PR Embracer Group Acquires Critically Acclaimed Tarsier Studios
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NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world. -
Company Presentation Pareto Gaming Seminar Stockholm March 3, 2020 Presenter: CEO & Co-Founder Lars Wingefors 1
Company Presentation Pareto Gaming Seminar Stockholm March 3, 2020 Presenter: CEO & Co-Founder Lars Wingefors 1. Introduction STORY OF EMBRACER Net sales, SEKm IPO on Nasdaq Strong IPs First North acquired Stockholm from THQ e.g. 5,413 Founding: All assets incl. Darksiders and MX vs. ATV IPs in JoWooD 4,124 acquired and key people recruited 302 508 8 102 2011 2013 2016 2017 2018 2019 Raised equity capital 240 598 1,448 2,090 before transaction costs: Track record of strong growth and value creation through major acquisitions, well-positioned for further growth 3 2. Business GROUP OVERVIEW SEK 5.5bn Net sales, LTM* Group strategy and M&A SEK 1.1bn Operational EBIT, LTM* HQ, Karlstad 2,970 Headcount* * As per Dec 2019 Two complementary business areas Games Partner Publishing Development, publishing and marketing of games Publishing and distribution of (mainly) games and film Four autonomous sub-groups: Munich 13 offices across the world: Selected partners: Vienna Munich Skövde Stockholm Details on next slides 5 Games business area GAMES – OVERVIEW (1 of 2) Four autonomous sub-groups with different core focus % of net sales 30% 62% 8% (LTM Sep 2019) Development size Small to mid-sized Mid-sized to large Small to mid-sized Fewer, larger own IPs and Creative, focused on games Acquire established IPs and build publishing of external products Core focus making and development, new on them that needs powerful marketing and IPs, teams up to ~20 people. distribution power 22 41 52 141 134 24 15 STUDIOS NORTH Skövde Stockholm 20 internal studios 69 64 21 (December 2019) ## = Approx. -
20/21 Interim Report 3 Reg No
OCTOBER–DECEMBER 2020 EMBRACER GROUP AB (PUBL) 20/21 INTERIM REPORT 3 REG NO. 556582-6558 OPERATIONAL EBIT INCREASED 100% TO SEK 603 MILLION THIRD QUARTER, OCTOBER–DECEMBER 2020 (COMPARED TO OCTOBER–DECEMBER 2019) > Net sales increased by 44% to SEK 2,168.1 million (1,508.5). Net sales of the Games busi- ness area increased by 62% to SEK 1,355.6 million (835.7). THQ Nordic SEK 379.8 million (333.0), Deep Silver SEK 496.9 million (466.6), Coffee Stain SEK 99.2 million (36.1), Saber Interactive SEK 307.0 million (-) and DECA Games SEK 72.7 million (-). > Net sales of Partner Publishing/Film business area increased by 21% to SEK 812.5 million (672.9). > EBITDA increased by 70% to SEK 878.7 million (518.4), corresponding to an EBITDA margin of 41%. > Operational EBIT increased by 100% to SEK 603.1 million (302.1) corresponding to an Operational EBIT margin of 28% (20%). > Cash flow from operating activities amounted to SEK 840.4 million (239.5). Investments in intangible assets amounted to SEK –557.7 million (–419.0). Free Cash Flow amounted to SEK 309.1 million (–207.3). > Adjusted earnings per share was SEK 1.06 (0.68). > Organic growth in constant currency for the Games Business Area amounted to 21% in the quarter. > Total game development projects increased 56% to 150 (96). Total headcount increased 93% to 5,730 (2,970) where total game developers increased 92% to 4,325 (2,258). Oct–Dec Oct–Dec Apr–Dec Apr–Dec Apr 2019– Key performance indicators, Group 2020 2019 2020 2019 Mar 2020 Net sales, SEK m 2,168.1 1,508.5 6,620.0 3,910.3 5,249.4 -
Embracer Group Reason: Preview of Results Company Sponsored Research Seasonally Strong Quarter Ahead Not Rated
