The Operating System for Human Performance.
Two phases. One platform. Turning emotional fitness into measurable competitive advantage.
FIRST of its kind in sports.
Confidential — for discussion purposes only. Not an offer to sell or solicitation of an offer to buy any securities.
The What
Two Phases. One Operating System.
Strategy, calendar, and revenue for both phases.
Tap either phase to jump straight to its deployment plan.
The Why · Customer Base
Catch the habit before it forms around someone else.
18–25 is the single best window in a consumer's life to become their default brand — and it's the audience already opting into wellness on its own.
Gen Z doesn't want to just learn about greatness.
They want to know HOW to do it for themselves.
Wilson4Q is the operational plan. Game 7 is the brand.
Why Wilson4Q
Every signal in. One live score out. Then the exact next move.
Athletes leak data across a dozen apps, modalities and modifications. Wilson4Q is the proprietary math that reads all of it in real time, scores all four quadrants — physical, mental, emotional and purpose — into one EFI score, and pinpoints exactly where performance is hindered and how to optimize it.
Proprietary math + small language AI
Reads every stream in real time · weights it against 30 years of research · scores it
FIRST of its kind
Small language AI machine that turns the intangible aspects of humans into tangible outcome measurements and optimization.
Phase 01 · The What · Sept 2026 – May 2027
The Athlete Optimization Collective
A 12-month program for 30 elite and transitioning athletes, culminating in the Summit. Six squads of five — the output is a validated EFI dataset and case study.
These athletes show the world HOW to find their own greatness — the marketing engine for your customer base.
Phase 01 · The Story Engine · Rebrand / Revive / Renew
The Big R — marketing & go-to-market engine for customer acquisition.
The BIG R tells the Emotional Fitness Story — 4-quadrant health, longevity and performance.


An episodic, non-scripted documentary series built on the Athlete Collective pilot. Thirty athletes, six squads, twelve months — every episode a transformation arc, every arc measured by Wilson4Q. The story is the product, the metrics are the proof, and the show is the marketing & go-to-market engine.
The script already exists. The Emotional Fitness program was built for in-app gaming and episodic TV — its 14-day steps and three phases are the hero's journey, so the season arc needs no invention.
Phase 01 · Wilson4Q in the Collective
Athlete. Squad. The Whole Collective.
The live product, in app — one athlete's score, then the squad, then every league on one scoreboard. Fans watch Game 7 on one screen and run the same system on the other.

