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Level Up Esports Training Center

Level Up Esports Training Center

Words in [brackets] are blanks you fill in with your own details when you adopt this sample in Supreme Plan AI.

Executive Summary

Level Up Esports Training Center will be a gaming training center in Washington where players ages 12 and up can practice on strong computers, get one-on-one coaching, join a team and learn to record and share their play. Think of it as a gym for gamers: good equipment, a coach who knows the games and a room full of people who take getting better seriously. We sell monthly open play memberships, coaching by the hour, season programs for school and club teams, camps and party packages.

Many young players spend hours every week on a game and never get a plan for improving. Home computers and internet connections are uneven, school clubs often have no coach and online coaching cannot sit next to a player and see how they handle the pressure of a close match.

Here is what our numbers show. We expect about $209,800 in sales in Year 1, growing to about $462,770 by Year 5. We expect a small profit of about $13,000 in Year 1, then about $31,800, $41,600, $59,300 and $95,200 in Years 2 to 5. We need $155,500 to open, as the Funding Need Calculator in this plan shows, and we plan to start with $160,000: $30,000 of my own savings, $25,000 from family and a local investor and a $105,000 small business loan. These figures are estimates built from the assumptions at the end of this plan, not promises.

I am Jordan Kim, the owner and head coach.

Company Description

Level Up Esports Training Center will be a limited liability company (LLC) owned by Jordan Kim and based in Washington. An LLC is a business structure that keeps the owner's personal property separate from the business's debts in most cases. We will lease about 3,500 square feet of retail or flex space with good internet access and enough electrical capacity for a room full of computers.

What we believe. Getting better at something you love should not depend on how much equipment you own or whether your school has a coach.

What the space will have.
- 20 gaming stations with fast computers, dual monitors, headsets and chairs.
- A team room with a large screen for reviewing matches together.
- A small streaming studio with a camera, microphone and lighting.
- A lounge with seating and a snack counter that sells packaged snacks and drinks only.

What we offer.
- Open play memberships for players who want to practice on our equipment.
- One-on-one and small group coaching.
- Season programs for school and club teams that have no coach or no equipment.
- Camps during school breaks and summer.
- Birthday parties and team events.

What we do not do. We do not allow gambling, betting or buying in-game items for money in our space. We do not allow adult-rated games for players under the rating. We do not promise a scholarship, a team spot or a career in gaming.

Rules and paperwork. We will confirm local business license, zoning and occupancy rules with the city before we sign a lease and carry general liability insurance. Every player under 18 needs a parent or guardian to sign a consent and safety form.

Where things stand today. I have visited gaming centers to see what works, priced the equipment, drafted a floor plan and talked with three school club advisors who said they would try a season program if the price is fair.

Problem & Opportunity

Many young players want to get better at their games and have nowhere good to do it.

Equipment. A computer that runs competitive games smoothly costs a lot, and a family with one shared computer cannot give a teenager hours of practice. Internet speed varies from house to house, and a slow connection ruins a match.

Coaching. Most school gaming clubs are run by a teacher volunteering after hours, and that teacher may not know the games. A player can watch videos online, but a video cannot say, "Your problem is that you panic in the last two minutes, so let's practice that."

Teamwork. Games reward communication and calm. Players learn those skills best in person, with other people, in a space with adult guidance. Online voice chat can be harsh, and parents worry about who their children are talking to.

Safe places. Parents want their children in a supervised place with rules, not alone in a bedroom at midnight. Young people want a place to go that feels like theirs.

Balance. Good players also need breaks, water, sleep and homework. Few places teach healthy habits along with the games.

What we hear.
- A parent says her son plays for hours and she would rather he do it somewhere with rules and a coach.
- A club advisor says his team has eight players, one working computer and no coach.
- A player says she is stuck at the same rank and does not know what to change.
- A teenager says he wants to stream his games and does not have a microphone.

We do not claim to replace school, sports or family time. We offer a safe, well-run place for something many young people already care about.

Products & Services

Level Up gives players a place to practice, a coach to learn from and a team to belong to.