Equity Research - 19 January 2020 20:03 CET Embracer Group Reason: Preview of results Company sponsored research Seasonally strong quarter ahead Not rated Solid Q3’19/20e expected; however, we adjust… Estimate changes (%) …estimates due to FF VII, Shenmue III & Biomutant 2019e 2020e 2021e EV/operational EBIT 17.3x-11.8x for ’19e-‘21e Sales -13.8% 11.5% 5.0% EBIT (rep) -20.4% 17.7% 10.9% Q3’19/20e: sales of SEK 1,535m, Op. EBIT SEK 363m EPS (rep) -21.7% 18.3% 11.4% For Q3’19/20e, we estimate a top line of SEK 1,535m for total y-o-y Source: ABG Sundal Collier growth of 11.2%. On a segment level, we estimate revenues of SEK Share price (SEK) 16/01/2020 75.0 550m from Deep Silver, driven by strong back catalogue sales from Metro Exodus and Kingdom Come: Deliverance as well as the new Software, Sweden release of Shenmue III. For THQ Nordic, we estimate sales of SEK EMBRACB.ST /EMBRACB ST 325m, driven mainly by the release of Darksiders Genesis on Steam and Google Stadia in combination with strong back catalogue sales from MCap (SEKm) 21,041 Wreckfest. For Coffee Stain, we forecast sales of SEK 60m, mainly MCap (EURm) 1,991.3 driven by Satisfactory, which has claimed a spot on the Epic Game Store Net debt (EURm) -174 top sellers list for several weeks. In terms of Partner Publishing, we forecast sales of SEK 600m, driven by the seasonally strong Sep-Dec No. of shares (m) 281 period, along with stronger than expected sales for F1’19. -
Embracer Group Årsredovisning 2019/2020
EMBRACER GROUP ÅRSREDOVISNING 2019/2020 EMBRACER GROUP AB (PUBL) | ÅRSREDOVISNING 2019 / 2020 A INNEHÅLL 2 Årets höjdpunkter 4 Bolagets grundare och VD har ordet 6 Mål och tillväxtstrategi 8 Marknadsöversikt 11 Spelportfölj & Affärsområden 31 Hållbarhetsredovisning 46 Aktien & Bolagsstyrning 59 Årsredovisning & Koncernredovisning 95 Revisionsberättelse 98 Aktieägarinformation FINANSIELL KALENDER Årsstämma 2020 16 september 2020 Delårsrapport, april-september 18 november 2020 Delårsrapport, april-december 18 februari 2021 Bokslutskommuniké 2020/2021 20 maj 2021 Alla uppgifter i denna årsredovisning avser förhållandet vid verksamhetsårets slut, 31 mars 2020 såvida inte annan tid anges. Uppgifterna på sidan 1 avser förhållandet vid tidpunkten för årsredovisningens publicering. B ÅRSREDOVISNING 2019 / 2020 | EMBRACER GROUP AB (PUBL) EMBRACER GROUP I KORTHET USA AUSTRALIEN JAPAN KANADA SYD- KOREA POLEN RYSSLAND SVERIGE FINLAND NORGE BELARUS TYSKLAND NEDERLÄNDERNA FRANKRIKE STORBRITANNIEN SPANIEN PORTUGAL UKRAINA SCHWEIZ BULGARIEN ITALIEN SLOVAKIEN TJECKIEN ÖSTERRIKE MALTA Embracer Group är moderbolag till företag som utvecklar och förlägger PC, konsol- och mobilspel för den globala spelmarknaden. Bolaget har en bred spelportfölj med över 190 ägda varumärken, som till exempel Saints Row, Goat Simulator, Dead Island, Darksiders, Metro, MX vs ATV, Kingdom Come: Deliverance, TimeSplitters, Satisfactory, Wreckfest, Insurgency, Destroy All Humans!, World War Z, SnowRunner och många fler. Koncernen har huvudkontor i Karlstad och global närvaro genom de sex operativa koncernerna: THQ Nordic, Koch Media/Deep Silver, Coffee Stain, Amplifier Game Invest, Saber Interactive och DECA Games. Koncernen har 43 interna studios och fler än 4 000 anställda och kontrakterade medarbetare i fler än 40 länder. Embracer Groups aktier är noterade på Nasdaq First North Stockholm under kortnamnet EMBRAC B. Bolagets Certified Adviser är FNCA Sweden AB. -
NG19 Print Program (Web)
