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- 2007 -
MAJOR Website revamp & update
Market Research Update
Business Presentation Materials finalized
Financing Strategy Active
iMU forming Presentation Team
FTP SERVER
Gear Updates
GAME SERVER Gear Updates
Test Play other games (FPS, MMO, RPG, RTS) Interactive MMO Designing FUTURE game in background
Prototype GAME Updated
Engine Design Document done - LAN Playoff Events -
Interactive testing market response for consumer comments, reaction & requests
Game Levels
Saraken (update)

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- 2006 -
Gameplay expanded
Role-Playing by Rank defined
Emperor's Role & Empire Age added on top beyond Prototype
Placeable Thrones planned
Elemental Throne Powers designed
Scoring deeply defined
7-Gameplay Stages defined
Game Design Bible completed
Game Design Document completed
Website Updated
Financing Strategy Active
Game Machine Gear Updates
iMU Studios Recording Equipment Updates
Prototype GAME Updated
- LAN Playoff Events -
Interactive testing market response, adjusting game design to meet consumer comments, reaction & requests
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- 2005 -
Cinematic 2.0 released
Financing Strategy Active
Prototype GAME Development finished, including:
- Throne Wars Gameplay
- User Interface
- Game MENUS
- Throne System
- Prince, Stronghold, King, & Kingdom system
- Action Rides
- Pits for elimination
- Ride Matrix DEVICES
- 6-Playable Characters | 2-Races / Teams
- Real Time SCORING
- all ART, TEXTURES, Models, Animations, GAME Levels completed & functioning smoothly
- 1-Click Server rotation of all Game Levels now complete
Prototype GAME made INSTALLABLE for Windows ® Prototype GAME Packaged & Boxed
- LAN Playoff Events -
Interactive testing market response, adjusting game design to meet consumer comments, reaction & requests
MUSIC Products completed
Voice of Angels
&
TechnoZoid - Chapter 1
Game Levels
Planet Xile
Saraken

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New Web design launched
iMU Studios Development
TEAM Members solidified
Characters & Game Assets in development Prince of THUNDER becomes a playable Proof of concept
Game Showcase Events Online
Internet Alpha tests
Development Strategy active
Milestone successes marked for Game development
Cinematic 1.0 released
Game STORY & Prototype Design set
Game Levels
Eternal Fortress
Thunder Pinball
MorningSun
StrayLight
T3-in2it
Bane
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“As a long-time gamer who's admittedly become a bit jaded, I've come to value innovation above everything else in a new game.
I'll put up with a lot of minor faults if a game really strives to evolve the genre and deliver a new experience.
– Steve Klett PC Gamer Magazine July 20 No. 163
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| Breaking NEWS |
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Business |
Web |
ultimate transcendent convergence
While TV, Movies, Music, Sports, Internet and Media
merge into a momentous paramount collective; where we find ourselves in the prime market position – GAMES – a virtual playground, surrounding a "globally-accessible", online theme park – here, we
continue to build diligently. Market Research returns brighter results, as more market segments like advertising adopt games, while millions more gamers join in to play.
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– Target > PUBLISHERS <
This research required a Product Model update, leading us to reassess target Publishers; who once contracted, provides a majority of video game funding SEE BUSINESS MODEL
Many hours of quality game testing, and studying company policies and objectives by the top rated Game Publishers, have rendered a revised Publisher presentation order (best, most-supportive choices first). Research reveals converging growth in our target markets, resolving longer term strategic plans for COST EFFECTIVE episodic video games.
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Our Episodic Game development strategy, fulfills Publisher needs systematical, with a logically step by step risk reduction plan, LONG TERM by building a giant MMORPG in smaller STAGES using a FPS (First Person GAME) model to start, with instant action ARENAS that remain at the game's heart to keep the game exciting. This refreshes products that are put into the market at a faster rate; more often to extend shelf-life, keeping marketing ramped up, while providing more inspirational and substantial games, with significantly enhanced cash flow over-time. As game pioneer John Carmack says, shorter development cycles means that companies could take more risks in creating innovative gameplay.
