STARBREEZE investor Presentation - SEB Nordic Seminar, 10 January 2018

 
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STARBREEZE investor Presentation - SEB Nordic Seminar, 10 January 2018
STARBREEZE
            investor Presentation
            SEB Nordic Seminar, 10 January 2018

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STARBREEZE investor Presentation - SEB Nordic Seminar, 10 January 2018
Introduction to starbreezE

            Starbreeze games and publishing
outline

            Virtual reality

            Financial overview
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STARBREEZE investor Presentation - SEB Nordic Seminar, 10 January 2018
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 investor Presentation - SEB Nordic Seminar, 10 January 2018
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)

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    Note: 2012-2015 Jan-Dec figures are not reported fiscal years
STARBREEZE investor Presentation - SEB Nordic Seminar, 10 January 2018
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.

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STARBREEZE investor Presentation - SEB Nordic Seminar, 10 January 2018
Strong Portfolio growth ahead                                           future portfolio

                                                      ~2,000
                                                   (financial target)

            current portfolio
                                                                        System Shock 3   Psychonauts 2

                                    357

                                                                                                         ?
                                2017Q3 LTM              2020E

                                Net sales (SEKm)

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STARBREEZE investor Presentation - SEB Nordic Seminar, 10 January 2018
Starbreeze
GAMES and publishing

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STARBREEZE investor Presentation - SEB Nordic Seminar, 10 January 2018
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)
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STARBREEZE investor Presentation - SEB Nordic Seminar, 10 January 2018
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
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STARBREEZE investor Presentation - SEB Nordic Seminar, 10 January 2018
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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

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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)
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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
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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)
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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.

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Virtual reality

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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

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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

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             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

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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
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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
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             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
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Contact us   Sebastian Ahlskog                  Ann Charlotte Svensson
             CFO                                Head of IR and Corporate
                                                Communications
             sebastian.ahlskog@starbreeze.com   anncharlotte.svensson@starbreeze.com

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OUR ADDRESSES:   STARBREEZE STUDIOS

OUR CONTACTS:    WWW.STARBREEZE.COM

                 IR@STARBREEZE.COM

                                      STOCKHOLM

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THANKS!
             The Starbreeze team

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