1 Opp day Q1/2020 Agenda Business overview Q1/2020 financial - - PowerPoint PPT Presentation

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1 Opp day Q1/2020 Agenda Business overview Q1/2020 financial - - PowerPoint PPT Presentation

1 Opp day Q1/2020 Agenda Business overview Q1/2020 financial statistics 2020 Business outlooks 2 2549 (2006) 2552 (2009) 2553 (2010) Founded Yggdrazil visual effect to Founded YGGDRAZIL GROUP (YGG) after Moved location to


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Opp day Q1/2020 Agenda

  • Business overview
  • Q1/2020 financial statistics
  • 2020 Business outlooks

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2549 (2006) 2552 (2009) 2553 (2010) Founded Yggdrazil visual effect to provide post production service Founded YGGDRAZIL GROUP (“YGG”) after got tax privilege from BOI for software enterprise in digital content category Moved location to Town in Town area in 310 Building for business expansion 2557 (2014) 2558 (2015) 2559 (2016) Registered and fully-paid in capital 40 MB for increasing working capital and expanding business Expand working area to building 346 and 348 for supporting business expansion and new business

  • Setup Animation and Game business

department

  • Started to develop Home Sweet Home 1
  • Registered and fully-paid in capital

50 MB 2560 (2017) 2561 (2018) 2562 (2019)

  • SME private equity Trust by GSB

invested 9% in YGG which amounting to 50 MB.

  • Launched and succeeded in Home Sweet

Home 1

  • China company hired YGG produced Home

Sweet Home 2 and Project no.6

  • Animation department was established,

and fully operation

  • Converted to YGGDRAZIL GROUP Public

Company Limited

  • YGGDRZIL GROUP Initial Public Offering

(IPO) by listing in Market of

Alternative Investment (MAI) 3

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VISUAL EFFECT PRODUCTION SERVICES

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VISUAL EFFECT PRODUCTION SERVICES

The First-Ever Original Netflix

Thai series

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ANIMATED FEATURE FILM PRODUCTION SERVICES

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ANIMATED FEATURE FILM PRODUCTION SERVICES

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gd

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First-person horror adventure game Genre : Survival, Horror, Adventure, Puzzle Available : PC, VR (Oculus Rift and HTC Vive), PS4 & Xbox Distribution Channel : Steam, Greenmangaming, Humblebundles, Bundlestars, and G2A Target Audience: 18+ Official Trailer: Available Official Demo: Available (November 2016) Release Date: 26 September 2017 Price: Depends on region (Standard in U.S. Dollars : $16.99)

HOME SWEET HOME EP.1

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HOME SWEET HOME EPISODE 2

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Project number 6

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Financial Statistic

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Operating results

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Operating results (cont’d)

85% 15% 2016 85.2 MB.

61% 39%

2017 135.4 MB.

57% 43%

2018 170.7 MB.

33% 67%

2019 196.6 MB. Domestic International

Origin by Segment

  • Animation is mostly from international

clients

  • VFX is

a mix between local and international Customer Type

  • Most VFX clients are agency and/or

production houses

  • Animation is generally direct from IP

Holder or sub from lead production house

30% 70% 2020 Q1 Core Rev 53 MB.

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Operating results (cont’d)

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Operating results (cont’d)

Backlog: +138% or +64 MB from the prior period

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Operating results (cont’d)

Financial Position and Capital Structure (Figured in THB MM or otherwise stated)

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Operating results (cont’d)

Financial Position and Capital Structure

*Equity based calculated from the average of Q1 2019 and Q1 2020 * Net profit is rolling 4-quarter profit

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Business Outlook

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2020 Business Outlooks – VFX

  • TV

advertisement spending has been declining since 2016 and stabilize in 2018-2019. This also affects

  • verall

production budget

  • f

advertisers and in- turn budget for VFX

  • We expect additional slight decline in the

near future in line with overall domestic economy

  • TV

advertisement spending growth is slow and steady; however, the real growth segment is abundance in Online Video segment in-line with shift in advertisement budget

  • ver

to

  • nline

(e.g. Youtube)

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2020 Business Outlooks – ANIMATION

Cinema Market – Rise of China (and Asia) O-T-T Market: Battle of Original Content

  • Based
  • n

the statistics, Asia Pacific region has the potential to be the next big market for OTT market, as the region has the highest projected CAGR during the period 2017 – 2023, at the rate of 25.99% p.a.

  • In

addition the OTT market is highly competitive, and the which the winning edge in the industry is the ability to create original contents that will retain and attract viewers

  • China is set to substantially overtake the US

movie market by the year 2020 onward, in which China is projected to have a CAGR

  • f

18.96 p.a., and coming in significantly behind is the US market at a CAGR of 1.23% p.a.

  • The

rise

  • f

Chinese movie industry is the result

  • f

the increase in viewer channels, which the video streaming market such as Netflix is the main contributor for the increase

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2020 Business Outlooks – Animation

  • Animation and VFX market is expected to

grow at a CAGR of over 9% during 2020- 2025.

  • Rapid increase in number of customers

using OTT.

  • In USA Cost of producing Animation

featured film range from USD 20 – 300 Mil, VFX accounted for 20-25% of the budget.

  • OTT for Animation and VFX market valued

approximately USD 2,500 Mil.

  • Customers  expectation for good visual

experiences   demand for high-quality VFX and Animation

https://www.businesswire.com/news/home/20200131005198/en/Global-Animation-VFX-Industry-Report-2020-2025-Demand https://www.mordorintelligence.com/industry-reports/animation-and-vfx-market

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2020 Business Outlooks – Game / VR

  • Game market value at USD 196 Bil by

2025, CAGR @9% - lead by console and mobile.

  • Mobile game market value at USD

77.2 Bil in 2020, +13.3% YoY.

  • APAC is important region – leading

by China, which has game market valued at USD 36.5 Bil.

  • Thai game market worth TMB 22,000

mil – Growth at 13% YoY

  • Stronger adoption rate of VR / AR

technology post-covid era as barrier to trial has been overcome

  • https://newzoo.com/insights/articles/mobile-games-market-engagement-revenues-covid-19-gaming/
  • https://newzoo.com/insights/articles/the-global-games-market-will-generate-152-1-billion-in-2019-as-the-u-s-overtakes-china-as-the-biggest-market/
  • https://www.bangkokbiznews.com/news/detail/852235

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2020 Business Outlooks – Game

Key Summary

Genre

  • Asymmetrical-Balance Survival

Game Players

  • Online Multi-Players

Expected Launch

  • Q3 2020 Public Beta

Devices

  • PC & Mobile

Target Audience

  • 18-40 SEA

Core Revenue Model

  • Free-to-Play Pay-to-be-Cool

Supplementary Revenue Model

  • Product Tie-In
  • E-Sport Tournament

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2020 Business Outlooks – Game

  • Nintendo profit increased by 41%* FS – increase demand during COVID-19
  • Launching Home Sweet Home Survival

*https://positioningmag.com/1277485

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2020 Business Outlooks – Game

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