Embracer Group AB (publ) (EMBRACB) Earnings Call Transcript & Summary
September 16, 2020
Earnings Call Speaker Segments
Matilda Karlsson
analystA warm welcome to, everybody, to this Annual General Meeting. My name is Matilda Karlsson. And I usually work with financial position and [ currency trading ], but tonight, I will be your host and guide you through these following 2 hours. So let me start by guiding you through the agenda. And we will start up -- start with Kicki Wallje-Lund from the Board. We will -- that will be followed by a presentation. And I would also host a Q&A after the presentation. [Operator Instructions] This will be an interesting evening, so I hope you join us through the end. And by that, I will give over to Kicki Wallje-Lund, and Ian Gulam.
Kicki Wallje-Lund
executiveThank you, Matilda. Well, good afternoon, all of you. I'm, as Matilda said, Kicki Wallje-Lund. I'm the Chair of the company -- of the Board in the company. And on behalf of the Board, I would like to welcome all of you. And hereby, I declare the annual meeting -- Annual General Meeting of Embracer opened. This year, the arrangements around the AGM is a bit special as we have the coronavirus. We are actually encouraged by the people to participate on the webcast, but we also allowed this physical meeting here. And again, for the second year in a row now, we are in Karlstad. And I hope that next year, we will have everyone in Karlstad. The Board of Directors have actually proposed that this meeting is to be held in English. And that is in order for everyone, all the participants, to understand what we're talking about and what we are saying here today. So I wonder if we can agree to hold this meeting in English.
Unknown Executive
executiveYes.
Unknown Executive
executiveYes.
Kicki Wallje-Lund
executiveGood. Thank you. We will start with appoint who will act as the Chair at today's Annual General Meeting. And the Board have proposed that I -- is elected to Chair the meeting, and that has also been published in the notice of the 17th of August. Are there any other proposals? Okay. So can we elect me as the Chair of the -- today's meeting?
Unknown Executive
executiveYes.
Unknown Executive
executiveYes.
Kicki Wallje-Lund
executiveGood. Thank you for the confidence. We have a number of unregistered shareholders and guests at the premises here today. That's mainly from the company and also some that are participating remotely. Can we invite these people to attend the meeting?
Unknown Executive
executiveYes.
Unknown Executive
executiveYes, they can.
Kicki Wallje-Lund
executiveAnd also, I would like to point out that in addition to the company's representatives and the auditor, only shareholders, who are entered in the share register as of the record date, and their representatives and assistants, who have registered within the prescribed time, have the right to speak, vote or give proposals at the meeting. But when we have the Q&A session, we will allow anyone to ask questions. Can we agree? Is everyone okay with that?
Unknown Executive
executiveYes.
Unknown Executive
executiveYes.
Kicki Wallje-Lund
executiveAnd of course, we also have said that we do not want anyone to have any video recording to be used during the meeting apart from, of course, what we have here in the room that the company has organized. We have asked Ian Gulam, he's a good lawyer from Baker & McKenzie, to keep the minutes from the meeting today. And I also would like to inform you about the Board members that are here today, and that is, apart from me, we have Jacob Jonmyren; we have, of course, Lars; and we have Erik; and we also -- I do know that we have Ulf Hjalmarsson participating in the webcast today. We have the company's auditor, EY, is also present at this meeting. And the -- our main responsible auditor, Ulrich Adolfsson, from EY is also here today, somewhere. There. Yes, we have Ulrich. The item #3 on the agenda is the presentation and approval of the voting list, and I will ask to hand over to you, Ian, to go through that.
Ian Gulam;Baker & McKenzie;Associate
attendeeThank you, Kicki. We've prepared a preliminary voting list before the meeting based on the shareholders that have notified their participation and been recorded in the share register on the record date. I will just read up a couple of names so that I'm sure that we have not missed them and they are here in the -- on the premises: [ Jans Yara Nielsen, Emma Nielsen, Lena Nielsen ]. Okay. Then I will make a couple of adjustments. There we go. Now today, we have a total of -- sorry. And we have a total of 30,975,374 A shares present and 197,473,400 B shares present. This amounts to a number of shares represented at the Annual General Meeting of approximately 55.4% and approximately 49.4% of the total number of votes in the company.
Kicki Wallje-Lund
executiveOkay. Thank you, Ian. Can we approve the prepared voting list?
Unknown Executive
executiveYes.
Unknown Executive
executiveYes.
Kicki Wallje-Lund
executiveThank you. Now we have come to -- we should elect 1 or 2 persons to certify the minutes, and I wonder if we have any proposals.
Unknown Attendee
attendeeI suggest Jimmy Bengtsson from Skandia.
Kicki Wallje-Lund
executiveAre there any more suggestions from anyone? Okay. Jimmy, are you okay to certify the minutes?
