Ease of use​: Graphic Artists are accustomed to difficult integration between multiple programs. Ghost Tribe VFX’s ​ability to provide                                     
a facial capture system, in which graphic artists can conveniently streamline production, eliminating difficult integration, is not only desired, but                                       
regarded as long past due. 
 
● Price​: Price is the variable in which all other customer needs are relative to. Able to meet or exceed the needs of our clients at a lower price than                                                         
existing market options, Ghost Tribe VFX​ ​stands to establish itself as an industry leader creating a loyal following. 
 
● Quality​: The Rosetta Stone of facial capture technology is the ability to produce the highest quality of photo­real 3D images. Ghost Tribe VFX’s                                             
software, Ghost1, is the newest technology manufactured exceeding all other current market competitors and industry standards. 
 
● Reliability​: Industry standards require Ghost Tribe VFX initially release a facial capture software system in which most glitches are worked out                                         
prior to hitting the market. Therefore, beta testing executed prior to release is vital to ensure all programming issues are addressed prior to initial                                               
market review.  Additionally, Ghost Tribe VFX customer service department will provide individual troubleshooting should unforeseen issues arise. 
 
● Speed​: In an industry where capitalizing on specific release dates is paramount, being able to adhere to a strict time constraint is invaluable.                                             
Ghost Tribe VFX’s ability to complete complicated production at a fraction of the time and maintain a high quality of service elevates us above all                                                 
other industry standards. 
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● Value​: Ghost Tribe VFX imparts value to its customers as the industry leader in high quality facial capture production at a fraction of the cost and                                                   
time as compared to all other products on the market. In addition to the primary individual needs being met, further value is derived from an                                                 
efficiency stand point on a corporate/project/team basis. Specifically, ease of use and speed empower management to allocate resources as                                     
needed to address various ad hoc responsibilities increasing work environments effectiveness and time management. 
 
V. Competitive Analysis 
 
Below is an overview of ​Ghost Tribe VFX​ ​competition: 
 
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Multiple firms have entered the facial capture/motion market servicing a wide variety of needs including individual, corporate, government, and professional                                       
entities. Intended to meet client needs through high quality, professional grade systems, they attempt to capture multiple segments of the market by                                           
offering both hardware and software products in a variety packages, the benefits of which are disbursed by price­point. 
 
Direct Competitors 
 
Direct competitors to ​Ghost Tribe VFX​ ​include, but are not limited to: 
 
Direct Competitor #1:  Autodesk 
 
● Products/Services Offered​:  3DS Max, Maya, and Softimage 
 
● Price Points​: 3DS Max ­ $3,495 (Free student/learning edition), Maya ­ $3,495 (Free student/learning edition), Softimage ­ $2,995 (Free learning                                       
edition) 
 
● Revenues​:  $2.21 billion (2012) 
 
● Location(s)​:  Multinational headquartered in 111 McInnis Parkway San Rafael, CA 
 
● Customer Segments/Geographies Served​:  Architecture, construction, engineering, manufacturing, media and entertainment industries 
 
● Competitor’s Key Strengths​: 3DS Max does for the game industry what Maya does for film and visual effects. 3DS Max is typically a first choice                                                 
for game development houses, and you will rarely see architectural visualization firms using anything else. 3DS Max makes up for any                                         
shortcomings with state of the art modeling and texturing tools. 
 
Maya is the industry leading package for 3D animation, and boasts a comprehensive animation, dynamic, modeling, and rigging toolset. The                                       
software is paired with Mental Ray for photo­realistic rendering, and can be customized and extended through the use of third party plug­ins                                           
developed in Python based MEL (Maya Embedded Language). Maya is the top choice in the visual effects and film industry, and would be hard                                               
pressed to find a better solution for character animation. 
 
Softimage boasts an impressive visual effects and game development toolset, and seamless integration with Autodesk’s other software.                                 
Softimage’s greatest strengths are excellent facial rigging and animation tools, and scalable dynamics solution called ICE (Integrated Creative                                   
Environment). 
 
19 
 
 
 
Because of both 3DS Max and Maya’s popularity, market saturation provides Autodesk clientele barriers to exit. 
 
● Competitor’s Key Weaknesses​: 3DS Max’s animation toolset might not be as robust as Maya, and although Mental Ray is bundled with 3DS Max,                                             
many Max users (especially in the architectural visualization industry) render with V­Ray because of its material and lighting tools. 
 
Direct Competitor #2:  Luxology (The Foundry recently acquired in 2012) 
 
● Products/services offered​:  Modo 
 
● Price points​:  $995 (30 day evaluation kit ­ $25) 
 
● Revenues (# units sold/dollars generated)​:  $24,294,000 (The Foundry 2012) 
 
● Location(s)​:  Multinational corporation headquartered in 5 Golden Square London, U.K. 
 
● Customer segments/geographies served​:  Visual effects software with its origins in plug­in development 
 
● Competitor’s key strengths​: Modo is a full development suite, unique in the fact that it includes integrated sculpting and texture painting tools.                                           
Due to Luxology’s unprecedented emphasis on usability, Modo initially built its reputation as one of the fastest modeling toolsets in the industry.                                           
Since then, Luxology has continued improving Modo’s rendering and animation modules, making the software an ideal low­cost solution for                                     
product design, commercial advertising, and architectural visualization. 
 
● Competitor’s key weaknesses​: If you are considering more robust CG involvement in your scene, you will need to either do more in                                           
post­production or consider another software option.  Modo is part of the solution, not the total solution. 
20 
 
 
 
 
 
Direct Competitor #3:  Maxon 
 
● Products/services offered​:  Cinema 4D 
 
● Price points​:  $995 Prime License ­ $3,695 Studio License (Free evaluative license) 
 
● Revenues (# units sold/dollars generated)​:  $12,000,000 
 
● Location(s)​:  Multinational headquartered in Max­Planck­Str. 20, Friedrichsdorf, Germany 
 
21 
 
 
 
● Customer segments/geographies served​: Product Visualizations for (advertising and illustration, fantasy and science fiction, general art, medical,                               
and vehicle) as well as Visual Effects for (architecture, broadcast graphics, character, engineering, film and video games). 
 
● Competitor’s key strengths​: On the surface, Cinema4D is a relatively standard production suite. It does everything you want it to do – animation,                                             
modeling, rendering, texturing are all handled well, and although Cinema4D is not as forward thinking as Houdini or as popular as 3DS Max,                                             
consider the value. Maxon’s stroke of genius with Cinema4D has been the inclusion of the Body Paint 3D module (which retails for over $800                                               
dollars on its own). Having multi­channel texture painting directly integrated into your 3D suite is invaluable, and something you certainly will not                                           
find in the Autodesk suites. 
 
● Competitor’s key weaknesses​: Body Paint might have The Foundry’s ​Mari emerging as a competitor, but it is still an industry standard texturing                                           
application. 
 
Direct Competitor #4:  NewTek 
 
● Products/services offered​:  LightWave 
 
● Price points​:  $895 (30 day free trial, $195 student edition) 
 
● Revenues (# units sold/dollars generated)​:  N/A 
 
● Location(s)​:  Multinational corporation headquartered in San Antonio, Texas 
 
● Customer segments/geographies served​: Visual effects software specializing in commercial advertising, film, and television. Also included are:                               
architecture, designers, engineers, and game artists. 
 
● Competitor’s key strengths​: LightWave is an industry leading animation, modeling, and rendering package. Compared to Autodesk’s presence in                                   
the film and video game industry, LightWave is popular among freelance artists and on smaller productions where pricy licenses are impractical.                                         
LightWave’s greatest strength is its versatility.  LightWave’s integrated toolset makes it easier to be a 3D generalist. 
 
● Competitor’s key weaknesses​: Industry professionals have made comment regarding various improvements that need to be address including,                                 
but not limited to: layout, lighting, scene editing, third party support, and toolkit enhancement. 
22 
 
 
 
 
Direct Competitor #5:  Open Source 
 
● Products/Services Offered​:  Blender 
 
● Price Points​:  Free 
 
● Revenues​:  N/A 
 
● Location(s)​: N/A 
 
● Customer Segments/Geographies Served​:  Visual effects software for 3D animation 
23 
 
 
 
 
● Competitor’s Key Strengths​: The only piece of software on this list that is completely free, Blender might also possess the most extensive feature                                             
set. In addition to modeling, texturing, and animation tolls, Blender has an integrated game development environment and a built in sculpting                                         
application. Blender’s status as an open source project has meant that development on the software has been almost constant and there is not a                                               
single aspect of the graphics pipeline that Blender cannot incorporate. 
 
● Competitor’s Key Weaknesses​:  At best the interface could be described as “quirky”, and Blender does lack the polish of other high­end packages. 
 
Direct Competitor #6:  Side Effects Software 
 
● Products/services offered​:  Houdini 
 
● Price points​:  $1,995 (Basic) ­ $6,695 (Master).  Free non­commercial license 
 
● Revenues (# units sold/dollars generated)​:  N/A 
 
● Location(s)​:  123 Front Street W Toronto, ON M5J 2M2 Canada 
 
● Customer segments/geographies served​:  Visual effects software for film, television and video games 
 
● Competitor’s key strengths​: Houdini is the only major 3D suite designed around a wholly procedural development environment. The architecture                                     
lends itself well to particle and fluid dynamics simulations, and the software has been very popular in visual effects houses where rapid prototyping                                             
is essential. Procedural instructions, known as nodes, are easily re­usable, and can be ported to other scenes or projects and adapted as                                           
necessary.  Houdini’s procedural system is capable of solutions that simply cannot be achieved in other 3D software suites. 
 
● Competitor’s key weaknesses​: Houdini’s major weakness is its unintuitive animation tools. Additionally, Houdini’s uniqueness can also work to its                                     
detriment – do not expect many of your Houdini skills to carry over into other packages, and carries a hefty price tag. 
 
Other competitors include Faceshift, Faceware, Maximo, MetaMotion, and Reallusions. Of this list, Reallusion's existence as a producer of consumer                                     
software in the facial capture market makes it strictly a segmented competitor, not holistic as a “one­stop­shop” service in the facial capture/motion market.                                             
Furthermore, only Faceshift provided a written price quote for a full length project (1 year). The pricing sheet is as follows: recommend 10 licenses for the                                                   
tracking system (10*$4,495=$44,950) and 10 floating licenses for the rest of the software (10*$14,995=$149,950) totaling $194,900 without buying                                   
hardware.  Hardware costs around $8,000 for 3 headgear (GoPro) sets totaling $218,900. 
24 
 
 
 
Indirect Competitors 
 
Large VFX houses possess the potential as an indirect competitor given their experience and expertise in body motion capture in addition to other VFX                                               
knowledge (animation, modeling, rendering, etc.). Furthermore, multiple firms specialize in facial recognition, which given their capabilities, could target the                                     
facial capture/motion market. While firms existing in these ecosystems may provide indirect competition, the probability they will invade the facial                                       
capture/motion market is minimal. All attempts to date currently lack our competitive advantage in cost effectiveness, quality, and time efficiency in                                         
providing facial capture/motion. 
 
Indirect competitors to ​Ghost Tribe VFX​ ​include, but not limited to: 
 
Indirect Competitor #1:  Digital Domain 
 
25 
 
 
 
● Products/Services Offered​:  Production, Visual Effects, Performance Capture 
 
● Price Points​:  N/A 
 
● Revenues​:  $20­$50 million 
 
● Location(s)​:  Multiple locations headquartered at 300 Rose Avenue Venice, CA 90291 
 
● Customer segments/geographies served​:  Advertising, Film, Gaming, and Music Videos 
 
● Competitor’s key strengths​:  Previous award winning recognition in creating digital imagery for feature films. 
 
● Competitor’s key weaknesses​: Facing public perception problems, Digital Domain’s reorganization may open new business channels correcting                               
the volatility issue, however, their new business strategy does not address the fundamental negative industry trend that drove them into                                       
bankruptcy: the fixed fee model. 
 
Indirect Competitor #2:  Giant Studios 
 
● Products/Services Offered​:  Performance Capture and Virtual Production 
 
● Price Points​:  N/A 
 
● Revenues​:  $5­$10 million 
 
● Location(s)​:  3555 Hayden Avenue Culver City, CA 90232 
 
● Customer Segments/Geographies Served​:  Film and Gaming 
 
● Competitor’s Key Strengths​: Established industry leader in motion capture and visual effects, Giant Studios primarily benefits from repeat projects                                     
through existing business contacts, and industry recognition. They also possess a large, state­of­the­art warehouse style and “To Go” studios for                                       
large scale production. 
 