Later adding both a Sponsor Module, and Event promotional playoff system, these groundbreaking concepts (proven in other top games), have extended our Business Model, are now driving changes to this Website, our Business Plan, and our updated Presentation Package; all for the better, to bring more creative games of superior substance to the marketplace.
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Business Presentation Materials (in final progress)

Investment Overview
Video Game Business Plan
Game Concept Doc
What We Do - Visual overview
Product Model - Visual overview
Financing Strategy Doc + 1-Page visual overview
Investment Commitment
Budget / % of game complete overview
Legacy Memory Products

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Compete Market Research UPDATE
(see Investors, Partners, Sponsors) Game Market exploding, Advertising Market adopting, & Partner non-equity funding solutions
Goal: maintain Intellectual Property control; build net worth
Lining up professional representatives to work with our presentation & negotiation team to pull Publisher + Investor deals together.
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Website updated
Refreshed Market Researched, expanded Plans for Financing Strategy, Added Event section, HIDDEN CONTENT created on our new DEEP Gameplay Strategy (you must QUEST this Website to discover the hidden content page).
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Added Images – Finally – Pictures worth 1000's of words!
See it clearly, believe it, act on it and it happens.
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Motivational Quotes - content added to website, making it more like the reflective and restful inspiration of our Video Game Shrines.
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Added Testimonials - People say some wonderful things about what we do – as they experience and realize it. We have been working hard to capture those moments and document them.
(Future: add pictures of people, as experiences build Testimonials)
Added robot.txt & sitemap.xml to make the site more search engine friendly
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Warning - This Website contains Hidden Content!
A Hidden Page that must be sought out like a Game QUEST using clues. Features that contain deep gameplay insight, as well as images, hints, tricks and secrets of the next generation of Prince of THUNDER gameplay.

However hidden, with limited links to it.
Includes compelling
Can you find it?
We bet the Gamers can!
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GAME/Creative |
Company |
Goal: To create lasting entertainment that is fun, meaningful, and fulfilling.
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Graphical update to Prince of THUNDER complete, added to latest prototype Game version released July 2007.
Asset Base Expansion (over 60,000 files total over 100 Gigabytes of game library & Asset data, this speeds end development, having reference banks ready right at our fingertips, with a logical Asset organizational system. Note some of the images seen throughout this website)
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Game Design "Bible" complete - STATS 477 Pages | 5-Word docs with Pictures + INDEX - leads us through the next episodes
Game Design Document complete = (Episode-1 Act-1) 224 Pages + 239 page Supplemental Game Design Doc + 2-INDEXES & KEY Features: 7-Exponential Player driven Gameplay Stages, includes the Dimensional Gameplay top-tier Emperor Role (rewards top scoring player who captures their Kingdom to their home Castle Throne) and new Elemental Throne Powers – system of placeable Thrones (interactive Lightning, Fire, Ice, & Storm powers)
Role Play by Rank system developed (16 TITLE Roles X 2 Teams X Male/Female) = 64 Playable Roles!
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With innovative game designers blending gameplay modes with game types of; Massively Multiplayer Online (MMO), Role-Playing Games (RPG) and First Person Shooters (FPS), grand inventive video games are successfully crossing lines; drawing in millions of more players than have played ever before, and inspiring us to continue - to further merge our game context to reach more people.
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Episodic Plan Developed 1) THUNDER X Episodes + Acts 2) TOP SECRET 3) TOP SECRET 4) MMO Game Expansion 5) Pro-League extension
This game development/marketing plan allows us to release dozens of games quickly in series instead of just one (and then having to start over). A systematic additive product march, and an economic game system never before conceived to excite publishers about spending LESS MONEY for MORE consumer PRODUCTS and LESS TIME to develop each ACT. Grants the Developers much more time to finish the game over many ACTS, cost effectively reusing content, to maintain Game nostalgia (a vitally missing component in most Game Development).
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Long-term MMO plans & design - to make sure our milestone development stepping stones take us from FPS Arenas all the way into MMO (Massively Multiplayer Online Roleplaying Games) with central TEAM Vs. TEAM Core Game Arenas in each City (where you can play THUNDER) - we have been playing other MMO's, and designing our MMO end game, it will be an amazing, refreshing, ground-breaking multi-game experience, containing unparalleled social interactivity with NO GRINDING, NO FAKE QUESTS, and NO drudgery. NO Experience limitations, all Player levels can Play together. An open playground, with real Player activated Events, containing vertical layered REALMS – beyond any previous conception.