Jimmy Bengtsson;Skandia;Senior Portfolio Manager
attendeeYes.
Kicki Wallje-Lund
executiveWill you also be available around here after the meeting?
Jimmy Bengtsson;Skandia;Senior Portfolio Manager
attendeeI will be.
Kicki Wallje-Lund
executiveGreat. Thank you very much. Can we then result to appoint Jimmy Bengtsson from Skandia, together with the Chairman, to certify today's minutes in accordance with this proposal?
Unknown Executive
executiveYes.
Unknown Executive
executiveYes.
Kicki Wallje-Lund
executiveGood. Thank you. Okay. Next thing on the agenda is actually whether this meeting has been duly convened. So Ian, if you could explain to us how it should be and how it has been convened.
Ian Gulam;Baker & McKenzie;Associate
attendeeSure. Absolutely. A notice on Annual General Meeting, the company shall, in accordance with articles of association, be summoned no earlier than 6 weeks and no later than 4 weeks before the meeting. Notice to the Annual General Meeting shall be made by publication on the company's website. And at the same time, the notice shall be published in the Swedish Official Gazette. And at the same time, an announcement shall be made in Svenska Dagbladet. So that was how it should be done, and now how it has been done. On 17th of August, the notice was published on the company's website. And on the 19th of August, the notice was published in the Swedish Official Gazette. And at the same day, an announcement was made in Svenska Dagbladet. Therefore, there are -- the notice can be considered to have taken place in accordance with the legislation and the company's articles of association.
Kicki Wallje-Lund
executiveOkay. Thank you. Thus, we can consider then that the meeting has been correctly convened?
Unknown Executive
executiveYes.
Unknown Executive
executiveYes.
Kicki Wallje-Lund
executiveOkay. Thank you. Next item is -- on the agenda is approval of the same. Proposal for the agenda have been announced in the notice, and it's also been distributed to everyone here today. Can we just start to determine the proposed agenda?
Unknown Executive
executiveYes.
Kicki Wallje-Lund
executiveI find that the agenda has been approved. Now item #7, and I would think that we all consider this to be the most exciting part of this meeting here today, and that is namely the presentation of the business activities in the group, in the Embracer Group. And I would like to -- and it will be held by our CEO, Lars Wingefors; and our CFO, Johan Ekstrom. And this presentation will also end with a Q&A session. So we would like everyone to keep your questions, save them until the presentation is completed. So thank you. Well, that was a bit early. Welcome on stage.
Lars Wingefors
executiveThank you, Kicki. So welcome, everyone. Should we share the same table, Johan?
Johan Ekström
executiveYes.
Lars Wingefors
executiveAs usual? Yes.
Johan Ekström
executiveYes. I think we should.
Lars Wingefors
executiveFantastic. So really glad to be here another year, another business year. And first of all, I'm glad that we, as usual, have the sun here in Karlstad.
Johan Ekström
executiveFantastic.
Lars Wingefors
executiveThe sunniest city. And it's been a quite long night. I'm really glad to have a company that presenting here a bit later in the presentation on stage, and we were actually signing 1 minute to 6 this morning after a bit of tough negotiations, then going home and then putting the kids to kindergarten and then have a bit of sleep and then coming back here. So it's been a very interesting 24 hours. So I will start out with the overall presentation of the business activities during the financial year ending March this year. So we had a growth in the business also during the financial year. However, the growth was only 3%, up to a bit over SEK 5.2 billion in the year due to that we did not have a AAA release during the year as we did in the previous year. However, I was glad to see that the performance in the Games business segment increased 31%, SEK 3.2 billion. And furthermore, the profitability in the overall group increased just about SEK 1 billion with 35%. Also, happy to see that we had a 9% organic growth in the Games business area. As usual, we had a wide range of releases during the year, and I'm pointing out a few here on this presentation or this slide here. For example, Darksiders: Genesis, Wreckfest, Shenmue III, the satisfactory updates under Early Access, the Monster Jam Energy Supercross 3 -- Monster Energy, sorry, and then Monster Jam Steel Titans. Looking a bit at the KPIs during the year, we increased the number of games under development. We ended the year -- we're doing the acquisition of Saber. And including Saber, we had 118 game development projects under development. We increased the ongoing -- the value of the ongoing developments to SEK 1.5 billion in the end of the year, comparable to SEK 1 billion in the previous year. And we completed games to close to SEK 600 million, up from SEK 480 million in the previous year. Foremost, I was really happy to welcome a lot of new colleagues. So in the end of the year, we had 3,100 colleagues, up from 2,200 and across all the offices and our 26 internal studios. Also during the year, we published our first sustainability report, and Johan will come back to that in a minute. I would like to -- during this short overview also, to give you a perspective where Embracer are in the industry. And we are still a small player in a huge industry. And if you look at the KPIs of our Games business area, that revenue are 0.5% of the overall global gaming markets. Looking at our core premium console and PC software, we are approximately, during last financial year, between 1.2% and 1.4% of the market. So there is still plenty of room to grow. And we continue making acquisitions. And I was really glad to welcome a number of companies during the financial year. For example, the makers of Gothic, Piranha Bytes; the makers of Darksiders, Remnant, Gunfire Games; the leading 2-wheel racing publisher and studio Milestone from Milano; the Misc Games from Stavanger in Norway, our first investment there. We acquired the overall platform of Goodbye Kansas Game Invest later that became Amplifier Game Invest, 1 of our 6 divisions. We acquired the leading -- an EMEA film company, KSM, in Germany. The merchandise company, Gaya Entertainment, also in Germany. We acquired the roots of the overall Embracer Group going back to 1993 when I founded the business, Game Outlet Europe Distribution here in Karlstad. We acquired Voxler, the singing studio in Paris or in France. And finally, Tarsier Studios, the highly creative studio in Malmö. And after the end of the year, we made our largest acquisition up until today, Saber Interactive, that we are consolidating from 1st of April in the current year. And finally, another Italian industry, we call DESTINYbit. So with that said, I would like to leave over to Johan.