● Competitor’s Key Weaknesses​: Despite their 15+ years in visual effects, Giant Studios has yet to translate their success in motion capture to real                                             
time 3D facial capture. Considering Giant Studios desire to enter the market, yet have not to date, the inability to diversify content may limit future                                                 
success. 
26 
 
 
 
Indirect Competitor #3:  Industrial Light and Magic (ILM) 
 
● Products/Services Offered​:  Animation, Computer Generated Imagery, Film Production, and Visual Effects 
 
● Price Points​:  N/A 
 
● Revenues​:  Estimates are $500,000 ­ $1,000,000. Considering it is a subsidiary of Lucas Film, exact revenue is difficult to determine. 
 
● Location(s)​:  One Letterman Drive San Francisco, CA 94129 
 
● Customer segments/geographies served​:  Film 
 
● Competitor’s key strengths​: ILM, the deity for special effects, possesses industry leader and brand recognition status, providing them with                                     
resources beyond the typical VFX company through Lucas Films.   
 
● Competitor’s key weaknesses​: Even with the long tenured success of ILM, their primary success is on special effects type of visual creation                                           
business, not photo real 3D facial capture imagery. ILM has promoted they have created such a facial capture system since early in 2013, but                                               
have yet to announce a release date. 
 
Indirect Competitor #4:​  ​Rhythm and Hues 
 
● Products/services offered​:  Animation and Visual Effects 
 
● Price points​:  N/A 
 
● Revenues​:  $21,400,000 
 
● Location(s)​:  2100 E Grand Avenue #A El Segundo, CA 90245 
 
● Customer segments/geographies served​:  Commercials, Television, Film, and Production Management 
 
● Competitor’s key strengths​:  Previous award winning recognition in creating digital imagery for feature films. 
 
27 
 
 
 
● Competitor’s key weaknesses​: Much like Digital Domain, Rhythm and Hues is facing public perception problems. Reorganization may open new                                     
business channels correcting the volatility issue, however, does their new business strategy address the fundamental negative industry trend that                                     
drove them into bankruptcy: the fixed fee model. 
 
Indirect Competitor #5:  Zoic Studios 
 
● Products/Services Offered​: First unit production, visual effects supervision, concept and creative direction, editorial, motion graphics, in­engine                               
game cinematics, full CG animation, post production, project management, and production design 
 
● Price Points​:  N/A 
 
● Revenues​:  $10­$20 million 
 
● Location(s)​:  3582 Eastham Drive Culver City, CA 90232 
 
● Customer Segments/Geographies Served​:  Commercials, Film, Television, and Video Games 
 
● Competitor’s Key Strengths​: Zoic’s visual effects company offers services ranging from first unit production services, visual effects supervision,                                   
concept and creative direction, editorial, motion graphics, in­engine game cinematics, full CG animation, post­production, project management,                               
and production design capabilities for the entertainment industry. Their propriety virtual production pipeline called ZEUS (Zoic Environmental                                 
Unification System) is a pre­visualization process that supposedly combines the benefits of real­time compositing with an integrated editorial and                                     
CG pipeline. 
 
● Competitor’s Key Weaknesses​:  Regardless of Zoic’s CG animation and in­game engine cinematics through ZEUS, their process is still less 
efficient and cost effect to our system, as they still rely on large production teams which translates to increased cost. 
28 
 
 
 
 
Indirect Markets 
 
Indirect markets for Ghost Tribe VFX include, but are not limited to the facial recognition and plastic surgery industries. Below is                                         
an overview of each indirect market: 
 
The facial recognition market shows strong growth. Its current usage includes refining search engine searches based on facial images, photo tagging                                         
applications, customer demographics of retail shoppers, gathering intelligence on buying and traffic pattern in retail stores, identify missing persons,                                     
identifying individuals in riots, recognizing emotions from facial expressions to study consumer behavior, and many gaming applications. Due to firms                                       
needs regarding consumer behavior and security, facial recognition is slowly proving itself as a potent technology for authentication and identification, and                                         
is predicted to become as common as finger print technology today. The technology is no longer limited to its traditional application of facial detection.                                               
29 
 
 
 
Over the next 6 years, face recognition is expected to become highly pervasive across the consumer behavior and security ecosystem as the industry has                                               
started realizing the importance of face recognition. 
 
Facial Recognition market competitors include, but are not limited to: 
 
● 3M, Animetrics Inc., Avalon Biometrics S.L., Cognitec Systems Gmbh, Cross Match Technologies, Daon Inc., Digital Persona, Digital Signal Corp.,                                     
Keylemon, Merkatum Corp., Nec Corp., Neurotechnology, Nextgen Id Inc., Nviso Sa, Oki Electric Industry, RCG Holdings, Safran Group, Xid                                     
Technologies, Zk Software 
 
In addition to the facial recognition industry as a potential indirect target market, the plastic surgery industry’s (among other medical procedures) use of CG                                               
imagery through virtual cosmetic consultations is pervasive, and shows perpetual growth despite the recession. Current usage spans several                                   
specializations from cosmetic (enhancement, rejuvenation, and renewal) to reconstruction (accident, deformity, and injury). The ability for firms to provide                                     
30 
 
 
 
clients with photo­ real, pre­operation simulation         
alleviates anxiety as well as supports clear communication between doctor and patient. Therefore, the use of computer generated surgical results via 3D                                           
software, is an innovative addition, and becoming an industry standard as part of any consultation. 
 
Plastic Surgery market competitors include, but are not limited to: 
 
● AlterImage, Crisalix, FaceTouchup, NexTech, Vectra XT 3D, Virtual Plastic Surgery Software 
Competitive Advantages 
 
Due to our advancements in facial capture, Ghost Tribe VFX ​maintains its ability to perform tasks cheaper, faster, and at a higher quality than the leading                                                   
competitors. Coupling our competitive advantage with our existing projects and partnerships, Ghost Tribe VFX can extract larger profits even in the current                                           
market price models (i.e. fixed fee) and become an industry leader, gaining market share. Early projects through our standing partnerships serve two                                           
31 
 
 
 
purposes. First, growth in marketing to new clients through achievement, and second, generate revenue to fund day­to­day operations, development,                                     
future projects, and reserve funds. 
 
Ghost Tribe VFX​ ​is positioned to outperform competitors for the following reasons: 
 
● Products and/or Services​: Our Products and/or Services are superior to our competitors because Ghost Tribe VFX represents the most efficient,                                       
marker­less facial capture and animation software. Ghost Tribe VFX accurately captures the likeness and dynamic performance of a human face                                       
with all its infinite subtleties at a fraction of the cost and time. 
 
● Human Resources​: Our management team has unique experience in the industry including Zebediah De Soto. Director, Innovator, and Visual                                     
Effects authority, De Soto spent his early years honing his skills as a director and graphic artist at Ridley Scott Associates (RSA) Films. In a                                                 
relatively short period of time, De Soto established himself as a technological wunderkind in the digital effects arena, building a solid reputation as                                             
a writer and director, in addition to creating high quality, professional grade digital effects on a shoestring budget. 
 
● Operational Systems​: We have developed systems that enable us to provide high quality products/services at a lower cost. These systems                                       
include Operational Systems: We have developed systems that enable us to provide high quality products/services at a lower cost. These systems                                         
include Ghost1, our prosumer software, as well as our simplified consumer version of the software. Furthermore, Ghost Tribe VFX will supply                                         
plug­ins compatible with existing software such as Maya, Softimage, Cinema4D making Ghost Tribe VFX capable of expanding our operational                                     
systems high quality product to market beyond direct software sales. Integration through existing software expands clientele by providing                                   
Ghost1’s expanded capabilities to graphic artists, production houses, etc. while maintaining ease of use for clients through familiarity, and gaining                                       
market share as the software of the future. 
 
● Our IP includes Intellectual Property (IP)​: We have Intellectual Property giving us an advantage over our competitors. Our IP includes hardware                                         
and software which we protect under the laws of patents, copyrights, trademarks, and trade secrets, as well as through contractual provisions                                         
including our patent titled “Means and Methods of Acquisition and Animation”. 
 
● Marketing​: We have unique marketing skill sets that enable us to attract new customers at a low cost. These skill sets include an experience                                               
sales staff in George Passakos and Jeremy Poirier, in addition to our management team. Specifically, Zebediah De Soto, John Curtin, and                                         
George Passakos have established business relationships with industry professionals providing essential contacts for potential clients.                             
Furthermore, our management team will secure a marketing presence over multiple media platforms through established partnerships and                                 
company success. 
 
● Successes achieved to date​: We have already accomplished the following which positions us for future success. Ghost Tribe VFX has                                       
self­financed development of Ghost1 which secured partnerships with Dread Central as well as Luke Lieberman and Scott Freeman. Partnered                                     
through Dread Central (distribution) and Ghost Tribe Entertainment and Ghost Tribe Gaming (production), Ghost Tribe VFX is THE visual effects                                       
32 
 
 
 
company hired for all effects including our first­person shooter video game (name of title) as well as a ​Project Greenlight type venture for horror                                               
films scheduled to be released on DVD. 
 
VI. Marketing Plan 
 
Our marketing plan, included below, details our products and/or services, pricing and promotions plans: 
33 
 
 
 
 
Products, Services & Pricing 
 
Product/Service #1 Name:  Ghost1 Consumer Software 
 
● Product/Service description/features​:  Professionally equipped facial capture software suite 
 
● Product/Service benefits​:  Provide clients with the most efficient, marker­less facial capture and animation software 
 
● Product/Service price​:  Consumer Software ­ $2,000 
 
● Product/Service expected purchase frequency/quantity​:  5 units per month with an annualized growth rate of 100% 
 
● Product/Service strengths​: Ghost1 accurately captures the likeness and dynamic performance of a human face with all its infinite subtleties at a                                         
fraction of the cost and time 
 
Product/Service #2 Name:  Ghost1 Consumer Plug­in 
● Product/Service description/features​:  Professionally equipped facial capture software suite 
 
● Product/Service benefits​: Compatibility to other existing facial capture software (i.e. 3DS Max, Cinema4D, Maya, MotionBuilder, etc.) allows                                 
customers to use our superior facial capture software with the convenience of product familiarity; easing future customers into using our product                                         
exclusively at an attractive intro price 
 
● Product/Service price​:  Consumer Plug­in ­ $1,000 
 
● Product/Service expected purchase frequency/quantity​:  2 units per month with an annualized growth rate of 100% 
 
● Product/Service strengths​: Ghost1 accurately captures the likeness and dynamic performance of a human face with all its infinite subtleties at a                                         
fraction of the cost and time 
 
 
Product/Service #3 Name:  Ghost1 Prosumer Software 
 
34 
 
 
 
● Product/Service description/features​:  Professional license for facial capture software 
 
● Product/Service benefits​:  Allows clients to utilize our premiere facial capture technology as they need and on site 
 
● Product/Service price​:  Prosumer Software ­ $200,000 
 
● Product/Service expected purchase frequency/quantity​:  1 per year with an annualized growth rate of 20% 
 
● Product/Service strengths​: Ghost1 accurately captures the likeness and dynamic performance of a human face with all its infinite subtleties at a                                         
fraction of the cost and time 
35 
 
 
 
 
Promotions Plan 
 
Ghost Tribe VFX ​will use the following tactics to attract new customers: 
 
Media Relations Campaigns 
 
● Blogs, Podcasts, etc​: The use of various types of media (emerging, traditional, social, etc.) will increase Ghost Tribe VFX’s brand name                                         
recognition in addition to visibility, furthering business development and establish notoriety. Currently, Ghost Tribe has been acknowledged on                                   
Pop Trigger, a YouTube channel with 69,000+ subscribers translating into over 6,000 views in the first week regarding our contest hosted by                                           
Vanessa Gomez. 
36 
 
 
 
● Press Releases/PR​:  All media dissemination and relations will be handled by the PR firm we partner with moving forward.  Examples include, but 
are not limited to: catalogs, print ads (newspaper, magazine, and journal), industry newsletters, and online marketing. 
 
Promotional Activities 
 
● Contests​: Ghost Tribe VFX is using amateur submission contests effectively promoting three objectives. First, product usages and exposure in                                     
the CG community worldwide, second, increase content and third, recruiting potential future talent. Our contest is partnered with Dread Central,                                       
the leading horror website with over (fill in number) subscribers and averaging (fill in number) of visitors per day. 
 
