Collection: COMPARTMENTALIZATION IS MY LOVE LANGUAGE

"By phasing the rollout we can go from start to launch in nine months on a projected budget between $200,000 to $500,000. You're probably thinking, 'That's very broad.' Give me one week with a talented Technical Director based in Bangalore, Kazakhstan or Istanbul and I will have some seriously concrete numbers along with timelines that will be significantly more accurate! By building a remote working team we are not only working more efficiently we are opening our team up to the very best talent worldwide at the most competitive prices! That's not being evasive on pricing that's being realistic and pragmatic." -James Gardner 

Development Timeline & Milestones

"Realistically speaking I can run this entire project remotely. I have the pieces all mapped and by dividing it up you are basically creating the best proprietary protections!"

WHAT DO WE NEED TO START?

Essentially to start we need three people. Myself as the creative director/project manager. A technical director and an animation director. From there we start installing freelancers beneath them as the tasks arise. If the freelancer does well we book the next project directly behind him.

In the early stages of this game's development we are not creating advanced tech architecture almost everything is a reskinned template. A remote server isn't needed at this stage. The compartmentalization will work in our favor.

Why This Works Better Than Traditional Salaried Employees: What we lose investing in freelance assignments we win back in schedule adherence! The contracted employee knows that he can finish in 3 months or 2 and make the same money. They are incentivized to be faster and more efficient. We will do more with less people.


3-MONTH CHECKPOINT: Foundation Built

Team Size: 3 core + 8-12 freelancers

What We'll Have:

  • Proven workflows for both game development and animation
  • Vetted roster of reliable freelancers across all specialties
  • Core game systems architected and functioning
  • Animation pipeline established with consistent visual style
  • Clear cost projections and delivery timelines for each component

What We'll Know:

  • Which freelancers deliver quality work on schedule
  • Actual development costs vs. projections
  • Where bottlenecks exist in our workflow
  • Whether the compartmentalized approach is working as designed

Decision Point: Do we have a scalable machine, or do we need to adjust personnel/processes?


6-MONTH CHECKPOINT: Proof of Concept

Team Size: 5 core + 15-20 freelancers

What We'll Have:

  • One complete entry path (fully playable)
  • Slice of main Underwood City with core mechanics
  • 2-3 animated episodes demonstrating series quality
  • Digital Closet system functional with test brand integration
  • Duck-Duck-Goose gameplay rhythm proven and polished

What We'll Know:

  • Player engagement metrics and feedback
  • Brand integration conversion rates
  • Actual production speed for content creation
  • Technical performance and scalability limits
  • Animation-to-game asset sharing efficiency

Decision Point: Is this compelling enough for major publisher/investor meetings?


9-MONTH CHECKPOINT: Market-Ready Data

Team Size: 6 core + 20-25 freelancers

What We'll Have:

  • Fully playable demo showcasing complete game experience
  • 4-6 episode animated series pilot season
  • Multiple brand partnerships demonstrating monetization
  • Comprehensive player analytics and engagement data
  • Scalable production pipeline with documented processes
  • Clear projections for remaining development phases

What We'll Know:

  • Exact cost per content unit across all categories
  • Player retention and monetization rates
  • Brand partner satisfaction and repeat interest
  • Technical requirements for full-scale launch
  • Market response and competitive positioning

Critical Achievement: We can answer virtually any investor/publisher question with real data, not projections.


12-MONTH TARGET: First Quarter Launch

What We'll Deliver:

  • 25% of complete game experience (fully polished)
  • Matching animated series content
  • Proven subscription and brand partnership revenue
  • Documented development process ready for scaling
  • Clear roadmap for remaining 75% of content

The CIMLL Advantage

By month 12, we won't just have a product—we'll have a proven business model with:

  • Controlled costs: No surprises, no budget overruns
  • Protected IP: Compartmentalized development ensures security
  • Scalable production: Add freelancers as needed, no office overhead
  • Investor confidence: Real performance data, not theoretical projections

"After 12 months using the CIMLL approach, we'll have transformed from a creative concept into a money-making machine with documented proof that it works."