Johan Ekström
executiveYes, thank you. And so if you start by looking at our P&L, we can -- it's okay. Yes. We can conclude that we continue to grow our business, growing with 3% during the financial year. We have -- it's basically driven by business area Games. And a higher share of revenue going into business area Games will have a positive impact on our profitability, which we can see where it improved from 15% to 20% in relation to sales. It was a slower performance in Partner Publishing during the year, maybe -- mainly related to that there were no larger releases within the business area. Also looking at business area Games, the performance is even more impressive since we, in the corresponding period last year, had the release of Metro Exodus. We started the current year with a solid performance in the first quarter, so the trailing 12-month sales increased additionally to SEK 6.2 billion at the end of June with an operational EBIT of close to SEK 1.5 billion at 25% margin. If you look at our balance sheet, we see on the left-hand side, the operational side of the balance sheet. And on the right-hand side, we have the financial side of the balance sheet. We have -- at the end of March, we had invested about SEK 2.6 billion into our Games portfolio. SEK 2.2 million of this was related to ongoing games and SEK 0.4 billion was completed, finalized games. And as you know, it's the completed, finalized games that contribute to our current profit levels and cash flow, while the ongoing game development is investments for the future, where we will have a contribution once the games is finalized and released. About SEK 3 billion acquisition-related intangible assets where the majority is related to goodwill and IP rights. And the vast majority of our assets are financed by equity. We have net of other assets and liabilities, so SEK 300 million and then SEK 400 million in provisions for conditional purchase price amounts. On this slide, we take a closer look at our cash flow generation during the fiscal year ending 31st of March. During the year, we generated SEK 1.7 billion in our operations, and we invested SEK 1.5 billion into our Games portfolio. We invested another SEK 200 million into other intangible assets, which are mainly related to our Film business area. And then finally, SEK 42 million into tangible assets. Summing this up, we have a positive free operating cash flow for the year, plus SEK 46 million. So we are financing our organic investments into the Games portfolio with the operating cash flow we generated. On the financial side, we have a positive contribution from financing cash flow, SEK 0.5 billion. And then we have a net effect of acquisitions during the year, minus almost SEK 1 billion, ending up with a cash balance of SEK 2.5 billion at the end of the fiscal year. As the introduction slide suggests, we are on a journey towards making even smarter businesses. We think that -- or we are convinced that this is how we create long-term value for all stakeholders. The work really kicked off last year when our Chairman, Kicki Wallje-Lund, presented the sustainability framework for Embracer, which is called Smarter Business. And we have had a lot of activities after that. As Lars said, we published a sustainability report as part of the annual report for the last fiscal year, which we're very proud of. We have also launched a popular version of our compliance code, which we think is key to facilitate the accessibility of the compliance code throughout the whole organization. That being said, there are still a lot of activities to be done. So looking forward and what we're currently working on, it's about setting clear targets for the KPIs that we have started measuring, but also integrating ESG in the yearly risk assessment process that we have. Some ESG highlights from the sustainability report. We have an Ambassador group consisting of 20 representatives. These are representing all our operative groups. And we think it's really important to have the Ambassador groups working with the ESG topic and sharing initiatives throughout the organization. 73% of revenues in the last fiscal year was digital, which is a huge increase compared to the year prior to that, where we had 51%. We have 47 nationalities represented in our group. Looking at the employees of Embracer, 22% is women, and we are continuing to work to make sure that we become a more diverse place to work. Over to you, Lars.