● Email Marketing​: Ghost Tribe VFX will use customer and visitor email submissions to maintain contact, promote future product releases,                                     
successes, special offers, and upcoming events. 
 
● Event Marketing​: The ability to connect Ghost Tribe VFX to the CG community at large, as well as bring existing users together at live events is                                                   
important, as it provides a forum to unite advocates in person. The social aspect of event marketing can be an effective tool personalizing a                                               
connection between Ghost Tribe VFX and its following, launching new products,  
 
● Word of Mouth / Viral Marketing​: Ghost Tribe VFX’s ability to make it the industry leading facial capture software is a reputation that will be                                                 
impossible to contain. The “buzz” created around our products and services, via individual promotion, is inevitable and will be a key component to                                             
building, establishing, and maintaining our standing within the CG arena. 
 
Cross­Functional Ventures 
 
● Networking/Partnerships​: As an industry professional, De Soto has established business contacts intended for future product development,                               
project acquisition and/or collaboration. De Soto, as well as the Ghost Tribe VFX staff, will join industry VFX associations fostering connections                                         
with various trade professionals along with creating mutually beneficial partnerships. 
 
● Telemarketing​: The sales team will utilize all avenues available to best serve all clients. As a medium of customer service, Ghost Tribe VFX’s                                             
sales team will use telemarketing to establish connections with new clients as well as promote name recognition to existing clients through direct                                           
contact. 
 
Distribution Plan 
 
Customers can buy from us via the following methods: 
37 
 
 
 
● Company website​: Clients will purchase the software via Ghost Tribe VFX website (fill in the web address). Ghost Tribe VFX website will be the                                               
primary distribution throughout our existence and our only form of distribution during early stage development. 
 
● Partners​: Ghost Tribe VFX will use key partnerships to advance distribution through cross promotion, thereby directing clients to our website for                                         
software purchase and instant download. 
 
● Retail location​: Potential retail locations may be addressed in future strategic business objectives; however, current distribution will be driven                                     
through Ghost Tribe VFX website. 
 
VII. Operations Plan 
 
38 
 
 
 
Our Operations Plan details: 
 
1) The key day­to­day processes that our business performs to serve our customers 
 
2) The key business milestones that our company expects to accomplish as we grow 
 
Key Operational Processes 
 
The key day­to­day processes that our business performs to serve our customers are as follows: 
  
● Accounting/Payroll​: ​This area is designated as a need in our management section. Currently, all accounting and payroll responsibilities will be                                       
handled by John Curtin as part of his duties as the Finance Manager. Further specifications as to his duties as the accounting specialist are                                               
detailed in the Finance section of the Key Operational Processes. As his salary is derived as the Finance Manager, costs will be minimized until                                               
which time Ghost Tribe VFX hires a full­time employee to take over. 
 
● Administration​: Administrative duties, including office management, will primarily be handled by Jeremy Poirier as part of his day­to­day                                   
operations role such as answering phones, opening and closing, scheduling meetings, etc. As his salary is derived as the Inside Sales Manager,                                           
costs will be minimized until which time Ghost Tribe VFX hires a full­time employee to take over. 
 
● Customer Service​: This area is designated as a need in our management gap section. Currently, all customer service responsibilities will be                                         
handled by Jeremy Poirier as part of his day­to­day operations. Given the frontline nature of the position, daily and weekly reports will be                                             
comprised in order to keep key management appraised to all issues raised by customers. As his salary is derived as the Inside Sales Manager,                                               
costs will be minimized until which time Ghost Tribe VFX hires a full­time employee to take over. 
 
● Finance​: ​Our finance department is headed by John Curtin as the Finance Manager. Day­to­day operations will consist of budget management                                       
and reporting on financial transactions, for review by the management team, in addition to creating and monitoring expense accounts, spending                                       
reports, and wages for different departments. As his salary is derived as a VFX Producer, costs incurred will be minimized until which time Ghost                                               
Tribe VFX hires a full­time employee to take over (total cost $72,000 annually). 
 
● Human Resources​: This area is designated as a need in our management section. Currently, all human resource responsibilities will be handled                                         
by Jeremy Poirier as part of his day­to­day operations. Key areas will include: introduce and train employees on company culture mission/goals,                                         
and standards, positional elements/requirements, keep management staff updated and well versed in all employee matters, and maintain                                 
39 
 
 
 
professional work environment. As his salary is derived as the Inside Sales Manager, costs will be minimized until which time Ghost Tribe VFX                                             
hires a full­time employee to take over. 
 
● Legal​: This area is designated as a need in our management gap section. Currently, this area is handled by our attorney Rob Raider of (fill in law                                                     
firm), the cost of which is illustrated in our financials and will continue as such until Ghost Tribe VFX hires a inside full­time legal team (total cost                                                     
$50,000 annually). 
 
● Marketing​: This area is designated as a need in our management gap section. Primary marketing will be executed through the sales team,                                           
however, key responsibilities for future employees to focus on include: maintain and expand Ghost Tribe VFX presence through all related                                       
marketing mediums (digital, print, social, etc.). Initial marketing strategy and the execution effectiveness reports will maintain communication                                 
between marketing staff and key management. As the sales team, George Passakos and Jeremy Poirier will manage all marketing                                     
responsibilities until Ghost Tribe VFX is able to employ a full­time marketing professional. Costs will be minimized as salaries are derived as                                           
Sales Managers. 
 
● Manufacturing and Product Development​: As the Head Technician, Zebediah De Soto will work in tandem with Damian Smith (Administrative                                     
Technician) regarding developing and manufacturing both the consumer and prosumer software. Ghost Tribe VFX initial manufacturing costs will                                   
be limited to software creation, as both versions of the software will be released in a download­able format. Considering Ghost Tribe VFX initial                                             
purchases will be limited to capital expenditures and the required monthly maintenance originally budgeted for, the ability to depreciate these                                       
items preserves the assumption that there is no mandatory storage of hardware materials or additional manufacturing for the software to be                                         
released; therefore, inventory and manufacturing costs will be minimal. 
As each phase of development is completed, a report on progress will be given and an analysis of quality will be made. This accountability will                                                 
keep the project moving quickly, tightly, and with centralized management. Product development will be focused around De Soto and Smith, and                                         
their team of programmers and technicians. Initial resources required will include 3 people (De Soto, Damian Smith, and programmer TBD) as                                         
well as all capital expenditures detailed in the financials (total cost $264,000 annually). 
 
● Purchasing​: All purchasing will be performed on an ad hoc basis by management staff. As the Finance Manager, John Curtin will be responsible                                             
for maintaining accurate accounting practices. Ghost Tribe VFX initial purchases will be limited to capital expenditures and the required monthly                                       
maintenance originally budgeted for. As Curtin’s salary is derived as the Finance Manager, all costs will be minimized (total cost $78,000                                         
annually). 
 
● Sales​: Initially, the sales department will have 2 divisions and will have 2 primary responsibilities. The divisions will be broken up into inside and                                               
outside sales headed up by Jeremy Poirier and George Passakos respectively. Each division will be used as our primary source of marketing and                                             
promotions, in addition to acquiring clients for service. The sales team will be provide weekly and monthly reports maintaining consistency in                                         
communication with key management members as well as present data used to advance, alter, and/or execute strategic policy. Costs incurred                                       
are detailed in the marketing section of the financials (total costs $220,000 annually). 
40 
 
 
 
 
Milestones  
 
All completion dates for each milestone is conditional on receiving financing. The key business milestones that Ghost Tribe VFX                                     
expects to accomplish in the first year include the following: 
 
I. To Be Completed By:  TBD 
 
● Accomplishment #1​:  Secure Financing for Ghost Tribe VFX 
 
● Accomplishment #2​:  Website Launch 
41 
 
 
 
 
II. To Be Completed By:  2 months after receiving financing 
 
● Accomplishment #1​:  Secure Brick and Mortar Location 
 
● Accomplishment #2​:  Consumer/Prosumer Software Development 
 
III. To Be Completed By:  6 months after receiving financing 
 
● Accomplishment #1​:  Secure partnership with pre­existing VFX company(s) 
 
● Accomplishment #2​:  Secure partnership with pre­existing game engine developer(s) 
 
IV. To Be Completed By:  8 months after receiving financing 
 
● Accomplishment #1​:  Develop plug­in for Maya 
 
● Accomplishment #2​:  Develop plug­in for MotionBuilder 
 
● Accomplishment #3​:  Develop plug­in for Cinema4D 
 
V. To Be Completed By:  10 months after receiving financing 
 
● Accomplishment #1​:  Develop plug­in for 3DS Max 
 
● Accomplishment #2​:  Develop plug­in for Softimage 
 
● Accomplishment #3​:  Develop plug­in for Lightwave 
 
● Accomplishment #4​:  Develop plug­in for XSI 
 
In addition to all milestones listed above, Ghost Tribe VFX will pursue production deals for film, gaming, internet, and television as additional objectives                                             
throughout all phases of accomplishments. 
42 
 
 
 
 
VIII. Management Team 
 
Our management team has the experience and expertise to successfully execute on our business plan. Each member of the management team will also                                             
serve as board members. 
 
Management Team Members 
 
Zebediah De Soto 
● Title​:  Founder/Head Technician/Management Team Lead 
43 
 
 
 
 
● Key Functional Areas Covered​:  Director of Product Development, Management Team Lead 
 
● Past positions, successes and/or unique qualities​: De Soto has worked in the VFX industry as a producer for the last 8+ years. De Soto is a                                                   
self­taught facial capture software expert mastering a multitude of skills (animator, character and game designer, editor, inker and penciler,                                     
modeler, rigger, rotoscoper, camera and object tracker, etc.) over all the industry’s major facial capture software (3DS Max, Adobe After Effects,                                         
Cinema4D, Daz Studio, Maya, MotionBuilder, Unity 3D, Z­Brush, etc.). De Soto quickly established himself as a visual effects authority, creating                                       
high quality, professional­grade digital effects on a shoestring budget. Building a solid reputation as a director and writer, De Soto made his                                           
feature film, directorial debut with ​Night of the Living Dead: Origins. 
 
George Passakos 
● Title​:  Producer/Sales Manager 
 
● Key Functional Areas Covered​:  Outside Sales, Project Acquisition 
 
● Past positions, successes and/or unique qualities​: As a member of the Ghost Tribe VFX management team, Passakos’ entertainment industry                                     
knowledge in addition to his years in corporate sales, embodies the combination of experience and talent quintessential for our sales manager.                                         
Having worked as a producer on ​Night of the Living Dead: Origins, Passakos and De Soto have a strong working relationship which resulted in                                               
the successful sale of their first feature film. Teamed up once again, Passakos will provide sound leadership as Ghost Tribe VFX moves forward                                             
given his multifaceted talents as an industry professional and sales expert. 
 
John Curtin 
● Title​:  Financial Manager/VFX Producer 
 
● Key Functional Areas Covered​:  Accounting, Finance, VFX Production 
 
● Past positions, successes and/or unique qualities​: Working alongside De Soto, Curtin began his VFX producing career working on “Upon My                                       
Honor” and “I Want to Love a Human Being”. Previously, Curtin also worked in the finance industry as Account Controller, Bookkeeper, and                                           
Business Manager. Having also worked as a Fund Manager for John Curtin Investments, Curtin’s ability to seamlessly work between multiple                                       
divisions (accounting and production) makes him an invaluable asset to the Ghost Tribe VFX management team. 
 
● Educational background​:  B.A. Accounting and Business Administration; Biola University 
 
44 
 
 
 
Jeremy Poirier 
● Title​:  Market Analyst/Office Manager/Inside Sales 
 
● Key Functional Areas Covered​:  Day­to­day Operations, Market Research, Inside Sales 
 
● Past positions, successes and/or unique qualities​: Poirier’s experience in sales (both inside and outside) qualify him to operate our inside sales                                         
division and work in tandem with Passakos (outside sales) as sales managers. Having spearheaded the state and federal filings for Ghost Tribe                                           
VFX, Poirier is familiar in matters relating to Human Resources and will initially be our Office Manager leading our day­to­day operations. 
 
● Educational background​:  B.A. Economics; University of California, Davis 
 
Damian Smith 
● Title​:  VFX Producer/Administrative Technician 
 
● Key Functional Areas Covered​:  Product Development, Manufacturing, and Production 
 
● Past positions, successes and/or unique qualities​: Smith has worked in the VFX industry for the last 10+ years. Working with large production                                           
companies as well as independent businesses, Smith’s project experience ranges from extensive, full­scale productions to television                               
advertisements, and corporate presentations. Specifically, Smith’s expertise in character and model building, hair and feathers, and landscaping                                 
and scenery as well as his proficiency with After Effects, Cinema 4D, Modo, MotionBuilder, Mudbox, and SoftImage creates a resume that speaks                                           
for itself, and the prime candidate as Ghost Tribe VFX’s Administrative Technician and VFX Producer. 
 