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GAME Development expanded to full force once funding focus is complete - then Alpha & Beta stages will rally towards product completion.
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Nearing, Ramp UP & Formal Launch
Often businesses launch too quickly, and then spend all their energy attempting to support an incomplete business ideal that cannot stand. Therefore foundationally, we have established pillars of marketing phases, with multiply revenues streams so the business will be driven by this synergy and compel us along with our Partners, Investors, Members, Sponsors & Friends.
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We hope that upon reading this News update you will understand; the more we build this Company to position ourselves (without debt, or answering to anyone who limits our FOCUS during critical creative development stages) the more we realize most Games seems to have skipped this vital stage and the luxury of early market-directed creative freedom.
Not wanting to be limited by the day to day paperwork shuffle that sum up most businesses, we first secured our equity ownership position (by putting a lot of time and self-funding into the pre-launch phase) - this has created a revolutionary pre-Business model, and relates to companies like Google, and how they "unburden their staff" to create powerful products on the side like AdSense; not part of Google's original active plan, yet very profitable.
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Now when we play games made by other companies, we understand why there is a hollow feeling, that usually ends up making us frustrated; it was ALL JUST BUSINESS that was never properly balanced by the TRUE CREATIVE PROCESS. If that isn't done properly – the PURPOSE of the business is not aligned. Business MUST FUNCTION around a REAL PURPOSE - with Products of SUBSTANCE. We feel this is the 'high-ground' now achieved.
How do we balance this to run our next stage business? Fund it properly, and put in an executive staff to run iMU like a big corporation. This will be phased in small steps to secure our Business processes from this point forward.
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Marketing & Profit $Y$TEM$ |
Marketing is the ONLY way available in business to bring to greatest exponential leverage. While big corporations are lucky to realize 20 or 25 % ROI (Return On Investment) every year, master marketing can give you 100's easily, 1000's realistically, 10's of 1000's frequently; of ROI leverage on everything you do. Marketing is the vehicle to give great distinction in business today. Events, Partners and Sponsors Systems are the beginning of what is planned.
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Refined Events System - Link - drive product markets with direct marketing Game Tours& Tournaments. Try before you Buy campaigns, & Licenses to share our game with your friends. Additional Profit systems sit in the backend (after product is in use).
Refined Partners Systems - Link - research, planning, to purposefully direct solutions to bring volume quality to market.
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Strategic Revenue Partner Strategies that bring in capital in the form of deal-driven revenue, so that focus can remain on productivity and quality, rather than seeking out all equity capital and cash flow that is repayable at the cost/risk of equity and ownership.
Refined Sponsors Systems - Link - In Game Advertising -- refreshing & creative interactive advertising strategies that enlist peer product use to showcase (Sell In-Game & at Feature Events), Direct Sponsor-to-market products = measurable sales metrics
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Technology |
Next Steps |
New Video Game test machines set up, testing Duel/Quad core technology for multithread processing & programming applications, tapping into Direct-X 10 and new Video Card Technology (see complete list at bottom of this TECH column).
FTP File Server updated & expanded to manage our exploding content, reference files & masters files
Engine Design Document 394 Pages of Goals, decisions, stages, target market, Game Engine Architecture, development features, solutions, design toolset, Physics systems, Engine Middleware, Network Solutions & Netcode for the coming OC-192 fiber age, Game Server Systems, Latency Solutions, fast file loading, Unique Player Momentum System, Digital multichannel sound solutions Player Customization, and an exploration of Engine License options.
We also include deep historical research into various CODE LANGUAGE types and
comparison
reports, insight from users and code creators, used to create a code hierarchy to build on, with an end goal to make faster, higher graphical quality, more responsive games.
Engine Design Document lays out our 3-Technology leaps from current technology for wide user appeal, to FUTURE photorealistic Super High Definition (SHD resolution of 2048 X 2048 pixels) & Ultra High Definition Video (UHDV resolution of 7,680 × 4,320 pixels) movie quality.