Lars Wingefors
executiveThank you, Johan. I will run through a bit of more slides here around our business areas. But first of all, I'd like to run through the governance and the group structure for you to understand how we are structured and how we can manage this group. So first of all, it's you out here managing the Board headed by Kicki. And then the Board manages me and Johan. And then I'm trying to manage the divisions, and there is 6 divisions or we call them operating units or platform. There is many names for this. But that's how we are structured. And our ambition is to continue to grow under this model. And we believe there is still room to grow this operating model considerably in the coming years. Looking to the business areas, how we are reporting, it's similar but not exactly the same. So there is the 2 complementary business areas. And by far, the largest one in -- on all KPIs, I would say, is the Games business area. That's our -- within 6 divisions, THQ Nordic, Deep Silver, Coffee Stain, the recently acquired Saber, the Amplifier Game Invest and most recently, our first step into mobile, DECA Games. And then the second business area are Partner Publishing that are operating -- there is 3 revenue stream, and the absolute majority comes from Koch Media, the #1 European publishing partner for games, and then there is Koch Films in Germany and Italy. And finally, the Game Outlet Europe business here in Karlstad. That's a physical business that -- foremost in that business area. It's a bit digital, [ all within film ], quite a lot actually [ within film ]. But Koch Media is, foremost, physical. And today, I would like to spend a bit of more time on one business area and one business area that started the whole journey with Embracer Group. And I should have the THQ Nordic CEO, Klemens; and my Co-founder; as well as Reinhard, the Business Developer and also Co-founder. Hello, gentlemen.
Reinhard Pollice
executiveHello. Nice to meet you.
Klemens Kreuzer
executiveHello. Hello, Lars. Hello, Johan.
Lars Wingefors
executiveHello, are you in Barcelona, Reinhard?
Reinhard Pollice
executiveYes, I'm in Barcelona. It's also sunny here. Probably not as sunny as in Karlstad, but also nice.
Lars Wingefors
executiveNice. Nice. So before I -- leaving over to Klemens and Reinhard to take you through how the THQ Nordic is structured, I just want to go back a few years, back to where we did make contact. 2011? End of 2010?
Klemens Kreuzer
executiveJanuary 2011 in Vienna.
Lars Wingefors
executiveYes. Where you worked at JoWooD that became defunct. And a crazy Swede reached out to basically acquire the overstock and then the whole story started. So rather than buying the physical overstock, we acquired all the assets, IPs. And together with you, we set up a new business in Vienna, back then, called Nordic Games. And that now became THQ Nordic, 1 of the 6 business divisions that also then became Embracer Group. We started with roughly 7 people.
Klemens Kreuzer
executiveExactly.
Lars Wingefors
executiveAnd -- well, you will tell us soon how many you are now on a daily basis because that is increasing by the day. But I'm very proud of being part of founding this business, as even though you are the entrepreneurs, I was really enjoying to understand how to build a -- first of all, a publisher, and then an IP owner and then a developer. And to give you complements, I think you've built a very strong company culture, which is unique in many ways. And the 2 of you are very different, which I think is complementing each other. And you have a very -- super strong team around you, and many have been with you since 2011. And Reinhard here is kind of the mother brain of -- I wouldn't say everything, but everything relating to game, at least from the start. And still, you are really engaging across the group. And I know you were with me visiting Vertigo Games actually a month ago -- or 2 months ago-ish.
Reinhard Pollice
executiveYes.
Lars Wingefors
executiveAnd now you have been building a significantly larger business. Starting out first year, we had roughly SEK 10 million in revenues. And foremost organically, been -- and Johan will come back to that in a minute, growing this business of SEK 1.5 billion in the last 12-month basis. It's very impressive. With, I would say, a top-class profitability at the current run rate. So with that said, I would like to leave over to you guys.
Klemens Kreuzer
executiveThank you.
Lars Wingefors
executiveYou could switch to slides, gentlemen.
Klemens Kreuzer
executiveOkay. Reinhard, you want to start with the selected releases?