How it works.
1. Join. A player or parent signs up online or at the front desk, pays a monthly fee of about $50 in Year 1 and signs our safety and conduct form.
2. Start with a skill check. A coach plays a few matches with the new member, listens to how they communicate and writes down two or three things to work on.
3. Practice. Members use the stations during open hours. A floor attendant is always on duty to help with equipment and keep the room friendly.
4. Get coached. Members book coaching by the hour, at about $55 in Year 1, to work on a game, a role or a habit. We keep notes so each coach picks up where the last one left off.
5. Play on a team. Members can join a house team that practices weekly and plays in friendly matches and online leagues.

School and club programs. We run a full season for a school or club team: weekly practice at our center, match reviews and a final showcase. A season costs about $2,400 in Year 1 for a team.

Camps and parties. Camps run during school breaks for ages 12 to 17, with a mix of play, coaching, streaming basics and outdoor breaks. Party packages include station time, a host and a private area.

Healthy habits. Every session includes stretching, water and a short break each hour. Our coaches talk about sleep, posture, sportsmanship and how to handle losing.

What we do not promise. We do not promise a rank, a scholarship or a team spot. We promise a safe place, good coaching and honest feedback.

Market Analysis

Who we serve.
- Players ages 12 to 25 who want to practice and improve.
- Parents who want a safe, supervised place for their children to play.
- School and club teams that need a coach, a practice space or both.
- Younger players who want to try a camp or party.
- Players who want to learn to stream, record and edit their games.

How we estimate demand. We cannot count every player in our area, so we plan from what we can see. Three school club advisors said they would try a season program. Our Year 1 plan is for about 1,320 member-months of open play (an average of about 110 members over the year), 1,400 hours of coaching, 8 team season programs, 90 camper-weeks and 70 parties and events. By Year 5 we plan for about 2,520 member-months (about 210 members on average), 2,650 coaching hours, 16 team programs, 170 camper-weeks and 150 events.

Where members come from.
- Our website, social posts and short videos of players improving.
- School clubs, libraries, community centers and youth leagues.
- Parents who tell other parents.
- Players who bring friends for a free guest day.

Seasons. Fall and winter are busy because players are indoors. Summer camps and school breaks fill the daytime hours, which are otherwise our quietest.

Capacity. We keep the room to a safe number of people and never sell more station time than we have stations.

Competitive Landscape

What players do today, and how we are different.

1. Playing at home. It is free once you own the equipment, and it does not give a coach, a team or a quiet place to focus.

2. Online coaching. Some good coaches work online. It cannot offer a room full of teammates, quick feedback on how you sit and talk, or a place parents can see.

3. Large entertainment arcades and cafes. Some are fun for casual play. Most are not set up for practice, and they rarely have coaches or rules for younger players.

4. School and club teams. They are a strong start and many have limited equipment and no coach. We want to partner with them, not compete with them.

5. Other gaming centers. If another center opens nearby, we will compete by being safer, friendlier and better at coaching. We expect there is room for more than one.

What makes us different.
- A coach on duty and a clear plan for each member, not only rented computers.
- Rules that parents can read and see us follow.
- Programs built for school and club teams.
- A streaming studio for players who want to share their play.
- Fair prices that we publish.

What we will not do. We will not run tournaments with cash entry fees, and we will not sell anything that pressures players to spend money inside games.

Marketing & Sales Strategy

How players and families will find us.

Before we open (the three months ahead):
- Meet with school club advisors, librarians and youth league organizers.
- Build the website with prices, hours, the safety rules and an online sign-up.
- Post short videos about the center being built and about our coaches.
- Hold two open houses so parents can see the space and try a station.
- Sign up founding members at a discount for the first three months.

After we open:
- Offer a free guest day each month for new players and parents.
- Invite school teams to a free scrimmage night.
- Hold a monthly showcase where members play, stream and introduce their team.
- Ask members, with their permission, to share their progress online.
- Run a referral reward: a free hour of coaching when a member brings a new paying member.
- Send a short monthly email to parents with the calendar and what players worked on.

Pricing. We publish all prices. We offer a small discount for siblings, for families who pay a year ahead and for school teams. We never pressure anyone to sign up.

What we watch. Guest visits, how many become members, coaching hours booked, how often stations are full and why members leave. We use that to decide where to spend our $6,000 marketing budget in Year 1.

Operations Plan

How the center will run day to day.

Hours. Open Tuesday through Sunday, with weekday afternoons and evenings for open play, coaching and team practice and daytime hours for camps and school groups.

