STARBREEZE investor Presentation - SEB Nordic Seminar, 10 January 2018
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Introduction to starbreezE Starbreeze games and publishing outline Virtual reality Financial overview Slide / 2
Starbreeze in brief Office locations 650 San Francisco Stockholm (HQ) Los Angeles Brussels employees2) At a glance § One of the first independent studios in Northern Europe – founded Paris Luxembourg in 1998. Bangalore § Established developer and publisher of PC and console games and & Dehradun VR products. Barcelona § Net sales of SEK 257.7m and EBITDA of SEK –59.9m in 2017 YTD. § Listing on Nasdaq Stockholm in October 2017 Net Sales splits Large portfolio of strong ips By business area1) By platform1) Other 5% Retail Console 15% 40% Starbreeze Games 39% Publishing PC 56% System Shock 3 60% Digital 85% 1) 2017 YTD Slide / 3 2) 30 September 2017 including Dhruva Interactive
Starbreeze evolution CAGR: ~28% 345 357 218 142 161 31 Founded 1998 2012 CY 2013 CY 2014 CY 2015 CY 2016 CY 2017 Q3 LTM Net sales (SEKm) VR ECOSYSTEM PUBLISHING AND INVESTING IN VR GAMES DEVELOPMENT PHYSICAL DISTRIBUTION, FEW PLATFORMS DIGITAL DISTRIBUTION, MULTI-PLATFORM PC (retail) Slide / 4 Note: 2012-2015 Jan-Dec figures are not reported fiscal years
Vision > be a leading provider in the entertainment industry by creating world-class experiences. Vision and Financial targets financial Net sales Profitability Dividend policy targets Starbreeze target is to achieve Starbreeze target is to generate No dividend in the next few net sales of at least SEK 2 billion positive EBITDA for the fourth years, generated cash flow to in 2020. quarter of 2018 and then on an finance the continued growth annual basis for each and development of the subsequent financial year. business. Long-term policy to distribute 50% of net profit after tax. Slide / 5
Strong Portfolio growth ahead future portfolio ~2,000 (financial target) current portfolio System Shock 3 Psychonauts 2 357 ? 2017Q3 LTM 2020E Net sales (SEKm) Slide / 6
STARBREEZE Global consumer spend on games, USDbn Steam is the most important digital platform for pc Current addressable market is growing CAGR 2016–2020E 2 x 123 129 6% 11,000+ GAMES IN THE STORE 75% OF ALL PC GAMES SOLD 116 THROUGH STEAM 109 101 Large and Y U growing 7,000+ 17.7 addressable ACTIVE FORUM THREADS DAILY MILLION CCU AT ONE GIVEN TIME games market W 5 125 MILLION USERS AS OF 67% GROWTH OF USER BASE 2016 2017E 2018E 2019E 2020E FEBRUARY 2015 FROM 2014 TO 2015 Source: Newzoo (2016-2020 Global games market) Slide / 8
Games with Continuous Technical Virtual consolidation a context monetization progress reality Top 10 public gaming companies market share1) Trends in M 54 43 % % the games market 2015 2016 1) Game revenue of Top25 public companies up 17% in 2016, top 10 take more than Slide / 9 half of global market.