Reinhard Pollice
executiveYes, totally. So I wanted to start a little bit by explaining a bit what happened in the very recent months here at THQ Nordic. We had a very successful a few summer months that is relevant for the fiscal year we are in right now. So we started our release marathon with Desperados III, which was an IP that we acquired in 2013 from Atari, Infogrames. And we started the cooperation with a Munich-based external developer called Mimimi Games. They did a very good job in the execution of the game. The game got really great reviews, and this -- like fans love the game. And we released it on PC, PS4 and Xbox One, and are now continuing with the DLC release. This -- where the first DLC shipped just 2 weeks ago. It continued with a third-party license like the SpongeBob, where we did the remaster of a game that was released in 2003 by the original THQ, which we always kind of like relate to because many of our IPs are based off what the original THQ company that went bankrupt in 2013 made. And yes, we made a full remake for SpongeBob: Battle for Bikini Bottom, which was the fan favorite. We worked with Viacom on this. It was released on 4 platforms, the PC, PS4, Xbox One and Switch, which is also a core of our strategy nowadays that we release on as many platforms as possible. And yes, in end of July, our internal studio in Offenburg, Germany, Black Forest Games, that joined us in 2017, shipped their first real title that was planned and fully developed under their -- them being part of THQ Nordic, Destroy All Humans. It was also a remake. We identified this IP, which was dormant by the old THQ company, so the -- it was discontinued. The last installment, I think, came out in 2008. But we saw it's a very unique IP with a very relevant game play because it was mostly sandbox and very open world-ish and features a lot of tongue-in-cheek humor. And they did a great job of bringing that to the current generation of games, and it's -- it also was received very well. And just last week, we had another successful release of one of our own IPs that we acquired. I think it was about 2 weeks ago exactly -- 2 years ago exactly when we acquired Kingdoms of Amalur from 38 Studios, a big development company in the United States that went defunct in 2012. And we made a remaster, Kingdoms of Amalur: Re-Reckoning. And also have announced an upcoming add-on for this SKU that will be, yes, launched and promoted later. Yes, I think this was our key releases in the recent months. And yes, handing over back to Klemens to talk more about our organization and studios.
Klemens Kreuzer
executiveYes. Thank you. Let me give you some color on our current setup of -- as of today. So in total, we, the THQ Nordic Group, is comprised by 17 entities meanwhile. As said, we started in 2011 with THQ Nordic GmbH, back then named Nordic Games GmbH in August 2011. In 2012, we set up our first subsidiary, and this was THQ Nordic Inc. based in the state of New York in the United States. And then you know the story, partly. Year after year, we added by acquisitions or by new setups, by foundation of [ new cos ], a few more entities to the group. At the lower right section of the slide, you can see the publishing units and the administrational units. Publishing, administration, here we host all the sales distribution, marketing and PR producing quality assurance services of the group. Where in the upper right corner of the slide, you see the development studios. [ Specific ] under those in these groups is HandyGames. HandyGames operates as a hybrid. So our friends and colleagues in Germany, they operate also as a publisher for small and midsized projects. More casual-style titles, more indie-style titles with the price point up to SEK 29.99. But those guys have also some really talented developers in-house. The companies THQ Nordic Inc. and THQ Nordic Japan KK, they concentrate only on distribution. The United States entity, of course, of the North American physical distribution. And Japan concentrates, as of now, on the digital distribution in Japan. We started this entity in September 2019. We used the year 2020 to learn the markets, to learn the procedures, the rules, the Japanese markets. And we hope that in early 2021, we can start with physical distribution in Japan as well. THQ Nordic Holdings USA Inc. is just a holding company for all our North American ventures, and this why holding [ accounting ] purpose. Our development studios, which are 13 as of today, are allocated or spread around the world. So we have 4 in Germany, 3 in Sweden, 2 in the United States, and then we have each 1 studio in the Slovakian area: 1 in Spain, Barcelona; 1 in Finland, Helsinki; and since August, 1 in Vienna, maybe 6 subway stations away from us here from the headquarter office. And today, we are super proud to make 2 announcements of additions to the THQ Nordic development company family. And this pleasure, I will hand over to Reinhard. He will give you some ideas what's coming and what we are working on.
Reinhard Pollice
executiveYes. Thank you. So today, I'm proud to announce that we are in the process to establish a studio in Montreal, which will be a subsidiary of Rainbow Studios. So it will be called Rainbow Studios Montreal Inc. and based in Montreal, Canada, which is in the province of Quebec, which has very favorable conditions for game development and a lot of great development, talent and education based in there. The focus of this entity will be co-development and asset production for selected projects within THQ Nordic and potentially the whole group. It will be led by CEO Lenore Gilbert, who is also heading the main Rainbow Studios. And the second new studio that I'm announcing today is actually also very close to -- geographically very close to Vienna. It's in Brno, the Czech Republic. And we are starting here a studio that is compromised (sic) [ comprised ] of unreal engine specialists that will get a focus on strategy, simulation and the RPG genre. We've identified great talent in this area and great passion for these genres. And these genres are a core pillar of our project strategy. And therefore, we will be working on -- we'll start soon working on the first project from that studio in Brno, Czech Republic. Yes, very happy to have these 2 new studios as part of THQ Nordic. Getting it back to you, Klemens.
Klemens Kreuzer
executiveYes. I think we can switch the slide. If somebody can push the button for us. [ I have elected, that's why I'm... ]
Lars Wingefors
executiveSo we're looking at the -- another KPI slide here.