Safety and conduct. Every member signs a conduct form. We do not allow harassment, hate speech or cheating. A floor attendant is on duty at all times, and staff complete a background check before working with players. Players under 18 must have a signed guardian form, and we do not allow members to leave with someone the guardian has not named. We keep a first aid kit and fire equipment on site, and we post emergency exits clearly.

Healthy play. Stations have adjustable chairs, and staff remind players to take a break each hour. We keep water available, and we do not let any one player stay on a station for more than a set number of hours in a day.

Equipment. We buy about $84,000 of equipment at the start: gaming computers, monitors, headsets and chairs ($60,000), a streaming studio ($14,000) and network equipment ($10,000). We budget $8,000 a year to repair and upgrade computers, because equipment ages quickly.

Staffing. In Year 1 it is me and one part-time assistant coach and floor attendant, paid $26,000 for a full year. We add a second assistant in Year 2 and a full-time center manager and events coordinator in Year 3, paid $38,000.

Money. Memberships are billed monthly by card. Camps and team programs are paid in advance. We keep simple books and review them every month.

Risks and how we plan for them:
- A safety problem with a young player. Background-checked staff, guardian forms, an attendant on duty and clear rules.
- Computers become outdated. A yearly upgrade budget and a plan to replace the oldest stations first.
- A slow start. We keep Year 1 costs low, and our cushion covers about three months of expenses.
- A loud or rowdy crowd. House rules, staff training and a quiet room for focused play.
- A lease problem. We negotiate a multi-year lease with a renewal option.
- Burnout. We hire a second assistant in Year 2 so I am not the only person who can run the room.

Management & Organization

Jordan Kim, owner and head coach. I started this plan because I have seen how much a good practice partner and an honest coach can change how a player feels about a game. I have played competitively for many years, coached friends and younger players one on one and spent a lot of time thinking about how to teach teamwork and calm. I will complete the background check, first aid training and any youth coaching course our insurer requires before we open.

What I bring. I am patient, organized and good at explaining things in simple words. I know the games our members ask about and I take safety and good behavior seriously. I understand small business basics: simple books, clear prices and careful hiring.

Who helps me.
- A volunteer advisory group of three people: a high school teacher, a parent and a small business owner.
- Two school club advisors who gave us feedback on our season programs.
- A bookkeeper, paid by the hour, who handles monthly books and taxes.
- An attorney who reviews our membership agreement, guardian form and lease.
- An insurance agent who helped us choose the right coverage.

Our team. We hire coaches who are good teachers and good role models. Each completes our training in conduct, safety and coaching before working alone.

My pay. I pay myself $46,000 a year from the first year. That is built into the numbers in this plan so the business does not depend on unpaid work.

Milestones Narrative

Our goals and when we plan to reach them.

Before opening (Months 1 to 4):
- Month 1: Register the LLC, open a business bank account and sign the lease after we confirm zoning and occupancy rules.
- Month 1 and 2: Build out the lounge and team room and run the network cabling.
- Month 2 and 3: Install the computers and the streaming studio, hire the assistant coach and finish the safety rules.
- Month 3: Hold open houses and sign founding members.
- Month 4: Open the doors.

Year 1:
- Reach an average of about 110 open play members, 1,400 coaching hours, 8 team season programs, 90 camper-weeks and 70 parties and events.
- Keep a clean safety record and finish every guardian form before a player's first visit.
- Hold a monthly showcase and a guest day.
- Ask members and parents for feedback twice during the year.

Year 2:
- Reach about 140 members on average and add a second assistant coach.
- Start a house team that plays in an online league and set up a weekly parent update.

Year 3 and beyond:
- Reach about 170 members on average in Year 3 and about 210 by Year 5.
- Hire a center manager and events coordinator in Year 3.
- Add console and virtual reality stations if members ask for them, after we check what we can afford.
- Explore partnerships with schools and community colleges.

Funding Request

How much we need and how we will use it.

Total needed: $155,500, as the Funding Need Calculator in this plan shows. We plan to start with $160,000, which covers that amount, with a little room to spare.

Startup costs: $121,500.
- 20 gaming PCs with dual monitors, headsets and chairs: $60,000.
- Streaming studio: $14,000.
- Network, switches and cabling: $10,000.
- Lounge and team room build-out: $14,000.
- Lease deposit: $6,000.
- Signage: $3,500.
- Software and game licenses: $5,500.
- Legal: $4,000.
- Launch marketing: $4,500.

