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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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  2. Opp day Q1/2020 Agenda • Business overview • Q1/2020 financial statistics • 2020 Business outlooks 2

  3. 2549 (2006) 2552 (2009) 2553 (2010) Founded Yggdrazil visual effect to Founded YGGDRAZIL GROUP (“YGG”) after Moved location to Town in Town area in provide post production service got tax privilege from BOI for software 310 Building for business expansion enterprise in digital content category 2557 (2014) 2558 (2015) 2559 (2016) • Registered and fully-paid in capital 40 Expand working area to building 346 and Setup Animation and Game business MB for increasing working capital and 348 for supporting business expansion department expanding business • and new business 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 • Animation department was established, • Converted to YGGDRAZIL GROUP Public invested 9% in YGG which amounting to and fully operation Company Limited 50 MB. • YGGDRZIL GROUP Initial Public Offering • Launched and succeeded in Home Sweet (IPO) by listing in Market of Home 1 Alternative Investment (MAI) • China company hired YGG produced Home Sweet Home 2 and Project no.6 3

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  10. VISUAL EFFECT PRODUCTION SERVICES 10

  11. The First-Ever Original Netflix Thai series VISUAL EFFECT PRODUCTION SERVICES 11

  12. ANIMATED FEATURE FILM PRODUCTION SERVICES 12

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  14. ANIMATED FEATURE FILM PRODUCTION SERVICES 14

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  16. gd 16

  17. HOME SWEET HOME EP.1 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) 17

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  19. HOME SWEET HOME EPISODE 2 19

  20. Project number 6 20

  21. Financial Statistic 21

  22. Operating results 22

  23. Operating results (cont’d) Domestic International 15% 33% 39% 43% 2016 2017 2018 2019 67% 85.2 MB. 135.4 MB. 170.7 MB. 196.6 MB. 61% 57% 85% Customer Type • Most VFX clients are agency and/or production houses • Animation is generally direct from IP 30% Holder or sub from lead production house 2020 Q1 Core Rev Origin by Segment 53 MB. 70% • Animation is mostly from international clients • VFX is a mix between local and international 23

  24. Operating results (cont’d) 24

  25. Operating results (cont’d) Backlog : +138% or +64 MB from the prior period 25

  26. Operating results (cont’d) Financial Position and Capital Structure ( Figured in THB MM or otherwise stated) 26

  27. Operating results (cont’d) Financial Position and Capital Structure *Equity based calculated from the average of Q1 2019 and Q1 2020 27 * Net profit is rolling 4-quarter profit

  28. Business Outlook 28

  29. 2020 Business Outlooks – VFX  TV advertisement spending has been declining since 2016 and stabilize in 2018-2019. This also affects overall production budget of 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 over to online (e.g. Youtube) 29

  30. 2020 Business Outlooks – ANIMATION Cinema Market – Rise of China (and Asia) O-T-T Market: Battle of Original Content  China is set to substantially overtake the US  Based on the statistics, Asia Pacific region movie market by the year 2020 onward, in which has the potential to be the next big market China is projected to have a CAGR of 18.96 for OTT market, as the region has the highest p.a., and coming in significantly behind is projected CAGR during the period 2017 – 2023, the US market at a CAGR of 1.23% p.a. at the rate of 25.99% p.a.  The rise of Chinese movie industry is the  In addition the OTT market is highly result of the increase in viewer channels, competitive, and the which the winning edge in which the video streaming market such as the industry is the ability to create original Netflix is the main contributor for the contents that will retain and attract viewers 30 increase

  31. 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 31 https://www.mordorintelligence.com/industry-reports/animation-and-vfx-market

  32. 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/ 32 • 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

  33. 2020 Business Outlooks – Game Key Summary • Asymmetrical-Balance Survival Genre Game • Online Multi-Players Players • Q3 2020 Public Beta Expected Launch • PC & Mobile Devices • 18-40 SEA Target Audience • Free-to-Play Pay-to-be-Cool Core Revenue Model • Product Tie-In Supplementary Revenue • E-Sport Tournament Model 33

  34. 2020 Business Outlooks – Game • Nintendo profit increased by 41%* FS – increase demand during COVID-19 • Launching Home Sweet Home Survival 34 *https://positioningmag.com/1277485

  35. 2020 Business Outlooks – Game 35

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