Klemens Kreuzer
executiveOkay. So let me start with the right section. So far, at THQ Nordic, we did exactly 41 acquisitions, which are related to THQ Nordic. As Lars mentioned, the first one was in 2011, early May, the acquisition of selected assets from DreamCatcher Interactive and subsidiary back then from JoWooD. And 1 week later, on May 19, we had -- 2011, we won more or less the option to acquire all the JoWood assets. And this was the foundation and starting point of all the further developments where we got the IPs, which we still service and we work on as of today, like SpellForce and The Guilds. The latest acquisition was Pow Wow, which is number 41 on August 13. And in between, there were many acquisitions, as Reinhard mentioned, from Atari, Desperados, and the biggest one is, of course, THQ assets back in 2013 where we made 2 deals. The amount of people which are working in the THQ Nordic Group has increased from 7 people in August 2011, to meanwhile, 898 if you're counting also the employees, colleagues and friends from external developers. In the group itself, we host 552 people as full-time equivalents, where you can see that we are really heavily focused on development resources because only 99 is administrational and publishing-related jobs. Nevertheless, we have grown the size of the people here in Vienna impressively over the last 3 years. If people are interesting to work for -- and make some advertisement for us -- please, if you're interested to work with us, you can expect that we have something like a job initiative this autumn and this winter, where we, based on the service meeting we had recently, have identified a lot of jobs where we now search new colleagues. So please feel free to screen our website and our LinkedIn profile. There you will get massively updates in all areas. Is it quality assurance? Is it marketing? PR? Is it sales? Or is it legal jobs?
Lars Wingefors
executiveKlemens, that was not planned. So marketing for you.
Klemens Kreuzer
executiveOkay. Sorry.
Lars Wingefors
executiveIt's okay. It's okay.
Klemens Kreuzer
executiveSorry. Okay. And regarding the IPs, we have proudly count exactly 116 IPs. And the best person to speak about the IPs is the Head of Product Development and Business Development. So Reinhard?
Reinhard Pollice
executiveYes. I'm happy to speak about our great IPs. I think we have a very focused and diverse catalog focused on core gaming IPs that we acquired over the years, and we are always screening and continuing to look out for great opportunities. Here on the slide, there's some listed core IPs that formed the foundation of our business success in the recent years, like the MX vs ATV, which was our first THQ IP-based project that we put into development. Darksiders, a great IP, where our friends at Gunfire Games delivered a sequel, and we had another installment with Darksiders: Genesis coming up there. We have ELEX, a new IP. That's also part of our strategy. So we are not only focused on existing IP. So sometimes, it's also a new IPs like ELEX. We have Remnant: From the Ashes, which joined our portfolio August last year from Gunfire Games. SpellForce, which was from the initial IP catalog from JoWood, where we have still some ongoing development going on with the recently announced expansion tool for SpellForce 3. We have Gothic, a legendary RPG franchise that formed. That is the basis of all modern RPGs and where we announced a full-on remake in development at our studio in Barcelona. Destroy All Humans, I already touched on that. That it was a great success in this summer. We have Wreckfest, a very unique racing game focused on banger race, folk racing, which is not only focused on lux cars, but off-road racing and destruction-focused racing from our fans in Finland. But they're doing a great job of keep updating it, and we just announced yesterday a season 2 for it. Then we have Titan Quest, which is an evergreen, where Pieces Interactive made 2 add-ons. And then Biomutant, one of our top, top-notch, upcoming action RPGs coming from Experiment 101 based in Stockholm, Sweden. But among -- like besides these, there's a lot of other great IPs that we are looking to find the right opportunities or already have something working on. And as said, I mean, we are continuing to identify great opportunities to -- for expanding our IP catalog. Yes, that was pretty much...
Lars Wingefors
executiveGentlemen, I think you've done a very good presentation. I'm sorry, we need to move on here with Johan, just running through a bit of your numbers as well. And so Johan, could you just take us through this, how the organic growth have been looking at the economic?
Johan Ekström
executiveYes. So I think looking at THQ Nordic, one key point is to summarize investing for long-term organic growth. And over the last 4 years, the business has grown from SEK 200 million in net sales to SEK 1.2 billion at year-end, close to SEK 1.5 billion trailing 12 months in June. Most of this, the vast majority of this is organic growth. We have looked at the organic growth on a constant currency basis. And growth rates varies between 20% and 60% -- 68% during this time period. During the period, we have invested SEK 1.5 billion into the Games portfolio since November '16. At the same time, we have finalized gains of SEK 0.9 billion, which, of course, is the main revenue drivers of organic growth. As mentioned, we have also invested in studio acquisitions and IP acquisitions totaling SEK 0.9 billion since 2011. And of course, that creates the studio footprint and the IP catalog that we have looked at on the previous slides. Mentioning again some of the releases that we have made during this time period, which has driven the organic growth of THQ. Looking at acquisitions, studio acquisitions since the IPO. And then, of course, also organically established studios during the same time frame as well.