Meet Marcus.
34. Former NFL wide receiver. Nine seasons. Involuntary retirement. One EFI™ score, four quadrants, scored daily.
- EFI™ 76 — Phys 81 · Ment 67 · Emot 76 · Spir 58
- Wilson4Q intelligence prompts the next session, not a generic plan
- Baseline on Day 1 → a measured arc over 365 days
Phase 01 · Athlete Revenue Model
The Collective Earns the Audience.
After the initial Collective year, the show launches at the Summit. If the 30 athletes drive 300,000 users into Wilson at $14.99/month, their squad shares 80% of that subscription revenue — before any brand partner, content or apparel deals.
- 300,000 users × $14.99/mo$54.0M / $4.50M
- Game 7 / Wilson4Q platform fee (20%)$10.8M / $899K
- Collective athlete pool (80%)$43.2M / $3.60M
Subscription revenue starts tabulating at the Summit launch — technically Year 2 — once the audience converts into paying Wilson users. The Collective's 80% share is paid as a revenue pool; squad performance bonuses are distributed on top.
Phase 01 · What It Returns
Launch to Year 2 Revenue.
Partner and media revenue accrue during the Collective year. Subscription revenue begins at the Summit launch — so the 300K-user stream is realized from end of Year 1 into Year 2.
Swipe to see more →
| Revenue stream | Structure | Illustrative |
|---|---|---|
| Technology & Data Partners | 6–8 partners at $150K–$400K each | $1.5M – $3.0M |
| Vertical Sponsors | 4–6 slots at $100K–$250K each | $0.6M – $1.2M |
| Content & Media Partners | Rights license plus content and apparel | $0.5M – $2.0M |
| Wilson4Q subscriptions | 300K users × $14.99/mo; 20% fee; starts at Summit | $10.8M |
Partnership Potentials By Quadrant
Phase 02 · The What · Jun 2027 – Feb 2028
The B2B Technology Platform
Direct SaaS to colleges, youth sports organizations, and professional teams — sold on the Summit's validated dataset, not on a pitch.
Phase 02 · The How · Live product walkthrough
The Same Product, On Campus.
Meet Jordan.
Same product, same EFI™ engine as the Collective — running on a campus roster instead of a pro cohort.
- Baseline EFI 54 → 84 across a six-month program
- Physical 82 masked Emotional 48 and Purpose 38 on day one
- Daily readiness signal, not a wellness survey
Combined Platform · Wilson4Q + Game 7
The Digital User Base.
The Big R creates the first wave; campuses add a recurring, expanding base.
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| Year | Big R / Collective | Campus | Total active | YoY growth |
|---|---|---|---|---|
| Year 1 · Collective + Big R | 300,000 | — | 300,000 | — |
| Year 2 · 5–10 colleges | 300,000 | 300,000 | 600,000 | 100% |
| Year 3 · 20–30 colleges | 450,000 | 750,000 | 1,200,000 | 100% |
Based on wellness subscription benchmarks: Calm and Headspace doubled users at scale during their growth phase; B2B2C wellness platforms like Wellhub have sustained 75%+ annual growth by adding enterprise clients. Year 2–3 range: 80–150% YoY.
Phase 02 · Our Unit Economics
Our Cost To Acquire a User.
The tech is built and paid for by the end of Phase 1. From Year 2 on our only acquisition costs are sales reps, coach training delivery and platform maintenance.
- Institutional sales team — 5 people$585,000
- Coach training delivery — 10 coaches / school$175,000
- Platform maintenance & hosting (build complete)$400,000
Swipe to see more →
| Year 2 basis | Users | Cost applied | CAC / user | Revenue | Return |
|---|---|---|---|---|---|
| New users added in Year 2 | 300,000 | $1,160,000 | ~$3.87 | $4.8–9.5M | 4–8x |
| Total active base | 600,000 | $1,160,000 | ~$1.93 | — | — |
| Incl. $2M build amortized | 600,000 | $3,160,000 | ~$5.27 | $4.8–9.5M | 1.5–3x |
- Product is built once, sold many times
- One school license lands thousands of users
- Big R content is the top of funnel, already paid for
- A finished platform, no rebuild cost in Year 2
- Proof data from the Collective to sell with
- A coach training system that scales per school
- $4.8–9.5M Year 2 platform revenue
- $2.1–4.3M Game 7 revenue share at 45%
- 600K users owned, marketable and renewing
At ~$3.87 to acquire a user against $8–16 of Year 2 revenue per user, every incremental school improves the ratio — the cost base is fixed while the user base compounds.
Beyond Phase 2
The Future, at a Glance.
With over a million users on the platform, the data opens new sports verticals across the wellness industry and creates demand for real-world locations — training centers, recovery hubs and performance hospitality built around the Wilson4Q standard.
The Numbers
$2M In, 3 Years Out.
The $2,000,000 service cost is drawn in three tranches. Against that, the platform generates revenue across three years — partners and media in Year 1, then B2C Collective subscriptions and college licenses compounding from the Summit launch onward.
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| Tranche | Amount | Timing | What It Funds |
|---|---|---|---|
| 1 | $800,000 | At signing | Athlete cohort, app MVP, partner outreach |
| 2 | $700,000 | Month 4 | Sales team, dashboards, Summit production |
| 3 | $500,000 | Month 9 | College scale-up, coach training, platform hardening |
Swipe to see more →
| Year | Revenue drivers | Revenue | Game 7 share | Cumulative G7 share |
|---|---|---|---|---|
| Year 1 | Collective sponsors, media, apparel (pre-Summit) | $2.6–6.2M | 60% — $1.56–3.72M | $1.56–3.72M |
| Year 2 | Collective subscriptions: 300K users × $14.99/mo, 20% platform fee = $10.8M + 5–10 college licenses $4.8–9.5M | $15.6–20.3M | 45% — $7.02–9.14M | $8.58–12.9M |
| Year 3 | Subscriptions at 600K users = $21.6M fee + 20–30 colleges $15–30M + coaching upside | $36.6–51.6M | 40% — $14.6–20.6M | $23.2–33.5M |
Collective subscription revenue is the compounding engine: 80% of the $54.0M Year 2 gross flows to the 30 athletes, and the 20% platform fee ($10.8M) is what Game 7 and Wilson4Q split. Net of the $2M service cost, Game 7 sees roughly $21–31M in cash revenue share over three years, before the 3% warrant value.
Timeline · Costs · Revenue
Month by Month to the Summit.
$2M drawn in three tranches. Every month builds toward May 2027, then scales through Year 2. Numbers match the trajectory and service-cost slides.
Swipe to see more →
Cohort & Show
30 athletes, 6 squads
Product & Tech
App MVP → dashboards → scale
Sales & Colleges
Pipeline → proposals → signed
Costs / Tranches
$800K · $700K · $500K
Swipe to see more →
| Period | Milestone | Cost | Revenue unlocked |
|---|---|---|---|
| Sep '26 | Term sheet signed; cohort selected; app MVP live | Tranche 1 · $800K | Partner talks open |
| Oct–Dec '26 | Coaching begins; sizzle reel; sponsor deals close | — | Pipeline opens |
| Jan '27 | Tranche 2; dashboards live; Summit production | $700K | Proposals out |
| Feb–Apr '27 | College outreach; partner integrations; dataset builds | — | Committed deals build |
| May '27 | SUMMIT — show launch; subscriptions begin | — | $2.6–6.2M Year 1 revenue |
| Jun–Aug '27 | Tranche 3; college scale-up; 5–10 schools signed | $500K | $4.8–9.5M Year 2 pipeline |
| Sep '27–Feb '28 | Platform hardened; 600K users; full run-rate | — | $4.8–9.5M run-rate |
After May, dates clump into quarters. The $2M is fully drawn by Month 10; revenue from the Summit forward funds Phase 2 scale.
Phase 1 & 2 · Working Together
Who Does What.
Wilson4Q runs the build, the tech, and every sales call. Game 7 brings the brand, the relationships, and the content deals already in motion. Together, one thing: the marketing rollout plan.
Janice Taylor & team
Every technical, sales, and expert lift
Technical build
Full ownership of the platform, the app, and every dashboard — architecture to launch.
Partnership sales
Runs outreach and closes technology and vertical sponsor deals for the Athlete Collective.
College sales team
Staffs, trains, and runs the entire sales team — every call, proposal, and closed contract.
Coaching experts
Supplies the certified coaching and clinical staff running the Collective day to day.
Creative & digital support
Sits inside The Big R's design process and supports the digital media rollout.
Brand, network & content
What Game 7 already has — put to work
Content & licensing
Owns every media, distribution, and licensing relationship for The Big R and the Collective's story.
Apparel
Leads design and production of the apparel line worn throughout the Collective's journey.
Athlete selection
Uses Game 7's existing network to select and recruit the Collective's cohort.
College introductions
Opens the first college relationships — Wilson4Q's team takes it from there.
Nothing on Game 7's side blocks day one.
Appendix · The Wilson4Q Team
The Team Behind the Intelligence.
A multidisciplinary team at the intersection of psychology, AI, sports, and human performance.
Janice TaylorFounder & CEO
Kristy KilcupChief Commercial Officer
Christina DostieHead of Coach Relations
Ticia HewardHead of Partnerships & Strategy
Joe Eviatar, MDChief Knowledge Officer
Mary WalkerHead of Coach Training
Yiping KangResearch Fellow, PhD — U. of Michigan12 trained Emotional Fitness Coaches to guide all athletes
Plus an expert panel of wellness practitioners supporting the Collective.
Advisory Team