Cushion. The calculator adds a cushion of about $33,800: roughly three months of Year 1 expenses. That way a slow first season does not force us to close.

Where the $160,000 comes from. $30,000 of my own savings, $25,000 from family and a local investor and a $105,000 small business loan (SBA 7(a)). An SBA 7(a) loan is a bank loan that the U.S. Small Business Administration partly guarantees, which makes banks more willing to lend to a new business. Loan: $105,000 at 10.5% over 10 years, which comes to $1,417 a month.

Phase 1: If we cannot raise the full amount at first, we open with 12 stations, the team room and the coaching program, and add camps once the first season programs are under way.
Phase 2: Add the other 8 stations, the streaming studio and the party packages once we reach about 80 members, using profit from Year 1 and Year 2.

Sales and profit. Year 1 sales are about $209,800. We expect a profit of about $13,000 in Year 1, then about $31,800, about $41,600, about $59,300 and about $95,200 in Years 2 to 5. Year 5 sales are about $462,770.

Cash. The lowest year-end cash balance in the plan is about $94,600 at the end of Year 1. At the end of Year 1 customers owe us about $6,294, so we follow up on unpaid bills each week.

Where each Year 1 dollar goes. Pay: Owner / Head Coach $46,000; Assistant Coach and Floor Attendant (part-time) $26,000. Direct costs of goods and services: about $30,600. Other yearly costs: Rent and Utilities about $36,000; PC Upkeep and Upgrades about $8,000; Internet, Software and Game Licenses about $9,000; Insurance about $4,000; Marketing about $6,000.

Appendix Notes

Documents to attach before you share this plan:

- Your business registration and zoning confirmation.
- Your insurance certificate.
- Your lease or letter of intent.
- Your membership agreement, guardian consent form and conduct rules.
- Equipment quotes for computers, monitors and network gear.
- Your floor plan and electrical capacity check.
- Letters of interest from school club advisors and youth leagues.
- Your background check and safety policy for staff.
If you don't have any of this yet, no worries - let's continue.

The assumptions behind our numbers (change them in the Financials section to match your own):
- Open Play Memberships (per member per month): 1,320 in Year 1 at $50, growing to 2,520 at $56 in Year 5. About $4 each goes to direct costs.
- Coaching Sessions (per hour): 1,400 in Year 1 at $55, growing to 2,650 at $63 in Year 5. About $8 each goes to direct costs.
- School and Club Team Programs (per season): 8 in Year 1 at $2,400, growing to 16 at $2,800 in Year 5. About $300 each goes to direct costs.
- Camps (per camper per week): 90 in Year 1 at $280, growing to 170 at $320 in Year 5. About $60 each goes to direct costs.
- Parties and Events (per event): 70 in Year 1 at $320, growing to 150 at $370 in Year 5. About $90 each goes to direct costs.
- Pay (a full year, per person, including payroll taxes and workers' compensation): Owner / Head Coach $46,000; Assistant Coach and Floor Attendant (part-time) $26,000; Center Manager and Events Coordinator $38,000.
- Other yearly costs in Year 1: Rent and Utilities $36,000; PC Upkeep and Upgrades $8,000; Internet, Software and Game Licenses $9,000; Insurance $4,000; Marketing $6,000. These grow between 3% and 10% a year.
- Equipment: $84,000 at the start, then $12,000 to $20,000 a year.
- Startup costs: $121,500, paid once from $160,000 in startup money.
- Members: an average of about 110 in Year 1 (1,320 member-months), growing to about 210 in Year 5.
- Coaching, team programs, camps and events: 1,400 coaching hours, 8 team programs, 90 camper-weeks and 70 events in Year 1.
- About 3% of each year's sales is still owed to us at year end.
- Taxes: 21%, as a simple estimate. Check with a tax professional about how your business is taxed.
- Every dollar amount is an estimate. Replace them with your own prices, quotes and real costs.

Startup Costs

ItemCategoryCost
20 gaming PCs with dual monitors, headsets and chairsEquipment$60,000
Streaming studioEquipment$14,000
Network, switches and cablingEquipment$10,000
Lounge and team room build-outLeasehold Improvements$14,000
Lease depositDeposits$6,000
SignageSignage & Branding$3,500
Software and game licensesSoftware & Technology$5,500
LegalLegal & Professional$4,000
Launch marketingMarketing$4,500
Total$121,500