KEY: Design ahead to take full advantage of gaming enhancements make possible by Windows Vista PC Gaming Platform and their extensive co-Marketing of PC Games including:
- Games for Windows Live = Gamertag, In-Game Voice & Player/Server connection
- 64 Bit = 18.4 quintillion bit count (1& 0's) per single clock cycle
- DirectX 10
- Graphic Processor Unit (GPU) DirectX 10 Technology
- Unified Shader Array – GPU Processor Architecture
- Physics Processors
- Multithreading Processors (duel & quad core)
- Network Processing Unit (NPU)
- Engine Middleware / SDK Plug-ins
- Audio Environment Modelling
Due to adoption of technology, we must phase this in over 3-Technology Stages, to make our games playable for the mass markets.
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While there is a lot going on throughout our various departments - presentation time means to a time to focus on the simple steps that take us from Membership Prototype, to fully fledged Game Development company with Products on release cycles for Market.
These site updates contain the most recent vision of the business and our plans and strategy to grow this business successfully into a long-term franchise.
PLANS Next - 1) Friends Legacy Program will raise
initial
funds to put together the presentation TEAM
& 2) Investors to sign Investment Commitments pending the Publisher Deal
Here is the REAL Problem
There are too many Investors, too much money available from too many sources, too many potential Publishers, too many Developers who want to help finish the game, too many Sponsors who want their Products in it, too many Gamers who want game choices that are much more fun, we have discovered too many sources of Revenue for a company our size.
Solution - pick the best - take a little time - to do it right.
It will be done - right

We have listed too many potential Investors - call it padding the plan, we may have spent too much time planning the Investor funding portion because its vital to help maintain ownership, and now have too many Investors to visit and show the updated presentation to; with new ones attracted to our cause regularly.
We may now have to follow a "high profile Investor" plan to speed this process & find talented people help to present. However,
integrity
will rule, and iMU will honor all commitments made in their dated order of injection.
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| Online Newsletter- Update 2007 |
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A tremendous year of refinement for iMU
It has been HARD to stop the creative and development processes, of course we really rather have not stopped, and continue on to complete the MMO plans, however the time has come, to bring the company into the next phase of professional development, attract professional Partners, and bring our Investment, Legacy, Advertising, Game & Music products to market.
We felt that funding, while important, would be best done (for both our attention, and the Investor's patience) AFTER all the creative development was complete (a choice of luxury due to the flexible iMU Business Model). It was a real stretch, and while some people have a hard time grasping this decision; however it can be simply summed up. To be creative, takes a FREE unbridled mind. Just adding ONE Investor can take an hour or two of uncreative thought out of each day, plus the time it takes to get back into the groove, of seeing and capturing the future.
Bottom line: we end up with a better product plan, and our Investors will make more money on a shorter Investment cycle. Our consumer's will get a game series beyond where any game has risen to before.
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| Discovering Industry Solutions |
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We spent this year defining a couple of problems and working through their solutions
Problem 1) Game Developers NEVER finish games….
Games tend to be empty wastelands of incomplete ideas; Publishers must push out unfinished games to remain profitable. Fundamentally, games are rarely well-planned; most games are clones of other games; why? To reduce risk, speed the development process, and gain paid publishing contracts quickly with a few new ideas, mostly worked out while they are developed; they both divide the market and profit potential. Consumers lose interest quickly in these games because they have little value, and the franchise dies. This is where many games get into trouble; they rarely have enough funding and are rushed to market without a long-term plan to finish the products properly. iMU has worked to solve many of these issues, including the repetitive act of “Grinding” away endlessly in games for hope of a small reward.
FACT: Gamers LOVE fresh FUN game content
Solution 1: Planning of Episodic Acts
We fulfill these solutions with creative
terminology
An Episode = Complete, revolutionary, game technology & software upgrades
An Act = updated/revised content (completes development over a series of Products)
Allowing us to finish the game over a longer period in smaller product stages, updating Player purchases for free.
These ACTS refresh the product, and refine the experience to both keep people playing, and have retail products updates for new players.
