G5 Entertainment Investor Presentation December 2022 - NASDAQ OMX: G5EN.ST OTCQX: GENTF
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
G5 Entertainment in brief Revenue (MSEK) • Developer and publisher of casual free-to-play (F2P) 450 games for tablets, smartphones and PCs 400 Q3 • Serving the $90+ billion market for global market for 350 mobile games 300 250 • 11 offices worldwide each serving a strategic purpose and 200 providing a competitive advantage 150 • Strong history in creating and publishing games: 100 • The Secret Society > USD 142 million in sales 50 > 27 million downloads 0 • Hidden City > USD 416 million in sales 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 > 52 million downloads Gross Margin (%) • Focused on games for a female audience age 35+ 70% 68% • Founded 20 years ago and listed on Nasdaq Stockholm since June 2014 and public since October 2006 60% 50% 40% 2013 - 2018 2017 - 2020 2nd best share of Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 the decade 2017 2018 2019 2020 2021 2022 2
Operating Locations Employees +900 11 Countries Up and coming Cyprus (Development Office) Kazakhstan (Development Office) 3
Global Mobile Gaming: A Growth Market 2016 – 2024 Global Mobile Games Market Revenues Bn USD • Mobile gaming is a fast-growing segment of the overall gaming 120 market, with global revenues expected to reach $116.4 Bn USD by 2024, a CAGR of 11% 100 80 116 114 • 53% of 2022 global game revenue will come from mobile gaming 60 104 96 40 86 62 69 • With almost 3.2 billion gamers worldwide today, and 3.5 billion 43 57 20 gamers projected by 2025, mobile gaming has more players than any other gaming segment 0 2016 2017 2018 2019 2020 2021 2022F • Asia is the biggest market, accounting for almost 64% of total 2023F 2024F revenues for the industry in 2021, followed by the US *NEWZOO market data G5 Revenue breakdown by geography Q3 2022 • Mobile gamers are spending more money than ever before, with ROW Japanese gamers spending the most per player Asia 6% 9% • G5:s main market is North America, followed by EU and Japan North Europe America 22% 64% 6
G5 Development: 2014-2022 2 NEW games released 5 NEW games released 2022 8 NEW games 2021 released 5 NEW games New Generation Games released 2020 67% of Revenue Sherlock: 13% of revenue in Q4 Two hidden object 2019 games gross >$100M lifetime 31.0 million Hidden City exits 2018 • Sherlock • Jewels of Egypt soft launch phase • Jewels of Wild West Accumulated 2017 22.1 million Investment: G5 Store downloads of group games in H1: 210 million 2016 Starts trading on Expansion & Investment: New Generation Games NASDAQ Development teams and • Jewels of Rome Stockholm: G5EN 2015 new portfolio of games • Wordplay 2014 7
Target Audience and Game Genre Hidden Object Match-3 A Unique Market: Women Age 35+ Growing demographic Underserved market Very loyal audience Strong paying audience $ Mahjong / Solitaire New Genres G5 Friends Network 9
New Games Development Funnel Early Harvest Mode Game Idea development / Scaling Peak revenue Maturing Long-tail revenue Soft Launch _ revenue Very limited revenue from soft launch in _ user acquisition select markets In this stage the Game is released in After global release, UA and Growth: As revenue In time, growth may slow as Harvest mode games argument for the limited markets and we invest in growing grows, games are the game reaches a more do not have a new product is tested against the game’s revenue. optimized, user acquisition mature state. Cross-selling dedicated team and developed benchmarks. Usually Game continues to be is increased, and games with the rest of the G5 games only very limited UA is through extensive iterative process to find analyzed and updated are scaled to higher portfolio helps extend the long done on the games. marketing tests the best product/market to find the best game revenue levels tail of revenue These games bring in a fit. The game either balance for worldwide healthy cash flow that clears benchmarks for audience. Often during the growth can be invested in new Global release or gets phase, games appear to or active games. canceled. We expect 5-6 have reached a plateau, to reach this stage and however improvements The games have very 1-2 to be released can be made to the game limited updates through Globally every year and/or the marketing one shared team strategy to achieve a higher peak level 10