Lars Wingefors
executiveWe could today add 2 more here?
Johan Ekström
executiveYes.
Lars Wingefors
executiveOr within a few days.
Johan Ekström
executiveYes.
Lars Wingefors
executiveYes. Sorry, Johan. Great. So finance. Thank you, gentlemen. Thank you very much, Vienna and Barcelona. Looking forward to see you soon again.
Klemens Kreuzer
executiveThank you for having us.
Reinhard Pollice
executiveThank you.
Johan Ekström
executiveOkay. So if we take a step back and look at the cash flow development of Embracer Group since the end of September '16, we can conclude that we have, during these 4 years, generated a positive operating cash flow of SEK 163 million. Meaning that we are financing the organic investments into our game portfolio with the operating cash flow generated. On the acquisition side, we have a positive financial cash flow of SEK 6.7 billion. And if you look at the net effect that M&As or acquisition has impacted our cash flow, it's negative SEK 3.3 billion. And by the end of June, this leaves us with net cash or a cash position of SEK 3.5 billion. So still a healthy liquidity at the end of the first quarter. Yes. We have also done a deep dive into project cash flow return of investment. We have looked at reported number up until 30th of June this year. We looked at material projects. So either if revenue is above SEK 40 million or if investments are above SEK 40 million.
Lars Wingefors
executiveOr more.
Johan Ekström
executiveOr more, yes. And the sample constitutes of 26 different projects. Here, it's important to realize that it's cash flow projected or cash flow project ROI, which means that at a certain point in time, it's a snapshot of the ROI that, that project has generated at that -- up until that point in time from release. Looking at the results, we can see that we have a weighted average return of investment on these 26 projects of 2.5x the invested amount. We can also draw the conclusion that newer releases generally have a higher ROI. And looking at the initiatives in putting quality first truly pays off in this respect as well. It's also impressive to see that you have projects well above 1x the investment already 6 months after release. And as this is a snapshot at a certain point in time, of course, when these projects or games continue to generate revenue, it will improve the cash flow project ROI.
Lars Wingefors
executiveThis is obviously not taking account any of our back-catalog of -- or any of other projects. But I think what you can see here, that we have a loan range you're fighting in the bottom here, 1 project past 2 years that are fighting to breakeven. All others are making money or will make money. I think that is kind of what you can see here. That is -- now you can see the size here because, yes -- I won't go into that reason why you can't see it, but that is a minor project out of this 26, I would say, yes. Good. Okay. We need to speed up here a bit in order to soon listen to some new exciting entrepreneurs on stage. But before that, I must take you through the market we operate in. And here, you can see a slide of the value chain of our core business. In the purple here, we define us as we are the IP owner. We are developer. We are a publisher. And we also have the physical distribution. But we are an independent player, and we don't have a strategy to run our own digital platform to the end consumer. So we rely on our partners in digital distribution at Microsoft running Xbox, Steam, Epic, PlayStation and many other services such as Stadia from Google, for example. Pierre here will come back to that in a minute. And we are not either operating in a physical retail source. I think it was interesting today to just share a bit of how the market has been during the COVID-19 and also post the COVID-19 lockdown. And here, we have collected data from various sources, including a lot of management estimates to give you a picture. And here, you can see, first of all -- well, in -- the black line here is a total market we are operating here. And here it's defined as the console software market in the western territories, Western Europe and North America. And it's not including in-game sales of DLC sales. So it include -- this is full game sales. And the first 3 months of the year were down 4% in our core market. And then we had the effects from the lockdown and the overall business increased to 56%. And then post the lockdown that peaked in April, we still see an effect from the lockdown, an increased engagement. And in the period of July and August, the 2 months, we see the overall market are -- or has increased 27% year-over-year for that 2 months combined. And for the 8-month period of the year, the overall market is up 22%, which I would say, quite notably, because we have not seen the next generation, for example, of console sales. Obviously, looking at the red here is the physical business that is also up, but up less than the digital. The digital was up peaking at lockdown at 113% year-over-year, now down to 41% up. But overall, in the year, 51%. Looking at the share between box and digital in the market, it's roughly 51%, 49% to the advance of favor of digital for the full year. Now talking full games. Please note, this is not a forecast of the Embracer Group's business. This is the overall market. And we just represent 1.2% to 1.4% of the market, as you remember. So I would like to welcome Pierre, the Head of Digital and many other things at Koch Media. So welcome on stage. You'll, very briefly, Pierre, because we are a bit short of time, take us through our landscape.