45 
 
 
 
Management Team Gaps 
 
● Title/Role​:  Accounting/Payroll 
● Key Functional Areas Covered​: Keep record of day­to­day accounting operations as well as advanced corporate accounting needs i.e. company                                     
taxes, federal and state compliance and filings, establish holding company and subsidiaries. 
 
● Title/Role​:  Customer Service 
● Key Functional Areas Covered​:  Troubleshooting, customer retention (consumer sales). 
 
● Title/Role​:  Human Resources/Training 
● Key Functional Areas Covered​: Introduce and train employees on company culture mission/goals, and standards, positional                             
elements/requirements, keep management staff updated and well versed in all employee matters, and maintain professional work environment. 
46 
 
 
 
 
● Title/Role​:  Legal 
● Key Functional Areas Covered​: Responsible for all contracts between Ghost Tribe VFX and its employees, Ghost Tribe VFX and clients                                       
(regarding licensing, projects, distribution, etc.), keep Ghost Tribe VFX compliant with all federal and state laws. 
 
● Title/Role​:  Marketing 
● Key Functional Areas Covered​: Responsible for maintain and expand Ghost Tribe VFX presence through all related marketing mediums (digital,                                     
print, social, etc.). 
 
● Title/Role​:  Secretary of the Board 
● Key Functional Areas Covered​:  Record minutes and prepare documents for internal and public dissemination. 
 
47 
 
 
 
IX. Financial Plan 
Revenue Model 
 
Ghost Tribe VFX generates revenues via the following: 
 
● Sales of products/services are the primary source of revenue. Ghost Tribe VFX will implement a sales team designed to ignite interest to                                           
purchase software from both consumers and prosumer. 
 
● Advertising/Referral revenues will come from our key partnerships. Clients will be directed by our partners to our website for product sampling,                                         
review, and eventual purchase. 
 
48 
 
 
 
● Licensing/royalty/fees will be disseminated primarily from large VFX production houses licensing our software on a per project basis. Furthermore,                                     
Ghost Tribe VFX will charge a “fixed fee” for any projects directly hired to complete. 
 
Financial Highlights 
 
Below please find and overview of our financial projections. See the Appendix for our full projected Balance Sheets, Cash Flow Statements and Income                                             
Statements 
 
49 
 
 
 
Figure 2: Financial Highlights 
50 
 
 
 
 
51 
 
 
 
Figure 3: Projected Expenses 
 
52 
 
 
 
Funding Requirements/Use of 
Funds 
 
To successfully execute on our business plan, we require $3,000,000 in outside funding. 
 
The primary uses of this funding include: 
 
● Marketing​: Primary marketing will be executed through the sales team. In order to support the sales staff, funds will primarily be used to                                             
incentivize sales team to secure deals, get the product our and in­front of potential customers. Additional marketing funds will be used for print                                             
advertising. 
 
53 
 
 
 
● Product Development​: Completing software development for sale is the most vital use of funds for Ghost Tribe VFX. Once completed, Ghost                                         
Tribe VFX can fill pre­sale orders as well as supply sales staff with a working model for presentations. 
 
● Product Manufacturing​: Production of both the consumer and prosumer software will be minimal and executed by our technician staff. As both                                         
the consumer and prosumer software is going to be produced in a download­able version, hard copy manufacturing is not required keeping costs                                           
to a minimum. 
 
● Staffing​: Staffing Ghost Tribe VFX with a knowledgeable, dedicated workforce will take the largest portion of funds. Maintaining a skill and trained                                           
staff will support customer service, product development, and sales. 
 
● Rent​:  Securing a brick and mortar location will provide a permanent and professional location for staff and all their individual needs.  
 
● Research and Development​: Continued research and development is vital to the future success of Ghost Tribe VFX. Funding R&D will allow                                         
Ghost Tribe VFX to produce improved iterations of Ghost1, expanding its market share, further entrenching Ghost Tribe VFX as an industry                                         
leader. 
54 
 
 
 
Exit Strategy 
 
We expect that investors will be able to cash out on their investment in Ghost Tribe VFX when we either: 1) re­acquire the invested stake from the invested                                                       
or 2) are acquired. The initial investment will be paid back accordingly: principle plus 10% (total 110% simple interest). We expect to achieve this goal in 3                                                     
to 7 years after investment. 
X. Appendix 
 
The following items are included in this Appendix: 
 
55 
 
 
 
1. Projected Income Statements 
2. Projected Balance Sheet 
3. Projected Cash Flow Statements 
4. Development Stages 
   
56 
 
 
 
Figure 4: 5 Year Annual Income Statement 
 
57 
 
 
 
58 
 
 
 
 
 
 
 
   
59 
 
 
 
Figure 5: 5 Year Annual Balance Sheet 
 
60 
 
 
 
61 
 
 
 
 
 
 
 
 
 
 
 
62 
 
 
 
Figure 6: 5 Year Annual Cash Flow Statement 
 
63 
 
 
 
64 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Figure 7: Development Stages 
65 
 
 
 
Month Steps for First Six Months
1 Acquire Personnel and Equipment, all employees sign NDA. Construct Facial capture helmet.
2
Begin work on software development,
Establish stages for delivery.
Stage 1 Delivery ​– Functional Analysis & Tech Resource Review
[SOFTWARE SPECIFICATION REQUIREMENTS (SRS) WILL BE PREPARED]
3
Stage 2 Delivery – Technical Specification for Capture Module, Programming
– Core Functionality, Import/Play-Export.
4
Stage 3 Delivery - Unit Flow Testing (End A to End B)
Testing Various Models & Variations
(CREATE TEST PLAN, RUN TESTS)
5 Stage 4 Delivery – Review by Head Technician & Potential Modifications
Documentation, Doc-Review by Head Technician.
6 Final Prototype Delivery - FINAL PACKAGING & DELIVERY, WINDOWS EDITION.
 
 
66 
 

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GhostTribeVFX-NonNDAdOriginalforShow