1 2 3 4 Business Be a market Drive Grow the new plat- leader in growth in the game portfolio forms and strategy own games existing game through geographies development portfolio publishing for existing game portfolio Slide / 11
Case study: PAYDAY 2 DLCS AND UPDATES Strategy and focus in Case study: games development >160 OVERKILL’s The Walking Dead Release 2018 H2 1 § Develop games based on strong UNITS SOLD Be a market IPs, owned or licensed. § Hardcore action games in >16,000,000 co-op and first person shooter PAYDAY 2 IN GROSS SALES leader in segments. § Multi-platform strategy >2bn SEK‹ games including PC, console and VR. § Large, high quality, replayable STEAM COMMUNITY MEMBERS development games with state of the art gameplay. 5,450,000 2 Narrative st driven co-operative 1 person shooteR § Storylines with repeatability to M enable games as a service to Based on the smash-hit with long revenue tails. graphic novel series Extremely strong brand, 8th TV-series season on air, 11.3M Action / Role play average viewership during season 7. Release dates August 2013 (PC) Slide / 12 June 2015 (Console)
Games as a service activities PAYDAY 2 case study: 2 create long-term player sales trend compared to a typical game stickiness PAYDAY2 was released in August 2013. The comparison game was released October 2014. The chart shows the number of players until September 2015 (thus, one year after PAYDAY was released). Drive growth Marketing 100 000 Spring break in the Y Crimefest community event community event existing Events Community 80 000 r - game 60 000 Steam portfolio Free game DLCs 40 000 summer sale updates T 2 20 000 0 Oct-14 Dec-14 Feb-15 Apr-15 Jun-15 Aug-15 PAYDAY 2 Typical game Slide / 13
Case study: Dead by Daylight Strategy and DLCS AND UPDATES Publishing games 3 focus in publishing >10 in development § Broader catalogue of games Grow with lower cost per game to UNITS SOLD the game decrease individual game risk and a more steady flow of >3,000,000 revenues. DBD IN GROSS SALES portfolio § Explore non-core genres. SEK 400m through § Storylines with repeatability to enable games as a service to 85%STEAM COMMUNITY MEMBERS The raft Hero publishing with long revenue tails. § Flexible financing arrangement 15% >800,000 Publishing is a complementary business model to own games and IP management (~0–50% ownership). APE-X ? ? with lower investments and risk per game. Asymmetric horror Release dates June 2016 (PC) Slide / 14 June 2017 (Console)
4 new plat- Virtual Launching an Expansion forms and reality established to the Asian geographies IP on mobile market for existing How? § Develop games. § Publishing to widen How? § Using successful IPs from its growing game portfolio to attract mobile users within How? § Enter partnerships with local partner for distribution. game portfolio. its existing user base. § Strategic collaboration with Smilegate initiated in 2016. portfolio why? § Large potential market for premium content. why? § Increase interest for forthcoming title PAYDAY 3. § Mobile games market is why? § Asian gaming market is large and fast-growing. § Geographical diversification. large and growing. § VR centers to be § PAYDAY Crime War is in § Strategic collaboration opened soon. development with release through partnerships when? § Games in production. when? during 2018. when? for distribution in Asia. Slide / 15
Virtual reality Slide / 16
LBE global VR Revenue Forecast 2017-2021 (MUSD) 1 400 >4x increase 1 200 55 global 1 000 187 revenues – 800 45 146 134 reaching 1.2 600 35 110 105 billion usd 400 24 73 80 825 in 2021 14 200 41 31 55 457 616 307 155 0 2017 2018 2019 2020 2021 Asia-Pacific Europe North America Other Source: Location-Based VR entertainment Market Report, 2017-07-12, Greenlight Insights Slide / 17
IMAX The Void Zero Latency 5-25 minutes 10 minutes 45 minutes $7-10 $55 $70 Examples 1 user Title: John Wick VR 4 players Title: Ghostbusters: Dimension 6-8 players Title: Zero Latency LBE VR Location: LA Location: Utah, Dubai Location: Japan, US, Spain centers Slide / 18 Source: Location-Based VR entertainment Market Report, 2017-07-12, Greenlight Insights
ARCADE MULTIPLAYER THEATRICAL SEATED LARGE FIELD 1 User 4 Users 20+ Users 100+ USERS Types of player experiences Slide / 19
Vr strategy – to enable premium content Illustrative Profit Premium Content Location-based vr centers StarVR headset STOR M Time Large investments to enable sale of content Slide / 20
Business model Dynamics by type of center Tech and content Share of ticket Wholly-owned Partnership supplier price 15 USD (Stockholm) (Dubai) (IMAX) Headset, tech, pods 20-40% Location Content 20-40% based vr to Operations (landlords) 20-40% - - provide additional Costs carried by Starbreeze - All costs Costs for headset, tech, pods and content No costs revenue Slide / 21
Slide Slide / / 22 CONFIDENTIAL
Large and growing addressable games market Established and successful games development with gaas revenue model Proven publishing business Starbreeze large pipeline of new titles based on strong global franchises highlights Large potential for content within location based virtual reality attractive financial profile of high growth and profitability Slide / 23
Contact us Sebastian Ahlskog Ann Charlotte Svensson CFO Head of IR and Corporate Communications sebastian.ahlskog@starbreeze.com anncharlotte.svensson@starbreeze.com Slide / 24
OUR ADDRESSES: STARBREEZE STUDIOS OUR CONTACTS: WWW.STARBREEZE.COM IR@STARBREEZE.COM STOCKHOLM Slide / 25
THANKS! The Starbreeze team Slide / 26
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