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STARBREEZE investor Presentation
SEB Nordic Seminar, 10 January 2018
STARBREEZE investor Presentation SEB Nordic Seminar, 10 January - - PowerPoint PPT Presentation
STARBREEZE investor Presentation SEB Nordic Seminar, 10 January 2018 Slide / 1 Introduction to starbreezE Starbreeze games and publishing outline Virtual reality Financial overview Slide / 2 Starbreeze in brief Office locations 650
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SEB Nordic Seminar, 10 January 2018
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San Francisco Los Angeles Stockholm (HQ) Brussels Barcelona Paris Luxembourg Bangalore & Dehradun
§One of the first independent studios in Northern Europe – founded in 1998. §Established developer and publisher of PC and console games and VR products. §Net sales of SEK 257.7m and EBITDA of SEK –59.9m in 2017 YTD. §Listing on Nasdaq Stockholm in October 2017
Office locations At a glance Net Sales splits
Starbreeze Games 39% Publishing 56% Other 5% PC 60% Console 40% By business area1) By platform1)
1) 2017 YTD 2) 30 September 2017 including Dhruva InteractiveLarge portfolio of strong ips
650
employees2)
System Shock 3
Digital 85% Retail 15%
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Note: 2012-2015 Jan-Dec figures are not reported fiscal years
Founded 31 142 161 218 345 357
1998 2012 CY 2013 CY 2014 CY 2015 CY 2016 CY 2017 Q3 LTM
Net sales (SEKm)
CAGR: ~28%
GAMES DEVELOPMENT PUBLISHING AND INVESTING IN VR VR ECOSYSTEM
PC (retail)
PHYSICAL DISTRIBUTION, FEW PLATFORMS DIGITAL DISTRIBUTION, MULTI-PLATFORM
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Net sales
Starbreeze target is to achieve net sales of at least SEK 2 billion in 2020.
Profitability
Starbreeze target is to generate positive EBITDA for the fourth quarter of 2018 and then on an annual basis for each subsequent financial year.
Dividend policy
No dividend in the next few years, generated cash flow to finance the continued growth and development of the business. Long-term policy to distribute 50% of net profit after tax.
> be a leading provider in the entertainment industry by creating world-class experiences.
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357
~2,000
(financial target) 2017Q3 LTM 2020E
current portfolio
System Shock 3 Psychonauts 2
future portfolio
Net sales (SEKm)
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8 Slide / 8 Slide / STARBREEZE
Global consumer spend on games, USDbn Steam is the most important digital platform for pc
101 109 116 123 129
2016 2017E 2018E 2019E 2020E
Source: Newzoo (2016-2020 Global games market)
CAGR 2016–2020E
6%
Current addressable market is growing
2
GAMES IN THE STORE
W
MILLION USERS AS OF FEBRUARY 2015
Y
ACTIVE FORUM THREADS DAILY
U
MILLION CCU AT ONE GIVEN TIME
x
OF ALL PC GAMES SOLD THROUGH STEAM
5
GROWTH OF USER BASE FROM 2014 TO 2015
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Games with a context Continuous monetization Technical progress Virtual reality consolidation
43 % 54 %
2015 2016 Top 10 public gaming companies market share1)
1) Game revenue of Top25public companies up 17% in 2016, top 10 take more than half of global market.
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Be a market leader in
development 1 Drive growth in the existing game portfolio 2 Grow the game portfolio through publishing 3 new plat- forms and geographies for existing game portfolio 4
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1
§ Develop games based on strong IPs, owned or licensed. § Hardcore action games in co-op and first person shooter segments. § Multi-platform strategy including PC, console and VR. § Large, high quality, replayable games with state of the art gameplay. § Storylines with repeatability to enable games as a service to with long revenue tails.
Strategy and focus in games development
‹
Case study: PAYDAY 2 Case study: OVERKILL’s The Walking Dead
Release 2018 H2 Action / Role play
Release dates
August 2013 (PC) June 2015 (Console)
UNITS SOLD
PAYDAY 2 IN GROSS SALES
STEAM COMMUNITY MEMBERS
DLCS AND UPDATES
Based on the smash-hit graphic novel series
Extremely strong brand, 8th TV-series season on air, 11.3M average viewership during season 7.