  • 2.       John M. Curtin  CFO  Ghost Tribe VFX  Address:  TBD  Tel.: 1(562)907­8444  Email:  ​[email protected]  Managing Partner: Zebediah Y. Desoto      CONFIDENTIAL    No offering is made or intended by this document. Any offering of interests in Ghost Tribe VFX will be made only in compliance with Federal and State securities                                                        laws.    This document includes confidential and proprietary information of and regarding Ghost Tribe VFX. This document is provided for informational purposes only.                                          You may not use this document except for informational purposes, and you may not reproduce this document in whole or in part, or divulge any of its contents                                                        without the prior written consent of Ghost Tribe VFX. By accepting this document, you agree to be bound by these restrictions and limitations.      2   
  • 3.       Table of Contents    I. Executive Summary   II. Company Overview   III. Industry Analysis   Market Overview   Relevant Market Size   IV. Customer Analysis   3   
  • 4.     Target Customers   Customer Needs   V. Competitive Analysis   Direct Competitors   Indirect Competitors   Competitive Advantages   VI. Marketing Plan   Products, Services & Pricing   Promotions Plan   Distribution Plan   VII. Operations Plan   Key Operational Processes   Milestones   VIII. Management Team   Management Team Members   Management Team Gaps   IX. Financial Plan   Revenue Model   Financial Highlights   Funding Requirements/Use of Funds   Exit Strategy   X. Appendix         4   
  • 5.     I. Executive Summary    Making the Impossible, Possible    Ghost Tribe VFX is your one­stop solution for all your photo­real facial capture needs. When faced with the demanding economic and logistical production                                              challenges of film, television, and video games, to something as simple as online dating; Ghost Tribe VFX steps in.    The entertainment industry has had a long history of making use of digitally animated humans (​The Matrix, The Curious Case of Benjamin Button,                                              Avatar​…). The use of computer generated (CG) characters has been common practice for basic stunt and crowd simulation sequences for quite some                                            time. But what about the human face? Being able to capture the soul of a performance and have that translate through a digital representation has always                                                    been the coveted goal of the entertainment industry.    5   
  • 6.     Time and time again, there have been attempts made with varying levels of results. Some successful, some not, but all coming at a high cost of man                                                      power and wages.  For a little over 5 minutes of face time, Jeff Bridges younger, digital self in ​Tron​ took almost 2 years to animate.    If you are reading this, we will assume you watched the Ghost1 demo.  That was captured raw, with no clean up, and processed in less than one day.    Changing Reality One Pixel at a Time    ✓ Imagine a world where a dangerous stunt is performed to perfection by an actor who was never even on set; a world where an actor (even                                                    posthumously) can be subject to photo­realistic manipulations at the push of a button. Turn back the hands of time, or push them forward, all at                                                  the productions will.    ✓ Imagine going online to your favorite chat room; you would like to video blog, but you do not quite feel you are looking your best. Instead of                                                      preening, you select your own avatar, and away you go. Today you are a model; tomorrow you are a Clone Trooper from Star Wars. Your reality                                                    is now a choice YOU make with a push of a button.    ✓ From the gritty photo­realism of Steven Spielberg’s ​Saving Private Ryan​, to the stylized look of Zack Snider’s ​300​, Ghost Tribe VFX can meet and                                                exceed all your artistic expectations.    ✓ All too often footage is destroyed and actors’ scheduling constraints hamper production efforts. With Ghost Tribe VFX, an actor’s digital avatar                                          can be stored for use throughout the production guaranteeing insurance of production.    ✓ During editing, often times the production team will find themselves at an artistic impasse: a shot was missed, footage was out of focus, or the                                                  actor’s performance was less than perfect.  With Ghost Tribe VFX, these common production concerns can easily be remedied.    Business Overview    Ghost Tribe VFX is a full service Visual Effects (VFX) house that specializes in photo­real 3D animated Computer Generated (CG) facial capture software                                              to both consumers and prosumers.        6   
  • 7.     Success Factors    Ghost Tribe VFX is uniquely qualified to succeed due to the following reasons:    ● Products and/or Services​: Our products and/or services are superior to our competitors because Ghost Tribe VFX represents the most efficient,                                        marker­less facial capture and animation software. Ghost Tribe VFX accurately captures the likeness and dynamic performance of a human face                                        with all its infinite subtleties at a fraction of the cost and time.    ● Human Resources​: Our management team has unique experience in the industry including Zebediah De Soto. Director, Innovator, and Visual                                      Effects authority, De Soto spent his early years honing his skills as a director and graphic artist at Ridley Scott Associates (RSA) Films. In a                                                  relatively short period of time, De Soto established himself as a technological wunderkind in the digital effects arena, building a solid reputation as                                              a writer and director, in addition to creating high quality, professional grade digital effects on a shoestring budget.  7   
  • 8.       ● Operational Systems​: We have developed systems that enable us to provide high quality products/services at a lower cost. These systems include                                          Ghost1, our prosumer software, as well as our simplified consumer version of the software. Furthermore, Ghost Tribe VFX will supply plug­ins                                          compatible with existing software such as Maya, Softimage, Cinema4D making Ghost Tribe VFX capable of expanding our operational systems                                      high quality product to market beyond direct software sales. Integration through existing software expands clientele by providing Ghost1’s                                    expanded capabilities to graphic artists, production houses, etc. while maintaining ease of use for clients through familiarity, and gaining market                                        share as the software of the future.    ● Intellectual Property (IP)​: We have Intellectual Property that gives us an advantage over our competitors. Our IP includes hardware and software                                          which we protect under the laws of patents, copyrights, trademarks, and trade secrets, as well as through contractual provisions including our                                          patent titled “Means and Methods of Acquisition and Animation”.    ● Marketing​: We have unique marketing skill sets that enable us to attract new customers at a low cost. These skill sets include an experience sales                                                  staff in George Passakos and Jeremy Poirier in addition to our management team. Specifically, Zebediah De Soto, John Curtin, and George                                          Passakos have established business relationships with industry professionals providing essential contacts for potential clients. Furthermore, our                                management team will secure a marketing presence over multiple media platforms through established partnerships and company success.    ● Successes achieved to date​: We have already accomplished the following which positions us for future success. Ghost Tribe VFX has                                        self­financed development of Ghost1 which secured partnerships with Dread Central as well as Luke Lieberman and Scott Freeman. Partnered                                      through Dread Central (distribution) and Ghost Tribe Entertainment and Ghost Tribe Gaming (production), Ghost Tribe VFX is THE visual effects                                        company hired for all effects including our first­person shooter video game (name of title) as well as a ​Project Greenlight type venture for horror                                                films scheduled to be released on DVD.    Financial Plan    Below is an overview of Ghost Tribe VFX financial plan:    8   
  • 9.     The financial inputs used are based on existing                consumer and prosumer versions of 3D facial animation software products. While Ghost Tribe VFX represents the most superior software in terms of cost                                              effectiveness and time efficiency, the most modest of figures have been used to create the financial scenarios herein. Below is an overview of our                                                expected financial performance over the next five years.  To achieve these projections, we need to raise $3,000,000 in financing.    Figure 1: Annual Financial Summary    9   
  • 10.         With $3,000,000 as the initial investment, assumptions forecast that the consumer and prosumer version of Ghost Tribe VFX can be completed the                                            quickest and most efficiently, sending the software to market in completion, and at the highest possible quality. Circumstances withstanding, the potential                                          difference in budgeting for location costs, managers, legal fees, and contingency are of interest to Ghost Tribe VFX in order to operate in a more                                                  advantageous locale and with a distinguished staff, as well as provide for uncertainty and a comprehensive beta­testing period. Additionally, the requisite                                          hardware budgeted for sustains effective creation, testing, and quick review of each phase of development. All of this will create the preeminent image and                                                reputation for the software essential upon initial release.    II. Company Overview    Ghost Tribe VFX ​is the culmination of 7 years of development by Zebediah De Soto (Founder). During his tenure as a visual effects artist, De Soto began                                                      using his own processes and software in order to achieve the high quality results he desired, unattainable with existing market systems. Beginning with                                              body motion capture, De Soto shifted his development focus to facial capture as he realized the need in the VFX market. Ghost Tribe VFX ​strategic                                                  direction is to capitalize on our advancement in the facial capture market.    Below is a snapshot of ​Ghost Tribe VFX​ ​since its inception:    ● Date of formation​:  TBD    ● Legal structure​:  Limited Liability Corporation    10   
  • 11.     ● Office location(s)​:  TBD    ● Business stage​: Ghost Tribe VFX ​is in the seed funding stage of development with expectations to quickly enter early market development due to                                              existing partnerships through our film production company Ghost Tribe Entertainment.  ● Prior funding rounds were received (amount/date)​:  To date, Ghost Tribe VFX has been self­financed.    ● Products and services were launched (names/dates)​:  Ghost1/TBD    ● Key partnerships were executed (names/dates)​: Dread Central  11   
  • 12.       III. Industry Analysis    Below is an overview of the VFX industry:    Both the film and video game markets are billion dollar industries exhibiting consistent growth over an extended period of time and supporting multiple                                              businesses over multiple segments. Hollywood studios are demanding more and more visual effects to make blockbuster films, “from the robots in                                          Transformers​ to the tiger in ​Life of Pi​, no longer is the box office driven just by movie stars or directors” (Source: LA Times).    The services of VFX houses are in high demand from the video game industry, as they are looking to create more realistic, movie­like images in response                                                    to consumer demand. Specifically, two of the most prominent VFX houses to declare bankruptcy (Digital Domain and Rhythm & Hues) have moved into                                              12   
  • 13.     the video game sector as they prepare to restructure after bankruptcy. Moreover, Giant Studios, which operates virtual production studios and is known for                                              its performance capture work on such movies as ​Avatar and ​The Adventures of Tintin​, is thriving in this market declaring that as much as 50% of their                                                      business over the last 4 years is derived from video games.    Furthermore, the numbers speak to the strength of both markets moving forward. In 2012 alone, the video games industry grossed $14.8 billion in revenue                                                and the film industry grossed $10.8 billion in revenue. From 2003 through 2012, the film industry grew 17.4% while video games have grown by 111%                                                  over this same time frame. Even looking at the top selling video game of all time, which was just released in 2013, Grand Theft Auto V spent $265 million                                                          in development of their game and surpassed $1 billion in sales in the first 3 days.    Negative Trends:    Previous providers have been forced to exit the market as various business models fail to adapt to two issues: Globalization and Industry Dynamics.                                              These are the two main factors adversely affecting the VFX industry in which any future business model must address. (Source: Visual Effects Society).    Globalization:    Proximity to production is no longer an issue with advanced communication technology. Therefore, companies are able to expand into global                                        markets taking advantage of one (or more) of these factors including: cheap labor, easier regulations, government subsidies, health insurance,                                      lower costs to entry, and tax incentives.    Industry Dynamics:    Both the film and video game industry are dominated by a small number of major production houses (clients), dominating the majority of effects                                              production. Putting downward pressure on VFX houses, limited clientele makes it difficult to: maintain or expand revenue streams due to the                                          “fixed fee” model, as well as maintain consistent work­load pipelines, creating volatility.    Fixed Fee:    With the limited number of clients, typically competitors have espoused the model of undercutting market prices in order to secure bids with major                                              studios; the goal of which is to profit from repeat business. Beholden to client needs, this “fixed fee” structure limits revenue with a set price for                                                    creating a product, void of how many months or years it takes, or the number of changes required by the creator/director. Consequently, success                                              results in a significantly expanding work­load and increased expenses without recourse for additional revenue. Lacking long­term contacts, this                                    short­term revenue stream does not provide VFX houses a model for sustained growth or stability.    Volatility:  13   
  • 14.       With the limited number of clients, the amount of work available at any particular time for effects companies is highly unpredictable. Marketing and                                              distribution costs are high, and prime release dates are few. The strategy to delay as long as possible in order to accurately predict consumer                                                behavior, and/or take into account the “cost of money” on their investment, there are limited opportunities to get an audience on a big weekend.                                                Therefore, clients rely on small number of large projects.    Summary:    Seeking stability and the spurred by the entrepreneurial spirit, VFX professionals enter the market intending to compete at a high level, however, the typical                                                VFX start­up company’s management staff lacks a strong business acumen and awareness of these industry standards; therefore, unable to maintain                                        success given previously discussed adverse conditions. Their short­sighted approach impacts the entire production pipeline and revenue stream, creating                                    14   
  • 15.     a demand for large amounts of work to be produced in a very short time or over the budgets timeline. Once delivered, facilities go through dry spells                                                      before projects are green lit for the next audience season, concluding in less than ideal results (exit).    Ghost Tribe VFX management team is aware of the industry standards, and has developed a revenue model that will allow Ghost Tribe VFX to regularly                                                  maintain a pipeline of production and consistency of revenue. Through the licensing of our prosumer software (Ghost1), and/or Ghost Tribe VFX being                                            contracted on a per­project basis (fixed fee), and/or the sale of consumer software; Ghost Tribe VFX separates itself from its competitors by forming a                                                multifaceted revenue stream supported by Ghost Tribe Entertainment, not as a stand­alone VFX house, each of which supports the success of the other                                              through brand recognition based on individual levels of success.    Market Overview    Ghost Tribe VFX is currently partnered with a market research team working to establish up­to­date, detailed market analysis for you review. The market                                              in which Ghost Tribe VFX​ ​is operating can be characterized by the following.    Relevant Market Size (Prosumer Software)    Given the global nature as well as the constant entry and exit of the entertainment and VFX industry, Ghost Tribe VFX’s relevant market size calculations                                                  are derived as follows. Focusing on the top 76 established VFX companies, 30 video game developers, and 6 major film production studios; Ghost Tribe                                                VFX recognizes the market may contain as many as 2,000+ companies, however, Ghost Tribe VFX maintains the stance that the top firms secure the vast                                                  majority of the VFX business, contracts, and sales. Therefore, our relevant market size is the annual revenue that Ghost Tribe VFX could attain if we                                                  owned 100% market share.    Our relevant market size is calculated as follows:    1. Number of customers who might be interested in purchasing our products and/or services each year:  112  2. Amount these customers might be willing to spend, on an annual basis, on our products and/or services:  $200,000  3. Our relevant market size:  $22,400,000    15   