We want to build Prince of THUNDER in steps we call "ACTS" over 8-12 months per ACT to maintain a consistent market presence.
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| 2007 = $ 454 Billion dollar ADVERTISING Market on tap |
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The global video games industry exceeds $30 billion as the fastest-growing market segment (0.5 % faster than the Internet); Marketers can no longer afford to ignore games as an advertising channel. The elusive 18- to 34-year-old male demographic group continues to spend less time watching TV and more time playing video games.
Games reach ad-friendly, socially connected consumers across all age groups. The Internet will remain the fastest-growing advertising medium, at an 18.1% CAGR to $52 billion in 2010. Online gaming is on the rise, up 37% in US households.
117 million Active Gamers in the U.S. in 2006, more than half (56%) play games online, and that 64% of all online gamers are women."
Outlook grows as gamers numbers mushroom and the influence of social video games spreads. Social elements are becoming an increasingly important part of the overall gaming experience.
unique interactive ad experience
Video games are the most engaging medium ever invented! Incorporate an interactive Ad Entertainment Strategy that is exciting and expansive to drive both Player and Sponsor interest, to bring them together; in the desire to PLAY – with the desire to use the BEST GEAR.
Bottom line: Greater ability and leverage to fund better game experiences; less borrowing, less risk, and better, more creative Sponsor to Consumer interactive relationships.
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| Prince of THUNDER - Video Game Experience |
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| 2006 was invested into refining our video game development plan including “exponential player driven gameplay”; exciting crescendo stages that bring a greater diversity of Prince of THUNDER gameplay into a simple new format of Objectives, Goals & Waypoints.
There is no game like Prince of THUNDER in the world. We have created a deeper plan, with a rocket ride,
crescendo
climax experience, for a better game that is refined as it grows along the way.
Fun, Exponential - Player driven gameplay
As Gamers, we have played, we have tested locally, online and at LAN Events, and “for the first time in my life - I am really in love with a Video Game – consistently!”
As a designer, I have completely played the finished product in my mind – so much that I know it has what I always wished other games could have, full emotions, real freedom, real teamwork, real joy, and true fun. |
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| Market Ready MUSIC Experience |
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Encompassing, the Prince of THUNDER gameplay experience, are full versions of the MUSIC you hear on www.imuStudios.com index.htm Start Page! (Click on the link if you are not hearing the MUSIC NOW, and leave the index.htm Start Page open in the background).
This music was written, composed, orchestrated, and mastered by Michel "Da1" Rondberg, who conceived the music while playing the game, under the stage by stage direction of Robert Strutin (who's background is also in music
composition).
"Every time I needed game design inspiration, I would just listen to the music, and get the job done. Most important, the gameplay finally equals the music quality," says Robert, "you set a very high bar my friend, thank you! :)"
Our full length TechnoZoid – Soundtrack Album is HERE for Prince of THUNDER! Mastered and ready to be published and released. We have
received
a standing offer to publish it, once a Game Publisher has
committed
to the project.
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| Senior Management Team |
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scenario– we need Senior Management to get the funding and partner contracts secure; yet need the funding to secure the top management – however that's what makes this such an
exciting
challenge
to overcome!
THE SOLUTION – is two fold 1) to ease the pressure on private Investors, we seek only non-binding commitments, no cash to start, pending our GAME PUBLISHER DEAL. 2) present the need to pay our top presentation team with our Legacy Memory Product line. This way, without crossing a line of risk, we put YOUR NAME into the game as our friend, granting us the cash flow to pay core wages and travel costs to put the key deals in place.
In this qualification stage, some of our potential private Investors will realize the amount of work we have thoughtfully accomplished BEFORE we involved them, doing so to reduce their time to exit with a stronger Return On Investment, and eliminate the usual potential risk involved by being prepared.
Bruce George, who directs our Business Development and assists to bring iMU to fruition, continues working in tandem with us as we progress, with many years of faithful input. He perseveres as an ongoing ace in our hand of playable Senior Management Member cards. There is a draw of “skilled top industry people” keenly observing us who have a personal interest to see this business model function at its full capacity, we hope to name them soon.