Our Portfolio Approach Own/licensed revenue (MSEK) | Own games share (%) 400 80% 33% 73% • Strengthened the development teams giving the 350 70% 70% 70% company full control over game development and 67% 66% quality combined with tougher approach to 63% 64% 62% 61% underperforming games 300 60% 54% • Revenue from Own games have consistently grown 250 50% and is now >73% of the total revenue 45% • Eight games released in 2020,, five games in 2021, five 200 40% currently in soft launch and two released globally in 2022. Building on previous technology and game play 150 30% foundation with an emphasis on engaging storylines and immersive meta-mechanics 100 20% • Balanced and diversified portfolio with games in different stages in their lifecycle creates a balance 50 10% between profitability and growth 0 0% Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 2020 2021 2022 New Generation Old own Licensed Own games % 11
New Generation Games • Games released from 2019 onwards Revenue (MSEK) 250 • 23 new titles +8 Y/Y% • 2 games released globally in 2022 & 5 in soft launch 200 • Game play foundation with an emphasis on 150 engaging storylines and immersive meta- mechanics: 100 • Hidden Object • Match-3 50 • Mahjong/Solitaire • New Genres 0 • Q3 2022: Accounted for 60% of revenue Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 2020 2021 2022 • Highlighted game: Sherlock • SEK 81 M & 23% of revenue A few of our titles: • +148% Y/Y & +21% Q/Q Jewels of Rome Sherlock • 7.5 million acc downloads Jewels of the Wild West Mary’s Mahjong Crime Mysteries Unexposed Pyramid of Mahjong Jewels of Orient • UA efficiency and M.A.R.S UA suite tools accelerated Sheriff of Mahjong Martha’s Mystery (2022) growth of earnings Jewels of Egypt Mystery Estate (2022) Mayor Match Bayside Merge (2022) • Building a foundation for long-term future growth 12
Financials 13
Financial Summary: Q3 2022 Own/Licensed revenue (MSEK) | Own games share (%) 400 80% Revenue SEK 360 M (328), +10% Y/Y 300 60% • Own games >73% of net revenue (66) • New Generation games: 60% of net revenue (50) 200 40% Now, our biggest segment of the portfolio 100 20% • Sherlock +104% Y/Y >23% of revenue (10) 0 0% • MAGRPPU $61.2 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 2020 2021 2022 New Generation Old own Licensed Own games % Strong gross margin 70% Gross Margin (%) • Gross Margin reached new high 68% (64) due to growing share from Own games, G5 Store, and advertising revenue 60% • Operating profit (EBIT) SEK -22.8 M, EBIT margin -6.3% (adjusted for fx) 50% • EBIT margin decline related to UA boost, and one-time write-off related to change in company’s development process 40% • Adjusted for write-offs EBIT SEK 49.7 M and EBIT margin 14% (17) Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 2017 2018 2019 2020 2021 2022 Continued strong cash position Cash & Cash Equivalents (MSEK) 250 • Capitalization impact on cash flow SEK -45.2 M (-41.3) 200 • Financing activities impacted by buybacks SEK -28.2 M (-88.8) 150 • Non-cash write-offs related to changes in our publishing process 100 SEK 72.5 M (0.0) 50 • Total cash flow SEK -50.9 M (-39.2) Total cash at end of period SEK 182.3 M (130.9), the highest end cash 0 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 position for the third quarter 2020 2021 2022 14
Outlook for 2022/2023 • Sherlock and New Generation games revenue expected to grow New Generation (MSEK) | Own Games (%) • Gross Margin to expand as Own Games become higher percentage of 250 80% revenue and G5 Store continues to grow 70% • New development process will drive 1-2 new games globally every year 200 60% • Under the new development process, we will no longer announce games in Soft Launch 150 50% • As of September 1, we no longer capitalize expenses on new games 40% until they are launched globally 100 30% • UA back to normalized range 17-22% 20% 50 • Expected EBIT margin of 13-15% in Q4 10% • Strong cash position 0 0% Profitable, cash flow positive, zero debt 2019 2020 2021 2022 • We continue to follow our strategy and see positive momentum going New Generation Own games % into seasonally strong Q4 and Q1 15
Contact Stockholm Headquarters G5 Entertainment AB Birger Jarlsgatan 18 114 34 Stockholm Sweden Email: investor@g5e.com www.corporate.g5e.com
You can also read