  • 16.     These numbers represent the most conservative            of estimates at this time.  Even still, as the analysis shows, our relevant market is large enough for our company to enjoy considerable success.    IV. Customer Analysis    Below is a description of who our target customers are, and their core needs:    Target Customers    16   
  • 17.     Due to the global nature of the industry as well as the constant entry and exit of industry professionals, making target customer locations mobile, Ghost                                                  Tribe VFX​ ​will maintain a fluid target strategy for existing and future customers.    Below is a profile of our target customers:    ● Occupation​:  Freelance Graphic Artists, Production Studios, VFX Houses, and VFX Producers.    ● Business size​: Specific size of target businesses will range from individual freelance graphic artists to well established, large VFX production                                        houses.    Customer Needs    Below is a profile of the needs that our target customers have:    Ghost Tribe VFX ​has several customer segments (graphic artists, production houses, VFX producers, etc.), therefore, priority in customer needs are                                        individual to their uses.  Several of these needs are stratified below:    ● Convenience/Ease of use​: Graphic Artists are accustomed to difficult integration between multiple programs. Ghost Tribe VFX’s ​ability to provide                                      a facial capture system, in which graphic artists can conveniently streamline production, eliminating difficult integration, is not only desired, but                                        regarded as long past due.    ● Price​: Price is the variable in which all other customer needs are relative to. Able to meet or exceed the needs of our clients at a lower price than                                                          existing market options, Ghost Tribe VFX​ ​stands to establish itself as an industry leader creating a loyal following.    ● Quality​: The Rosetta Stone of facial capture technology is the ability to produce the highest quality of photo­real 3D images. Ghost Tribe VFX’s                                              software, Ghost1, is the newest technology manufactured exceeding all other current market competitors and industry standards.    ● Reliability​: Industry standards require Ghost Tribe VFX initially release a facial capture software system in which most glitches are worked out                                          prior to hitting the market. Therefore, beta testing executed prior to release is vital to ensure all programming issues are addressed prior to initial                                                market review.  Additionally, Ghost Tribe VFX customer service department will provide individual troubleshooting should unforeseen issues arise.    ● Speed​: In an industry where capitalizing on specific release dates is paramount, being able to adhere to a strict time constraint is invaluable.                                              Ghost Tribe VFX’s ability to complete complicated production at a fraction of the time and maintain a high quality of service elevates us above all                                                  other industry standards.  17   
  • 18.       ● Value​: Ghost Tribe VFX imparts value to its customers as the industry leader in high quality facial capture production at a fraction of the cost and                                                    time as compared to all other products on the market. In addition to the primary individual needs being met, further value is derived from an                                                  efficiency stand point on a corporate/project/team basis. Specifically, ease of use and speed empower management to allocate resources as                                      needed to address various ad hoc responsibilities increasing work environments effectiveness and time management.    V. Competitive Analysis    Below is an overview of ​Ghost Tribe VFX​ ​competition:    18   
  • 19.     Multiple firms have entered the facial capture/motion market servicing a wide variety of needs including individual, corporate, government, and professional                                        entities. Intended to meet client needs through high quality, professional grade systems, they attempt to capture multiple segments of the market by                                            offering both hardware and software products in a variety packages, the benefits of which are disbursed by price­point.    Direct Competitors    Direct competitors to ​Ghost Tribe VFX​ ​include, but are not limited to:    Direct Competitor #1:  Autodesk    ● Products/Services Offered​:  3DS Max, Maya, and Softimage    ● Price Points​: 3DS Max ­ $3,495 (Free student/learning edition), Maya ­ $3,495 (Free student/learning edition), Softimage ­ $2,995 (Free learning                                        edition)    ● Revenues​:  $2.21 billion (2012)    ● Location(s)​:  Multinational headquartered in 111 McInnis Parkway San Rafael, CA    ● Customer Segments/Geographies Served​:  Architecture, construction, engineering, manufacturing, media and entertainment industries    ● Competitor’s Key Strengths​: 3DS Max does for the game industry what Maya does for film and visual effects. 3DS Max is typically a first choice                                                  for game development houses, and you will rarely see architectural visualization firms using anything else. 3DS Max makes up for any                                          shortcomings with state of the art modeling and texturing tools.    Maya is the industry leading package for 3D animation, and boasts a comprehensive animation, dynamic, modeling, and rigging toolset. The                                        software is paired with Mental Ray for photo­realistic rendering, and can be customized and extended through the use of third party plug­ins                                            developed in Python based MEL (Maya Embedded Language). Maya is the top choice in the visual effects and film industry, and would be hard                                                pressed to find a better solution for character animation.    Softimage boasts an impressive visual effects and game development toolset, and seamless integration with Autodesk’s other software.                                  Softimage’s greatest strengths are excellent facial rigging and animation tools, and scalable dynamics solution called ICE (Integrated Creative                                    Environment).    19   
  • 20.     Because of both 3DS Max and Maya’s popularity, market saturation provides Autodesk clientele barriers to exit.    ● Competitor’s Key Weaknesses​: 3DS Max’s animation toolset might not be as robust as Maya, and although Mental Ray is bundled with 3DS Max,                                              many Max users (especially in the architectural visualization industry) render with V­Ray because of its material and lighting tools.    Direct Competitor #2:  Luxology (The Foundry recently acquired in 2012)    ● Products/services offered​:  Modo    ● Price points​:  $995 (30 day evaluation kit ­ $25)    ● Revenues (# units sold/dollars generated)​:  $24,294,000 (The Foundry 2012)    ● Location(s)​:  Multinational corporation headquartered in 5 Golden Square London, U.K.    ● Customer segments/geographies served​:  Visual effects software with its origins in plug­in development    ● Competitor’s key strengths​: Modo is a full development suite, unique in the fact that it includes integrated sculpting and texture painting tools.                                            Due to Luxology’s unprecedented emphasis on usability, Modo initially built its reputation as one of the fastest modeling toolsets in the industry.                                            Since then, Luxology has continued improving Modo’s rendering and animation modules, making the software an ideal low­cost solution for                                      product design, commercial advertising, and architectural visualization.    ● Competitor’s key weaknesses​: If you are considering more robust CG involvement in your scene, you will need to either do more in                                            post­production or consider another software option.  Modo is part of the solution, not the total solution.  20   
  • 21.         Direct Competitor #3:  Maxon    ● Products/services offered​:  Cinema 4D    ● Price points​:  $995 Prime License ­ $3,695 Studio License (Free evaluative license)    ● Revenues (# units sold/dollars generated)​:  $12,000,000    ● Location(s)​:  Multinational headquartered in Max­Planck­Str. 20, Friedrichsdorf, Germany    21   
  • 22.     ● Customer segments/geographies served​: Product Visualizations for (advertising and illustration, fantasy and science fiction, general art, medical,                                and vehicle) as well as Visual Effects for (architecture, broadcast graphics, character, engineering, film and video games).    ● Competitor’s key strengths​: On the surface, Cinema4D is a relatively standard production suite. It does everything you want it to do – animation,                                              modeling, rendering, texturing are all handled well, and although Cinema4D is not as forward thinking as Houdini or as popular as 3DS Max,                                              consider the value. Maxon’s stroke of genius with Cinema4D has been the inclusion of the Body Paint 3D module (which retails for over $800                                                dollars on its own). Having multi­channel texture painting directly integrated into your 3D suite is invaluable, and something you certainly will not                                            find in the Autodesk suites.    ● Competitor’s key weaknesses​: Body Paint might have The Foundry’s ​Mari emerging as a competitor, but it is still an industry standard texturing                                            application.    Direct Competitor #4:  NewTek    ● Products/services offered​:  LightWave    ● Price points​:  $895 (30 day free trial, $195 student edition)    ● Revenues (# units sold/dollars generated)​:  N/A    ● Location(s)​:  Multinational corporation headquartered in San Antonio, Texas    ● Customer segments/geographies served​: Visual effects software specializing in commercial advertising, film, and television. Also included are:                                architecture, designers, engineers, and game artists.    ● Competitor’s key strengths​: LightWave is an industry leading animation, modeling, and rendering package. Compared to Autodesk’s presence in                                    the film and video game industry, LightWave is popular among freelance artists and on smaller productions where pricy licenses are impractical.                                          LightWave’s greatest strength is its versatility.  LightWave’s integrated toolset makes it easier to be a 3D generalist.    ● Competitor’s key weaknesses​: Industry professionals have made comment regarding various improvements that need to be address including,                                  but not limited to: layout, lighting, scene editing, third party support, and toolkit enhancement.  22   
  • 23.       Direct Competitor #5:  Open Source    ● Products/Services Offered​:  Blender    ● Price Points​:  Free    ● Revenues​:  N/A    ● Location(s)​: N/A    ● Customer Segments/Geographies Served​:  Visual effects software for 3D animation  23   
  • 24.       ● Competitor’s Key Strengths​: The only piece of software on this list that is completely free, Blender might also possess the most extensive feature                                              set. In addition to modeling, texturing, and animation tolls, Blender has an integrated game development environment and a built in sculpting                                          application. Blender’s status as an open source project has meant that development on the software has been almost constant and there is not a                                                single aspect of the graphics pipeline that Blender cannot incorporate.    ● Competitor’s Key Weaknesses​:  At best the interface could be described as “quirky”, and Blender does lack the polish of other high­end packages.    Direct Competitor #6:  Side Effects Software    ● Products/services offered​:  Houdini    ● Price points​:  $1,995 (Basic) ­ $6,695 (Master).  Free non­commercial license    ● Revenues (# units sold/dollars generated)​:  N/A    ● Location(s)​:  123 Front Street W Toronto, ON M5J 2M2 Canada    ● Customer segments/geographies served​:  Visual effects software for film, television and video games    ● Competitor’s key strengths​: Houdini is the only major 3D suite designed around a wholly procedural development environment. The architecture                                      lends itself well to particle and fluid dynamics simulations, and the software has been very popular in visual effects houses where rapid prototyping                                              is essential. Procedural instructions, known as nodes, are easily re­usable, and can be ported to other scenes or projects and adapted as                                            necessary.  Houdini’s procedural system is capable of solutions that simply cannot be achieved in other 3D software suites.    ● Competitor’s key weaknesses​: Houdini’s major weakness is its unintuitive animation tools. Additionally, Houdini’s uniqueness can also work to its                                      detriment – do not expect many of your Houdini skills to carry over into other packages, and carries a hefty price tag.    Other competitors include Faceshift, Faceware, Maximo, MetaMotion, and Reallusions. Of this list, Reallusion's existence as a producer of consumer                                      software in the facial capture market makes it strictly a segmented competitor, not holistic as a “one­stop­shop” service in the facial capture/motion market.                                              Furthermore, only Faceshift provided a written price quote for a full length project (1 year). The pricing sheet is as follows: recommend 10 licenses for the                                                    tracking system (10*$4,495=$44,950) and 10 floating licenses for the rest of the software (10*$14,995=$149,950) totaling $194,900 without buying                                    hardware.  Hardware costs around $8,000 for 3 headgear (GoPro) sets totaling $218,900.  24   
  • 25.     Indirect Competitors    Large VFX houses possess the potential as an indirect competitor given their experience and expertise in body motion capture in addition to other VFX                                                knowledge (animation, modeling, rendering, etc.). Furthermore, multiple firms specialize in facial recognition, which given their capabilities, could target the                                      facial capture/motion market. While firms existing in these ecosystems may provide indirect competition, the probability they will invade the facial                                        capture/motion market is minimal. All attempts to date currently lack our competitive advantage in cost effectiveness, quality, and time efficiency in                                          providing facial capture/motion.    Indirect competitors to ​Ghost Tribe VFX​ ​include, but not limited to:    Indirect Competitor #1:  Digital Domain    25   
  • 26.     ● Products/Services Offered​:  Production, Visual Effects, Performance Capture    ● Price Points​:  N/A    ● Revenues​:  $20­$50 million    ● Location(s)​:  Multiple locations headquartered at 300 Rose Avenue Venice, CA 90291    ● Customer segments/geographies served​:  Advertising, Film, Gaming, and Music Videos    ● Competitor’s key strengths​:  Previous award winning recognition in creating digital imagery for feature films.    ● Competitor’s key weaknesses​: Facing public perception problems, Digital Domain’s reorganization may open new business channels correcting                                the volatility issue, however, their new business strategy does not address the fundamental negative industry trend that drove them into                                        bankruptcy: the fixed fee model.    Indirect Competitor #2:  Giant Studios    ● Products/Services Offered​:  Performance Capture and Virtual Production    ● Price Points​:  N/A    ● Revenues​:  $5­$10 million    ● Location(s)​:  3555 Hayden Avenue Culver City, CA 90232    ● Customer Segments/Geographies Served​:  Film and Gaming    ● Competitor’s Key Strengths​: Established industry leader in motion capture and visual effects, Giant Studios primarily benefits from repeat projects                                      through existing business contacts, and industry recognition. They also possess a large, state­of­the­art warehouse style and “To Go” studios for                                        large scale production.    ● Competitor’s Key Weaknesses​: Despite their 15+ years in visual effects, Giant Studios has yet to translate their success in motion capture to real                                              time 3D facial capture. Considering Giant Studios desire to enter the market, yet have not to date, the inability to diversify content may limit future                                                  success.  26   