M
Narrative driven co-operative 1st person shooteR
2
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Games as a service activities create long-term player stickiness PAYDAY 2 case study: sales trend compared to a typical game
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).
20 000 40 000 60 000 80 000 100 000
Oct-14 Dec-14 Feb-15 Apr-15 Jun-15 Aug-15 PAYDAY 2 Typical game Crimefest community event Spring break community event Steam summer sale Events
r
Community Marketing
Y
DLCs
2
Free game updates
T
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§ Broader catalogue of games with lower cost per game to decrease individual game risk and a more steady flow of revenues. § Explore non-core genres. § Storylines with repeatability to enable games as a service to with long revenue tails. § Flexible financing arrangement and IP management (~0–50%
Strategy and focus in publishing Case study: Dead by Daylight Publishing games in development
Asymmetric horror
Release dates
June 2016 (PC) June 2017 (Console)
UNITS SOLD
DBD IN GROSS SALES
STEAM COMMUNITY MEMBERS
DLCS AND UPDATES
Publishing is a complementary business model to own games with lower investments and risk per game. The raft APE-X Hero
85% 15%
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4 Virtual reality
§ Develop games. § Publishing to widen portfolio.
How?
§ Large potential market for premium content.
why?
§ VR centers to be
§ Games in production.
when?
Launching an established IP on mobile
§ Using successful IPs from its growing game portfolio to attract mobile users within its existing user base.
How?
§ Increase interest for forthcoming title PAYDAY 3. § Mobile games market is large and growing.
why?
§ PAYDAY Crime War is in development with release during 2018.
when?
Expansion to the Asian market
§ Enter partnerships with local partner for distribution. § Strategic collaboration with Smilegate initiated in 2016.
How?
§ Asian gaming market is large and fast-growing. § Geographical diversification.
why?
§ Strategic collaboration through partnerships for distribution in Asia.
when?
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155 307 457 616 825 31 55 80 105 134 41 73 110 146 187 14 24 35 45 55 200 400 600 800 1 000 1 200 1 400 2017 2018 2019 2020 2021 Asia-Pacific Europe North America Other
Source: Location-Based VR entertainment Market Report, 2017-07-12, Greenlight Insights
LBE global VR Revenue Forecast 2017-2021 (MUSD)
>4x
increase
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1 user Title: John Wick VR Location: LA
IMAX
5-25 minutes
4 players Title: Ghostbusters: Dimension Location: Utah, Dubai
The Void
10 minutes
6-8 players Title: Zero Latency Location: Japan, US, Spain
Zero Latency
45 minutes
Source: Location-Based VR entertainment Market Report, 2017-07-12, Greenlight Insights
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1 User 4 Users 20+ Users 100+ USERS
ARCADE MULTIPLAYER THEATRICAL SEATED LARGE FIELD
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StarVR headset
Time Profit Large investments to enable sale of content
Illustrative
Location-based vr centers Premium Content
STOR M
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Business model Dynamics by type of center
Share of ticket price 15 USD Wholly-owned (Stockholm) Partnership (Dubai) Tech and content supplier (IMAX)
Headset, tech, pods
20-40%
Content
20-40%
Operations (landlords)
20-40%
Starbreeze
Costs for headset, tech, pods and content No costs
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CONFIDENTIAL23 Slide /
Large and growing addressable games market large pipeline of new titles based on strong global franchises Established and successful games development with gaas revenue model Large potential for content within location based virtual reality Proven publishing business
attractive financial profile of high growth and profitability
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Sebastian Ahlskog
CFO
sebastian.ahlskog@starbreeze.com
Ann Charlotte Svensson
Head of IR and Corporate Communications
anncharlotte.svensson@starbreeze.com
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STARBREEZE STUDIOS OUR ADDRESSES: WWW.STARBREEZE.COM OUR CONTACTS: IR@STARBREEZE.COM
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The Starbreeze team