Janelle Rivera
Founder, The One
20 years across sports, entertainment, and emerging ventures — partnerships, commercialization, and business development.

Paul Marobella
Global CEO, Studio X — The Coca-Cola Company
30+ years driving growth through innovation, technology, and operational excellence.

Sean Hanrahan
20+ years at ESPN
Helped launch ESPN+, led major sponsorship initiatives; advises on growth and partnerships.

Jeff Kirchick
Author, Authentic Selling
Sales leader and startup advisor; guided multiple startup exits.

Pete Hassen
Sports marketing & brand strategy
Key role in the Chicago Blackhawks' business transformation; sponsorships and fan engagement.
Next Steps
From Handshake to First Cohort.
- 01Sign term sheet; Tranche 1 funds September 1
- 02Recruit 30-athlete cohort and coaching team
- 03Open partner, sponsor, and media conversations
- 04Hire Head of Institutional Sales + first College AE
- 05Commission sizzle reel (Weeks 3–6)
No One Wins Alone.
Confidential — for discussion purposes only.
Appendix · Phase 01 · What It Costs
The Nine-Month Budget.
- Coaching team — 7 people$560,625
- Sales & partnerships team — 5 people$439,000
- Technology platform$854,000
- Leadership team$675,000
- Marketing & brand$520,500
- Program operations & logistics$100,000
- Contingency$157,000
- Game 7 service fee — three tranches$2,000,000
- Year 1 revenue share (60% of $2.6–6.2M)$1.56–3.72M
- Year 2 revenue share (45% of $15.6–20.3M)$7.02–9.14M
Coaching: Head of Coaching & Program Director, 4 Emotional Fitness Coaches, clinical support, program coordinator. Sales: Head of Institutional Sales, 2 college AEs, partnerships associate, proposal support.
Appendix · The Big R · Narrative Architecture
The Big R already has its script.
The Emotional Fitness journey and the hero's journey were never two structures — the program was built on the same arc the show already needs.
Each 14-day step cycles Discovery → Adventure → Homecoming again — the season is one long repeating hero's journey, not ten invented ones.
“Wilson guides the athlete through the full Emotional Fitness Index program — 14 days per step, one daily surprise unlock revealing something new about herself across any of the 4 quadrants. The circle completes when she arrives home.”
Wilson4Q product copy — the platform's own language, not a narrative device invented for the show.Appendix · The Big R · Production
What this means for production.
The show doesn't invent the arc. It follows the one already running — which means the season roadmap exists before a single script page is written.
- A 12-month Emotional Fitness journey, already running today — not built for television
- Structured in 14-day steps, each with its own daily rhythm
- One quadrant “surprise unlock” revealed per day — Physical, Mental, Emotional, Purpose
- Three phases repeat across the year: Discovery, Adventure, Homecoming
- Points cameras at each 14-day step as it naturally happens
- Lets the program's own call → trial → breakthrough rhythm shape every episode
- Cuts season arcs along the program's real phase boundaries, not invented TV beats
- Backs every emotional turn with a real EFI Score, not a producer's edit