  • 27.     Indirect Competitor #3:  Industrial Light and Magic (ILM)    ● Products/Services Offered​:  Animation, Computer Generated Imagery, Film Production, and Visual Effects    ● Price Points​:  N/A    ● Revenues​:  Estimates are $500,000 ­ $1,000,000. Considering it is a subsidiary of Lucas Film, exact revenue is difficult to determine.    ● Location(s)​:  One Letterman Drive San Francisco, CA 94129    ● Customer segments/geographies served​:  Film    ● Competitor’s key strengths​: ILM, the deity for special effects, possesses industry leader and brand recognition status, providing them with                                      resources beyond the typical VFX company through Lucas Films.      ● Competitor’s key weaknesses​: Even with the long tenured success of ILM, their primary success is on special effects type of visual creation                                            business, not photo real 3D facial capture imagery. ILM has promoted they have created such a facial capture system since early in 2013, but                                                have yet to announce a release date.    Indirect Competitor #4:​  ​Rhythm and Hues    ● Products/services offered​:  Animation and Visual Effects    ● Price points​:  N/A    ● Revenues​:  $21,400,000    ● Location(s)​:  2100 E Grand Avenue #A El Segundo, CA 90245    ● Customer segments/geographies served​:  Commercials, Television, Film, and Production Management    ● Competitor’s key strengths​:  Previous award winning recognition in creating digital imagery for feature films.    27   
  • 28.     ● Competitor’s key weaknesses​: Much like Digital Domain, Rhythm and Hues is facing public perception problems. Reorganization may open new                                      business channels correcting the volatility issue, however, does their new business strategy address the fundamental negative industry trend that                                      drove them into bankruptcy: the fixed fee model.    Indirect Competitor #5:  Zoic Studios    ● Products/Services Offered​: First unit production, visual effects supervision, concept and creative direction, editorial, motion graphics, in­engine                                game cinematics, full CG animation, post production, project management, and production design    ● Price Points​:  N/A    ● Revenues​:  $10­$20 million    ● Location(s)​:  3582 Eastham Drive Culver City, CA 90232    ● Customer Segments/Geographies Served​:  Commercials, Film, Television, and Video Games    ● Competitor’s Key Strengths​: Zoic’s visual effects company offers services ranging from first unit production services, visual effects supervision,                                    concept and creative direction, editorial, motion graphics, in­engine game cinematics, full CG animation, post­production, project management,                                and production design capabilities for the entertainment industry. Their propriety virtual production pipeline called ZEUS (Zoic Environmental                                  Unification System) is a pre­visualization process that supposedly combines the benefits of real­time compositing with an integrated editorial and                                      CG pipeline.    ● Competitor’s Key Weaknesses​:  Regardless of Zoic’s CG animation and in­game engine cinematics through ZEUS, their process is still less  efficient and cost effect to our system, as they still rely on large production teams which translates to increased cost.  28   
  • 29.       Indirect Markets    Indirect markets for Ghost Tribe VFX include, but are not limited to the facial recognition and plastic surgery industries. Below is                                          an overview of each indirect market:    The facial recognition market shows strong growth. Its current usage includes refining search engine searches based on facial images, photo tagging                                          applications, customer demographics of retail shoppers, gathering intelligence on buying and traffic pattern in retail stores, identify missing persons,                                      identifying individuals in riots, recognizing emotions from facial expressions to study consumer behavior, and many gaming applications. Due to firms                                        needs regarding consumer behavior and security, facial recognition is slowly proving itself as a potent technology for authentication and identification, and                                          is predicted to become as common as finger print technology today. The technology is no longer limited to its traditional application of facial detection.                                                29   
  • 30.     Over the next 6 years, face recognition is expected to become highly pervasive across the consumer behavior and security ecosystem as the industry has                                                started realizing the importance of face recognition.    Facial Recognition market competitors include, but are not limited to:    ● 3M, Animetrics Inc., Avalon Biometrics S.L., Cognitec Systems Gmbh, Cross Match Technologies, Daon Inc., Digital Persona, Digital Signal Corp.,                                      Keylemon, Merkatum Corp., Nec Corp., Neurotechnology, Nextgen Id Inc., Nviso Sa, Oki Electric Industry, RCG Holdings, Safran Group, Xid                                      Technologies, Zk Software    In addition to the facial recognition industry as a potential indirect target market, the plastic surgery industry’s (among other medical procedures) use of CG                                                imagery through virtual cosmetic consultations is pervasive, and shows perpetual growth despite the recession. Current usage spans several                                    specializations from cosmetic (enhancement, rejuvenation, and renewal) to reconstruction (accident, deformity, and injury). The ability for firms to provide                                      30   
  • 31.     clients with photo­ real, pre­operation simulation          alleviates anxiety as well as supports clear communication between doctor and patient. Therefore, the use of computer generated surgical results via 3D                                            software, is an innovative addition, and becoming an industry standard as part of any consultation.    Plastic Surgery market competitors include, but are not limited to:    ● AlterImage, Crisalix, FaceTouchup, NexTech, Vectra XT 3D, Virtual Plastic Surgery Software  Competitive Advantages    Due to our advancements in facial capture, Ghost Tribe VFX ​maintains its ability to perform tasks cheaper, faster, and at a higher quality than the leading                                                    competitors. Coupling our competitive advantage with our existing projects and partnerships, Ghost Tribe VFX can extract larger profits even in the current                                            market price models (i.e. fixed fee) and become an industry leader, gaining market share. Early projects through our standing partnerships serve two                                            31   
  • 32.     purposes. First, growth in marketing to new clients through achievement, and second, generate revenue to fund day­to­day operations, development,                                      future projects, and reserve funds.    Ghost Tribe VFX​ ​is positioned to outperform competitors for the following reasons:    ● Products and/or Services​: Our Products and/or Services are superior to our competitors because Ghost Tribe VFX represents the most efficient,                                        marker­less facial capture and animation software. Ghost Tribe VFX accurately captures the likeness and dynamic performance of a human face                                        with all its infinite subtleties at a fraction of the cost and time.    ● Human Resources​: Our management team has unique experience in the industry including Zebediah De Soto. Director, Innovator, and Visual                                      Effects authority, De Soto spent his early years honing his skills as a director and graphic artist at Ridley Scott Associates (RSA) Films. In a                                                  relatively short period of time, De Soto established himself as a technological wunderkind in the digital effects arena, building a solid reputation as                                              a writer and director, in addition to creating high quality, professional grade digital effects on a shoestring budget.    ● Operational Systems​: We have developed systems that enable us to provide high quality products/services at a lower cost. These systems                                        include Operational Systems: We have developed systems that enable us to provide high quality products/services at a lower cost. These systems                                          include Ghost1, our prosumer software, as well as our simplified consumer version of the software. Furthermore, Ghost Tribe VFX will supply                                          plug­ins compatible with existing software such as Maya, Softimage, Cinema4D making Ghost Tribe VFX capable of expanding our operational                                      systems high quality product to market beyond direct software sales. Integration through existing software expands clientele by providing                                    Ghost1’s expanded capabilities to graphic artists, production houses, etc. while maintaining ease of use for clients through familiarity, and gaining                                        market share as the software of the future.    ● Our IP includes Intellectual Property (IP)​: We have Intellectual Property giving us an advantage over our competitors. Our IP includes hardware                                          and software which we protect under the laws of patents, copyrights, trademarks, and trade secrets, as well as through contractual provisions                                          including our patent titled “Means and Methods of Acquisition and Animation”.    ● Marketing​: We have unique marketing skill sets that enable us to attract new customers at a low cost. These skill sets include an experience                                                sales staff in George Passakos and Jeremy Poirier, in addition to our management team. Specifically, Zebediah De Soto, John Curtin, and                                          George Passakos have established business relationships with industry professionals providing essential contacts for potential clients.                              Furthermore, our management team will secure a marketing presence over multiple media platforms through established partnerships and                                  company success.    ● Successes achieved to date​: We have already accomplished the following which positions us for future success. Ghost Tribe VFX has                                        self­financed development of Ghost1 which secured partnerships with Dread Central as well as Luke Lieberman and Scott Freeman. Partnered                                      through Dread Central (distribution) and Ghost Tribe Entertainment and Ghost Tribe Gaming (production), Ghost Tribe VFX is THE visual effects                                        32   
  • 33.     company hired for all effects including our first­person shooter video game (name of title) as well as a ​Project Greenlight type venture for horror                                                films scheduled to be released on DVD.    VI. Marketing Plan    Our marketing plan, included below, details our products and/or services, pricing and promotions plans:  33   
  • 34.       Products, Services & Pricing    Product/Service #1 Name:  Ghost1 Consumer Software    ● Product/Service description/features​:  Professionally equipped facial capture software suite    ● Product/Service benefits​:  Provide clients with the most efficient, marker­less facial capture and animation software    ● Product/Service price​:  Consumer Software ­ $2,000    ● Product/Service expected purchase frequency/quantity​:  5 units per month with an annualized growth rate of 100%    ● Product/Service strengths​: Ghost1 accurately captures the likeness and dynamic performance of a human face with all its infinite subtleties at a                                          fraction of the cost and time    Product/Service #2 Name:  Ghost1 Consumer Plug­in  ● Product/Service description/features​:  Professionally equipped facial capture software suite    ● Product/Service benefits​: Compatibility to other existing facial capture software (i.e. 3DS Max, Cinema4D, Maya, MotionBuilder, etc.) allows                                  customers to use our superior facial capture software with the convenience of product familiarity; easing future customers into using our product                                          exclusively at an attractive intro price    ● Product/Service price​:  Consumer Plug­in ­ $1,000    ● Product/Service expected purchase frequency/quantity​:  2 units per month with an annualized growth rate of 100%    ● Product/Service strengths​: Ghost1 accurately captures the likeness and dynamic performance of a human face with all its infinite subtleties at a                                          fraction of the cost and time      Product/Service #3 Name:  Ghost1 Prosumer Software    34   
  • 35.     ● Product/Service description/features​:  Professional license for facial capture software    ● Product/Service benefits​:  Allows clients to utilize our premiere facial capture technology as they need and on site    ● Product/Service price​:  Prosumer Software ­ $200,000    ● Product/Service expected purchase frequency/quantity​:  1 per year with an annualized growth rate of 20%    ● Product/Service strengths​: Ghost1 accurately captures the likeness and dynamic performance of a human face with all its infinite subtleties at a                                          fraction of the cost and time  35   
  • 36.       Promotions Plan    Ghost Tribe VFX ​will use the following tactics to attract new customers:    Media Relations Campaigns    ● Blogs, Podcasts, etc​: The use of various types of media (emerging, traditional, social, etc.) will increase Ghost Tribe VFX’s brand name                                          recognition in addition to visibility, furthering business development and establish notoriety. Currently, Ghost Tribe has been acknowledged on                                    Pop Trigger, a YouTube channel with 69,000+ subscribers translating into over 6,000 views in the first week regarding our contest hosted by                                            Vanessa Gomez.  36   
  • 37.     ● Press Releases/PR​:  All media dissemination and relations will be handled by the PR firm we partner with moving forward.  Examples include, but  are not limited to: catalogs, print ads (newspaper, magazine, and journal), industry newsletters, and online marketing.    Promotional Activities    ● Contests​: Ghost Tribe VFX is using amateur submission contests effectively promoting three objectives. First, product usages and exposure in                                      the CG community worldwide, second, increase content and third, recruiting potential future talent. Our contest is partnered with Dread Central,                                        the leading horror website with over (fill in number) subscribers and averaging (fill in number) of visitors per day.    ● Email Marketing​: Ghost Tribe VFX will use customer and visitor email submissions to maintain contact, promote future product releases,                                      successes, special offers, and upcoming events.    ● Event Marketing​: The ability to connect Ghost Tribe VFX to the CG community at large, as well as bring existing users together at live events is                                                    important, as it provides a forum to unite advocates in person. The social aspect of event marketing can be an effective tool personalizing a                                                connection between Ghost Tribe VFX and its following, launching new products,     ● Word of Mouth / Viral Marketing​: Ghost Tribe VFX’s ability to make it the industry leading facial capture software is a reputation that will be                                                  impossible to contain. The “buzz” created around our products and services, via individual promotion, is inevitable and will be a key component to                                              building, establishing, and maintaining our standing within the CG arena.    Cross­Functional Ventures    ● Networking/Partnerships​: As an industry professional, De Soto has established business contacts intended for future product development,                                project acquisition and/or collaboration. De Soto, as well as the Ghost Tribe VFX staff, will join industry VFX associations fostering connections                                          with various trade professionals along with creating mutually beneficial partnerships.    ● Telemarketing​: The sales team will utilize all avenues available to best serve all clients. As a medium of customer service, Ghost Tribe VFX’s                                              sales team will use telemarketing to establish connections with new clients as well as promote name recognition to existing clients through direct                                            contact.    Distribution Plan    Customers can buy from us via the following methods:  37   
  • 38.     ● Company website​: Clients will purchase the software via Ghost Tribe VFX website (fill in the web address). Ghost Tribe VFX website will be the                                                primary distribution throughout our existence and our only form of distribution during early stage development.    ● Partners​: Ghost Tribe VFX will use key partnerships to advance distribution through cross promotion, thereby directing clients to our website for                                          software purchase and instant download.    ● Retail location​: Potential retail locations may be addressed in future strategic business objectives; however, current distribution will be driven                                      through Ghost Tribe VFX website.    VII. Operations Plan    38   