2019 MAY 22 23 24 BUSINESS EMOTION KNOWLEDGE PROGRAM #NG19 Welcome to NORDIC GAME 2019! It’s a great pleasure to welcome you to the sixteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. While we all want the games of this generation and the next to be cutting-edge, creative and entertaining – delivering new and bet- ter experiences than ever before – innovation can’t flourish without knowledge. This knowledge encompasses new technologies, business models, methodologies and narrative techniques. But it also includes an un- derstanding of the past, helping us to learn from our successes and mistakes, using that knowledge as a foundation for the games to come. Knowledge, as a key focus of Nordic Game 2019, means that from the moment you arrive, content and activities carefully selected to enrich your mind (and soul) will be there for the choosing – whether you decide to pursue your quest for knowledge via this year’s spea- ker program, by meeting with industry colleagues (and making new friends), while playing the latest games from creators across the Nordic region and the rest of Europe, or just by mingling with thou- sands of your peers on these three special days in May. Thank you for joining us and may we all prosper! Jacob Riis, Program Director Nordic Game 2019 MAY 22 23 24 BUSINESS EMOTION KNOWLEDGE CONFERENCE VENUE [Slagthuset, Malmö] ENTRANCE Malmö Central OUTSIDE TERRACE Trainstation 2 min WC RESTAURANT WC STOCKHOLM UNREAL Exit only HELSINKI THEATRE EXPO MeetToMatch -
Level Failed
Level Failed Andy Silvester Campaign Director, TaxPayers’ Alliance August 2015 espite the myriad problems across the continent, it seems that the European Union’s (EU) wasteful spending continues apace. New TaxPayers’ Alliance research via official European D sources reveals that more than £2 million has been given in grants to video game produc- tions. These subsidies are unacceptable. The key findings of this research are: • In 2014, the first grants managed by the European Commission’s "Creative Europe" were given out in order to support the audio-visual and culture sectors across Europe. Many of these grants were given to support, for instance, museum exhibitions or city festivals. • However, many were given to video game companies for the development of certain projects. In total, more than £2 million was granted for such projects in 2014 alone. The European Union should not be handing out taxpayer-funded subsidies to individual companies. • The most recent EU budget saw Britain contribute 11.4 per cent of total EU funds. No detail about the individual contributions to "Creative Europe" are available, but working on the 11.4 per cent figure, these TV grants have cost British taxpayers more than a quarter of a million pounds. In Britain, the project is administered by the British Council and the British Film Institute, so the real cost to taxpayers will in fact be higher than this due to staff time. A full list of projects, and the official text accompanying the grant submissions, is detailed below. [email protected] Page -
20/21 Bokslutskommuniké Org Nr
APRIL 2020 – MARS 2021 EMBRACER GROUP AB (PUBL) 20/21 BOKSLUTSKOMMUNIKÉ ORG NR. 556582-6558 OPERATIVT EBIT ÖKADE MED 216% TILL 903 MSEK FJÄRDE KVARTALET, JANUARI–MARS 2021 (JÄMFÖRT MED OKTOBER–DECEMBER 2020) > Nettoomsättningen ökade med 80% till 2 404,2 MSEK (1 339,1). > Nettoomsättningen för affärsområdet Games ökade med 119% till 1 975,2 MSEK (903,5). THQ Nordic 354,6 MSEK (306,7), Deep Silver 464,9 MSEK (514,7), Coffee Stain 780,9 MSEK (82,1), Saber Interactive 270,7 MSEK (-) och DECA Games 104,2 MSEK (-). > Nettoomsättningen för affärsområdet Partner Publishing/Film uppgick till 429,0 MSEK (435,6). > EBITDA ökade med 137% till 1 172,5 MSEK (495,2), vilket motsvarar en EBITDA-marginal på 49% (37%). > Operativt EBIT ökade med 216% till 903,2 MSEK (286,0) motsvarande en operativ EBIT-marginal på 38% (21%). > Kassaflödet från den löpande verksamheten uppgick till 1 521,8 MSEK (765,7). Investeringar i immateriella tillgångar uppgick