The ongoing discovery of new Business Superstars with outstanding records of accomplishment continues to grow. With this Website set up to offer deeper insight and education, we will begin to seek those who may help iMU through these processes. In addition, we have gained some new contacts from a variety of sources, which may help us FASTER via Non-Equity Financing. That means we do not only sell shares as a cash flow tool, we also obtain business Partners and Sponsors sooner, to use the deal money to finance ourselves as much stronger long-term growth strategy.
Bottom line: All base corporate divisions are prepared; as we continue to place senior executive staff and put them into motion, these departments are all set to roll with vision, planning, marketing and profitability plans set. |
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| FOCU$ on Funding |
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Our Business Model continues to attract some powerful fundraising interest and experience, in fact all of the gear updates were done by people, who turned "Investor" just in dropping by (we were never actively asking them to fund, it just shows how good people can be when they see a need). We are coming out of the “ready to fund” gate “well-prepared”; whereas most business would have had to fund sooner at a greater risk point and divide attention, and weaken their ownership holdings.
We never want to prop up and maintain a half-developed idea, bad product or weak business model. This must be done right from the start, and for 2006 that meant completely redefining the game design for publisher presentation, and then business presentation, the working delay to become more prepared has been inspiring,
innovative
and was quite timely. While wrapping up all of this presentation and design development to get to our funding focus, there was time for inspirational game testing and to capture our future MMO designs (that are so innovational and exciting).
When you forge converged business models, you need to remain in the driver’s seat of your hybrid machine, to target and assure arrival at the ascertained destination. Maintaining freedom and control over processes is important, to overcome each obstacles, and to allow diverse testing to define the best possible products. Now we are in the strongest position to fund, creativity stages are fully leveraged for the strongest net worth Asset position, and to bring about quick development of the first games.
Bottom line: 2008 is our year to completely focus on funding & deal making
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| Timeframe to Fund |
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It will take about four months to develop relationships to the fund transfer stage, from the time we meet and present our new package, then secure contracts and transfer funds.
Active Presenters Required
We are prepared to debut the Business Presentation Materials ourselves, however have made provisions to speed up the process in training others to excel our presentation process. WHO DO YOU KNOW THAT FITS?
Finders FEES available - Contact US now for Agreement & Terms
There are 5 definitions of flow for financing Partners, Investors, Members, Sponsors & Friends, built into place and over 40 types of distinct funding targeted in our Financing Strategy process. All aspects function together to give us confidence, that funding will drive this innovative online Video Game Business Model into a hallmark franchise.
Bottom line: We will arrive at our goals with flexibility and strength, having the ability to push through tight deadlines and the tenacity to overcome hurdles along the way; because we already have established a habit of achieving so much simply by planning well and being actively productive. |
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| Everything in our favor - Leveraging our Presentation to win |
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While we have envisioned the game in a finished state, it has taken much effort to
clarify
the words and descriptive parallels to explain this project. To make the gameplay and the business peak, to enjoy the ride, we have to complete that long climb after the designing and building stage before the "roller coaster is racing around the track".
Now that the “complex” work is complete – our simplified presentation means everyone can understand it. Response is positive, and we'll refine as we progress.
We are excited! Tried, tested and true, we have it; we know it; let's get it to market.
Thank you for your continued interest and support as this future convergence of Media and Video Games takes place. Come with us as iMU becomes more than its vision, far beyond all we could ever imagine, or achieve alone. |
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| Sign up today! Pick your “Associate interest category” - stay current with Newsletter updates |
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Market Reports |
Business Presentations |
Investment Products
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Investment Criteria |
Exit Strategies
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Game Engine |
Technology |
Special Events |
Support |
Development |
Management |
Product Placement |
Asset Management |
Prime Time Content |
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Rate Cards |
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Web Sponsors
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In-Game Sponsorship
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Events
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Booths |
Prizes |
Competitions |
Product Placement |
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Members are the heart
of iMU, representing Artists, Programmers, including Management, & creative marketing. |
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Friends are invited into exclusive Online EVENTS. Your comments = input into GAME Development. |
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Licenses to share the game with your Friends |
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Put YOUR Name in Game! |
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