  • 39.     Our Operations Plan details:    1) The key day­to­day processes that our business performs to serve our customers    2) The key business milestones that our company expects to accomplish as we grow    Key Operational Processes    The key day­to­day processes that our business performs to serve our customers are as follows:     ● Accounting/Payroll​: ​This area is designated as a need in our management section. Currently, all accounting and payroll responsibilities will be                                        handled by John Curtin as part of his duties as the Finance Manager. Further specifications as to his duties as the accounting specialist are                                                detailed in the Finance section of the Key Operational Processes. As his salary is derived as the Finance Manager, costs will be minimized until                                                which time Ghost Tribe VFX hires a full­time employee to take over.    ● Administration​: Administrative duties, including office management, will primarily be handled by Jeremy Poirier as part of his day­to­day                                    operations role such as answering phones, opening and closing, scheduling meetings, etc. As his salary is derived as the Inside Sales Manager,                                            costs will be minimized until which time Ghost Tribe VFX hires a full­time employee to take over.    ● Customer Service​: This area is designated as a need in our management gap section. Currently, all customer service responsibilities will be                                          handled by Jeremy Poirier as part of his day­to­day operations. Given the frontline nature of the position, daily and weekly reports will be                                              comprised in order to keep key management appraised to all issues raised by customers. As his salary is derived as the Inside Sales Manager,                                                costs will be minimized until which time Ghost Tribe VFX hires a full­time employee to take over.    ● Finance​: ​Our finance department is headed by John Curtin as the Finance Manager. Day­to­day operations will consist of budget management                                        and reporting on financial transactions, for review by the management team, in addition to creating and monitoring expense accounts, spending                                        reports, and wages for different departments. As his salary is derived as a VFX Producer, costs incurred will be minimized until which time Ghost                                                Tribe VFX hires a full­time employee to take over (total cost $72,000 annually).    ● Human Resources​: This area is designated as a need in our management section. Currently, all human resource responsibilities will be handled                                          by Jeremy Poirier as part of his day­to­day operations. Key areas will include: introduce and train employees on company culture mission/goals,                                          and standards, positional elements/requirements, keep management staff updated and well versed in all employee matters, and maintain                                  39   
  • 40.     professional work environment. As his salary is derived as the Inside Sales Manager, costs will be minimized until which time Ghost Tribe VFX                                              hires a full­time employee to take over.    ● Legal​: This area is designated as a need in our management gap section. Currently, this area is handled by our attorney Rob Raider of (fill in law                                                      firm), the cost of which is illustrated in our financials and will continue as such until Ghost Tribe VFX hires a inside full­time legal team (total cost                                                      $50,000 annually).    ● Marketing​: This area is designated as a need in our management gap section. Primary marketing will be executed through the sales team,                                            however, key responsibilities for future employees to focus on include: maintain and expand Ghost Tribe VFX presence through all related                                        marketing mediums (digital, print, social, etc.). Initial marketing strategy and the execution effectiveness reports will maintain communication                                  between marketing staff and key management. As the sales team, George Passakos and Jeremy Poirier will manage all marketing                                      responsibilities until Ghost Tribe VFX is able to employ a full­time marketing professional. Costs will be minimized as salaries are derived as                                            Sales Managers.    ● Manufacturing and Product Development​: As the Head Technician, Zebediah De Soto will work in tandem with Damian Smith (Administrative                                      Technician) regarding developing and manufacturing both the consumer and prosumer software. Ghost Tribe VFX initial manufacturing costs will                                    be limited to software creation, as both versions of the software will be released in a download­able format. Considering Ghost Tribe VFX initial                                              purchases will be limited to capital expenditures and the required monthly maintenance originally budgeted for, the ability to depreciate these                                        items preserves the assumption that there is no mandatory storage of hardware materials or additional manufacturing for the software to be                                          released; therefore, inventory and manufacturing costs will be minimal.  As each phase of development is completed, a report on progress will be given and an analysis of quality will be made. This accountability will                                                  keep the project moving quickly, tightly, and with centralized management. Product development will be focused around De Soto and Smith, and                                          their team of programmers and technicians. Initial resources required will include 3 people (De Soto, Damian Smith, and programmer TBD) as                                          well as all capital expenditures detailed in the financials (total cost $264,000 annually).    ● Purchasing​: All purchasing will be performed on an ad hoc basis by management staff. As the Finance Manager, John Curtin will be responsible                                              for maintaining accurate accounting practices. Ghost Tribe VFX initial purchases will be limited to capital expenditures and the required monthly                                        maintenance originally budgeted for. As Curtin’s salary is derived as the Finance Manager, all costs will be minimized (total cost $78,000                                          annually).    ● Sales​: Initially, the sales department will have 2 divisions and will have 2 primary responsibilities. The divisions will be broken up into inside and                                                outside sales headed up by Jeremy Poirier and George Passakos respectively. Each division will be used as our primary source of marketing and                                              promotions, in addition to acquiring clients for service. The sales team will be provide weekly and monthly reports maintaining consistency in                                          communication with key management members as well as present data used to advance, alter, and/or execute strategic policy. Costs incurred                                        are detailed in the marketing section of the financials (total costs $220,000 annually).  40   
  • 41.       Milestones     All completion dates for each milestone is conditional on receiving financing. The key business milestones that Ghost Tribe VFX                                      expects to accomplish in the first year include the following:    I. To Be Completed By:  TBD    ● Accomplishment #1​:  Secure Financing for Ghost Tribe VFX    ● Accomplishment #2​:  Website Launch  41   
  • 42.       II. To Be Completed By:  2 months after receiving financing    ● Accomplishment #1​:  Secure Brick and Mortar Location    ● Accomplishment #2​:  Consumer/Prosumer Software Development    III. To Be Completed By:  6 months after receiving financing    ● Accomplishment #1​:  Secure partnership with pre­existing VFX company(s)    ● Accomplishment #2​:  Secure partnership with pre­existing game engine developer(s)    IV. To Be Completed By:  8 months after receiving financing    ● Accomplishment #1​:  Develop plug­in for Maya    ● Accomplishment #2​:  Develop plug­in for MotionBuilder    ● Accomplishment #3​:  Develop plug­in for Cinema4D    V. To Be Completed By:  10 months after receiving financing    ● Accomplishment #1​:  Develop plug­in for 3DS Max    ● Accomplishment #2​:  Develop plug­in for Softimage    ● Accomplishment #3​:  Develop plug­in for Lightwave    ● Accomplishment #4​:  Develop plug­in for XSI    In addition to all milestones listed above, Ghost Tribe VFX will pursue production deals for film, gaming, internet, and television as additional objectives                                              throughout all phases of accomplishments.  42   
  • 43.       VIII. Management Team    Our management team has the experience and expertise to successfully execute on our business plan. Each member of the management team will also                                              serve as board members.    Management Team Members    Zebediah De Soto  ● Title​:  Founder/Head Technician/Management Team Lead  43   
  • 44.       ● Key Functional Areas Covered​:  Director of Product Development, Management Team Lead    ● Past positions, successes and/or unique qualities​: De Soto has worked in the VFX industry as a producer for the last 8+ years. De Soto is a                                                    self­taught facial capture software expert mastering a multitude of skills (animator, character and game designer, editor, inker and penciler,                                      modeler, rigger, rotoscoper, camera and object tracker, etc.) over all the industry’s major facial capture software (3DS Max, Adobe After Effects,                                          Cinema4D, Daz Studio, Maya, MotionBuilder, Unity 3D, Z­Brush, etc.). De Soto quickly established himself as a visual effects authority, creating                                        high quality, professional­grade digital effects on a shoestring budget. Building a solid reputation as a director and writer, De Soto made his                                            feature film, directorial debut with ​Night of the Living Dead: Origins.    George Passakos  ● Title​:  Producer/Sales Manager    ● Key Functional Areas Covered​:  Outside Sales, Project Acquisition    ● Past positions, successes and/or unique qualities​: As a member of the Ghost Tribe VFX management team, Passakos’ entertainment industry                                      knowledge in addition to his years in corporate sales, embodies the combination of experience and talent quintessential for our sales manager.                                          Having worked as a producer on ​Night of the Living Dead: Origins, Passakos and De Soto have a strong working relationship which resulted in                                                the successful sale of their first feature film. Teamed up once again, Passakos will provide sound leadership as Ghost Tribe VFX moves forward                                              given his multifaceted talents as an industry professional and sales expert.    John Curtin  ● Title​:  Financial Manager/VFX Producer    ● Key Functional Areas Covered​:  Accounting, Finance, VFX Production    ● Past positions, successes and/or unique qualities​: Working alongside De Soto, Curtin began his VFX producing career working on “Upon My                                        Honor” and “I Want to Love a Human Being”. Previously, Curtin also worked in the finance industry as Account Controller, Bookkeeper, and                                            Business Manager. Having also worked as a Fund Manager for John Curtin Investments, Curtin’s ability to seamlessly work between multiple                                        divisions (accounting and production) makes him an invaluable asset to the Ghost Tribe VFX management team.    ● Educational background​:  B.A. Accounting and Business Administration; Biola University    44   
  • 45.     Jeremy Poirier  ● Title​:  Market Analyst/Office Manager/Inside Sales    ● Key Functional Areas Covered​:  Day­to­day Operations, Market Research, Inside Sales    ● Past positions, successes and/or unique qualities​: Poirier’s experience in sales (both inside and outside) qualify him to operate our inside sales                                          division and work in tandem with Passakos (outside sales) as sales managers. Having spearheaded the state and federal filings for Ghost Tribe                                            VFX, Poirier is familiar in matters relating to Human Resources and will initially be our Office Manager leading our day­to­day operations.    ● Educational background​:  B.A. Economics; University of California, Davis    Damian Smith  ● Title​:  VFX Producer/Administrative Technician    ● Key Functional Areas Covered​:  Product Development, Manufacturing, and Production    ● Past positions, successes and/or unique qualities​: Smith has worked in the VFX industry for the last 10+ years. Working with large production                                            companies as well as independent businesses, Smith’s project experience ranges from extensive, full­scale productions to television                                advertisements, and corporate presentations. Specifically, Smith’s expertise in character and model building, hair and feathers, and landscaping                                  and scenery as well as his proficiency with After Effects, Cinema 4D, Modo, MotionBuilder, Mudbox, and SoftImage creates a resume that speaks                                            for itself, and the prime candidate as Ghost Tribe VFX’s Administrative Technician and VFX Producer.    45   
  • 46.     Management Team Gaps    ● Title/Role​:  Accounting/Payroll  ● Key Functional Areas Covered​: Keep record of day­to­day accounting operations as well as advanced corporate accounting needs i.e. company                                      taxes, federal and state compliance and filings, establish holding company and subsidiaries.    ● Title/Role​:  Customer Service  ● Key Functional Areas Covered​:  Troubleshooting, customer retention (consumer sales).    ● Title/Role​:  Human Resources/Training  ● Key Functional Areas Covered​: Introduce and train employees on company culture mission/goals, and standards, positional                              elements/requirements, keep management staff updated and well versed in all employee matters, and maintain professional work environment.  46   
  • 47.       ● Title/Role​:  Legal  ● Key Functional Areas Covered​: Responsible for all contracts between Ghost Tribe VFX and its employees, Ghost Tribe VFX and clients                                        (regarding licensing, projects, distribution, etc.), keep Ghost Tribe VFX compliant with all federal and state laws.    ● Title/Role​:  Marketing  ● Key Functional Areas Covered​: Responsible for maintain and expand Ghost Tribe VFX presence through all related marketing mediums (digital,                                      print, social, etc.).    ● Title/Role​:  Secretary of the Board  ● Key Functional Areas Covered​:  Record minutes and prepare documents for internal and public dissemination.    47   
  • 48.     IX. Financial Plan  Revenue Model    Ghost Tribe VFX generates revenues via the following:    ● Sales of products/services are the primary source of revenue. Ghost Tribe VFX will implement a sales team designed to ignite interest to                                            purchase software from both consumers and prosumer.    ● Advertising/Referral revenues will come from our key partnerships. Clients will be directed by our partners to our website for product sampling,                                          review, and eventual purchase.    48   
  • 49.     ● Licensing/royalty/fees will be disseminated primarily from large VFX production houses licensing our software on a per project basis. Furthermore,                                      Ghost Tribe VFX will charge a “fixed fee” for any projects directly hired to complete.    Financial Highlights    Below please find and overview of our financial projections. See the Appendix for our full projected Balance Sheets, Cash Flow Statements and Income                                              Statements    49   
  • 53.     Funding Requirements/Use of  Funds    To successfully execute on our business plan, we require $3,000,000 in outside funding.    The primary uses of this funding include:    ● Marketing​: Primary marketing will be executed through the sales team. In order to support the sales staff, funds will primarily be used to                                              incentivize sales team to secure deals, get the product our and in­front of potential customers. Additional marketing funds will be used for print                                              advertising.    53   
  • 54.     ● Product Development​: Completing software development for sale is the most vital use of funds for Ghost Tribe VFX. Once completed, Ghost                                          Tribe VFX can fill pre­sale orders as well as supply sales staff with a working model for presentations.    ● Product Manufacturing​: Production of both the consumer and prosumer software will be minimal and executed by our technician staff. As both                                          the consumer and prosumer software is going to be produced in a download­able version, hard copy manufacturing is not required keeping costs                                            to a minimum.    ● Staffing​: Staffing Ghost Tribe VFX with a knowledgeable, dedicated workforce will take the largest portion of funds. Maintaining a skill and trained                                            staff will support customer service, product development, and sales.    ● Rent​:  Securing a brick and mortar location will provide a permanent and professional location for staff and all their individual needs.     ● Research and Development​: Continued research and development is vital to the future success of Ghost Tribe VFX. Funding R&D will allow                                          Ghost Tribe VFX to produce improved iterations of Ghost1, expanding its market share, further entrenching Ghost Tribe VFX as an industry                                          leader.  54   
  • 55.     Exit Strategy    We expect that investors will be able to cash out on their investment in Ghost Tribe VFX when we either: 1) re­acquire the invested stake from the invested                                                        or 2) are acquired. The initial investment will be paid back accordingly: principle plus 10% (total 110% simple interest). We expect to achieve this goal in 3                                                      to 7 years after investment.  X. Appendix    The following items are included in this Appendix:    55   
  • 56.     1. Projected Income Statements  2. Projected Balance Sheet  3. Projected Cash Flow Statements  4. Development Stages      56   
  • 66.     Month Steps for First Six Months 1 Acquire Personnel and Equipment, all employees sign NDA. Construct Facial capture helmet. 2 Begin work on software development, Establish stages for delivery. Stage 1 Delivery ​– Functional Analysis & Tech Resource Review [SOFTWARE SPECIFICATION REQUIREMENTS (SRS) WILL BE PREPARED] 3 Stage 2 Delivery – Technical Specification for Capture Module, Programming – Core Functionality, Import/Play-Export. 4 Stage 3 Delivery - Unit Flow Testing (End A to End B) Testing Various Models & Variations (CREATE TEST PLAN, RUN TESTS) 5 Stage 4 Delivery – Review by Head Technician & Potential Modifications Documentation, Doc-Review by Head Technician. 6 Final Prototype Delivery - FINAL PACKAGING & DELIVERY, WINDOWS EDITION.     66