till 598,9 MSEK (464,4). Fritt kassaflöde uppgick till 860,5 MSEK (275,7). > Justerat resultat per aktie uppgick till 2,07 SEK (0,97). > Organisk tillväxt i konstant valuta för affärsområdet Games uppgick till 85% under kvartalet. > Totalt antal pågående spelutvecklingsprojekt ökade 55% till 160 (103). Totalt antal sysselsatta ökade 103% till 6 325 (3 109) och antalet spelutvecklare ökade 116% till 5 115 (2 365). HELÅRET, APRIL 2020–MARS 2021 (JÄMFÖRT MED APRIL 2019–MARS 2020) > Nettoomsättningen ökade med 72% till 9 024,2 MSEK (5 249,4). > Nettoomsättningen för affärsområdet Games ökade med 102% till 6 448,3 MSEK (3 196,5). -
Swedish Game Developer Index 2016 Game Developer Index
Swedish game developer index 2016 game developer index First Edition Published by Swedish Games Industry Research: Hanna Metsis, Jacob Kroon Text & Design: Jacob Kroon Swedish Games Industry is a partnership between ANGI and Spelplan-ASGD. Dataspelsbranschen Swedish Games Industry Klara norra kyrkogata 31, Box 22307 SE-104 22 Stockholm www.dataspelsbranschen.se Contact: [email protected] 2016 2 Table of contents summary 4 preface 5 revenue & profit 6-7 employment 8 number of companies 8 gender distribution 9 turnover per company 10 employees per company 10 largest companies 11 company map 12-13 future 15 actual revenues 16 domestic market 17 worldwide 18-20 intellectual property infringement 20 threats & challenges 23 listed game companies 24-26 conclusion 28 methodology 31 timeline - a selection 33 glossary 34 3 summary ame Developer Index analyzes the growth of Swedis video game companies and international trends by compiling the annual accounts of the companies. Swedish game development is an export industry operating on a highly globalized market. The domestic Gindustry has grown from a hobby of enthusiasts to a world-wide industry with cultural and economic significance under just a few decades. The Game Developer Index 2016 summarizes the growth of the latest fiscal year. The sumary in brief: Revenue increased by 41 per cent to almost EUR1,3 billion in 2015. A 200 per cent increase in two years. A majority of companies are profitable and the industry has reported a total profit for seven years running. Employment increased by 19 per cent, more than 550 full-time positions, to a total of 3709 employees. -
GAME DEVELOPER INDEX 2015 Based on 2014 Swedish Annual Reports Table of Contents
GAME DEVELOPER INDEX 2015 Based on 2014 Swedish Annual Reports Table of Contents SUMMARY 2 PREFACE 4 TURNOVER AND PROFIT 5-6 NEW EMPLOYMENT 8 NUMBER OF COMPANIES 8 GENDER DISTRIBUTION 9 TURNOVER PER COMPANY 9 EMPOYEES PER COMPANY 9 BIGGEST PLAYERS 12 DISTRIBUTION PLATFORMS 12 REVIEWS 13 GAME DEVELOPER MAP 15-16 FUTURE 17-20 ACTUAL REVENUES 22 PIRACY 22 GLOBALLY 23 THREATS 25 CONCLUSION AND METHODOLOGY 26 TIMELINE - A SELECTION 27 GLOSSARY 28 On the cover: Unravel, Coldwood Interactive 1 Summary The Game Developer Index analyzes the activities of Swedish game developers, as well as international trends, throughout the year by compiling the annual accounts of the companies. Swedish game development is an export industry operating in a highly globalized market. The gaming business has grown from a hobby of enthusiasts to a world-wide industry with cultural and economic significance. The Game Developer Index 2015 summarizes the reports of the latest financial year. The summary in brief: • Turnover of Swedish game developers increased by 35 percent to EUR 930 million in 2014. • The majority of the companies are profitable and the industry has reported a total profit for six years running. • Employment increased by 23 percent, or 583 full-time positions, to a total of 3,117 employees. • The proportion of women increased by 39 percent, compared with 17 percent for men. • The compound annual growth rate (CAGR) in the period 2006-2014 is 39 percent. • Forty-three new companies have been added, which amounts to 213 active companies - an increase of 25 percent. • The total value, including acquisitions, of Swedish game developers was over EUR 2.75 billion in 2014. -
Embracer Group Q3 201920
OCTOBER – DECEMBER 2019 EMBRACER GROUP AB (PUBL) 19/20 INTERIM REPORT 3 REG NO. 556582-6558 OPERATIONAL EBIT INCREASED 54% TO SEK 302 MILLION THIRD QUARTER, OCTOBER–DECEMBER 2019 (COMPARED TO OCTOBER–DECEMBER 2018) > Net sales were SEK 1,508.5 million (1,380.6). Net sales of the Games business area increased 51% to SEK 835.7 million (552.5), whereas the Partner Publishing/Film business area decreased 19% to SEK 672.9 million (828.1) due to the absence of larger releases in the quarter compared to the same period last year. Last year’s Partner Publishing revenues included two titles that account for more than the difference to this year’s revenue. > EBITDA increased 59% to SEK 518.4 million (326.4), corresponding to an EBITDA margin of 34%. > Operational EBIT rose 54% to SEK 302.1 million (196.8) corresponding to an Operational EBIT margin of 20%. > The increase in EBITDA and Operational EBIT is mainly attributed to the sales growth in the Games business area and an improved gross margin within Games due to an increased share of revenue from digital sales and owned titles. > Cash flow from operating activities before changes in working capital amounted to SEK 552.0 million (360.1). > Cash flow from operating activities amounted to SEK 239.5 million (455.0). > Earnings per share was SEK 0.11 (0.44). > Adjusted earnings per share was SEK 0.68 (0.55). Key performance indicators, Oct–Dec Oct–Dec Apr–Dec Apr–Dec Jan 2018– Group 2019 2018 2019 2018 Mar 2019 Net sales, SEK m 1,508.5 1,380.6 3,910.3 3,490.7 5,754.1 EBITDA, SEK m 518.4 326.4 1,326.1 -
Player Agency Parameters in Horror Games Casper S
Paralysing Fear: Player Agency Parameters in Horror Games Casper S. Boonen & Daniel Mieritz IT University of Copenhagen Rued Langgaards Vej 7 DK-2300 Copenhagen, Denmark [email protected], [email protected] ABSTRACT The horror video game genre is dedicated to building suspense and scaring its players. One of the ways in which it achieves this goal is through the manipulation of the player’s agency. With this paper, we seek to examine and identify elements used to manipulate the agency of the player in horror video games, to see how they can be used to evoke horror and dread within the player. To this purpose, a qualitative humanistic approach has been applied, through the analysis of six horror games. Our results indicate several common themes, found in the elements used to manipulate player agency. Based on these themes, we have developed an Agency Parameter Model, illustrating a hierarchical relationship between different categories used to manipulate agency. At the core of the model are three overarching categories: Player Character Parameters, System Parameters, and Player Parameters. Keywords Agency, horror, video games, intention, affordances, constraints, human-computer interaction. INTRODUCTION Horror video games is an often-researched genre within game studies (e.g. Krzywinska, 2002; Perron, 2012; Weise, 2009). One reason for this is the genre’s strong ties to its predecessor, horror films, with many of the earlier conventions carrying over into the new medium (Weise, 2009). However, even with common conventions and formulas, horror games can differ widely from each other in terms of gameplay, game-structure, and settings of the game-world.