Pierre Vinson;Koch Media/Deep Silver;Director of Digital Commerce
attendeeYes. So very briefly landscape of digital platform. I speeded up in 4 categories, both in terms of distribution models or either download or streaming. And in terms of business model as well, which is transactional and subscription. So in the bottom right corner, you see kind of like our traditional buy and download partners, especially on PC, Steam, Epic, small GOG.com and Nintendo Switch. On the upper left corner, you see a number of telcos and technological companies who are doing subscription and streaming. Stadia in the middle is the only player right now that does both subscription and transaction, but purely streaming. And in the very middle, you have the big guys who are established for decades with hundred millions of users online, mainly Xbox Live and PlayStation Network. And those guys offers different subscription services. So both service for the user, things like multiplayer with PS Plus or Games with Gold and content subscription that we take part in, such as Game Pass with Xbox Live and PS Now with PlayStation Network. So the growth opportunities we see here are delivering more and more content that is engaging the user over time and capturing post-sell monetization, leveraging the community features that are increasingly available to us, especially with the console players. On this slide, we see more and more competing services for content as well, especially on the subscription side, where players are acquiring contents to get more subscribers. So I think that's something we've seen very much in movies, and we see it as well in gaming. And finally, we want also to be there every time there is a relevant new platform coming in. You will see a few updates in the coming months.
Lars Wingefors
executiveThank you, Pierre. And just stating here, in essence, all games we're making, we are leveraging through this landscape with our partners. And this is an ever-changing landscape. So when you stand here in 10 years, Pierre, that landscape would look very differently.
Pierre Vinson;Koch Media/Deep Silver;Director of Digital Commerce
attendeeAbsolutely. Thank you.
Lars Wingefors
executiveThank you. So I will just come back to our operating model, and I'm a very proud entrepreneur myself, founded the business 1993 as Nordic Games as the mail-order business. But realizing now, after 27 years, that entrepreneurship and people is really what's driving the Embracer Group. And looking at the group and the companies the group are made up of, it's all about entrepreneurship and creators that found their businesses way back almost when I was starting the business as well. Klemens founding Koch Media in 1994. Luisa and her families founded Milestone, for example, 1996. Most recently, we've come -- or the -- how many hours is it? 10 hours-ish, a new company, Vertigo Games founded 2008. So that's 12-years entrepreneurship. And many, many other examples. And you can see a few here, but that's what makes a difference between us and many of our peers. We are made up by entrepreneurs and managed by entrepreneurs. And we let people to -- keep their own unique culture, DNA and strategy how to operate their business. And this has taken us quite a bit during the past 4 years we have been public. And here's a few KPIs, what happened, running this operating model nearly 4 years. So since the IPO, we've been increasing the number of developers 9x. We've been increasing the sales 23x and the profitability is 17x, that with 42% dilution of shares. But we are just a very small player, 0.5% of the global market. So we still see opportunity to grow further. And I want to take you through a very brief M&A update and the priorities we are making when allocating the capital. The #1 priority is obviously, to invest into our businesses. We are investing into organic growth as much as we can find the talents and IPs for. That is always the best return of investment overall. Secondly, we are adding more very talented creators and teams by further acquisitions within the divisions or platforms or setting up as just Klemens and Reinhard stated, setting up 2 new studios today or in the coming days. As well, and as a lot of my daily job, finding new potential operating units, a seventh or eighth division that could operate under the umbrella of Embracer Group. And overall, we create Embracer ecosystem, where we don't force any synergies, but we try to find a positive collaboration. And looking at how we are operating, we -- I would like just to restate this model that we are running a very diverse business. And we are running a business on a strong balance sheet, not only because we are ready to make more acquisitions, but also we want to be a strong financial player in the industry. It's important. And we do empower people to make their daily decisions. So my philosophy is decentralization. I promise -- sometimes I need to repromise that to not to centralize commercial decisions. And we are investing again, organic growth. But we are also investing into the businesses we are acquiring as much as possible. So Johan, you have a very quick slide here of a bit of the acquisitions.
Johan Ekström
executiveYes. So we looked at -- and I think the main takeaway is that looking at total consideration, including maximum earn-outs and also portions paid in shares or in cash, we have allocated SEK 12.5 billion. And looking at it from a timing perspective, we can clearly see that most of that has been spent during the calendar year 2020. So the intensity of the M&A strategy is increasing from this perspective. Next one, looking at where we -- what type of companies being acquired, we can see that 99% of the total consideration has gone into either publisher studios or studios, and then 1% of the total consideration has been allocated to publishing film. Of course, having -- so in order to be able to evaluate a transaction that we could possibly evaluate based on the time it's been within Embracer and what type of company it is. The performance has either met our expectations at the time of acquisition or exceeded it.
Lars Wingefors
executiveWe had 1 exception. We closed 1 mobile studio a year ago. But otherwise, it's been working out very well.
Johan Ekström
executiveYes. Yes.
Lars Wingefors
executiveI just want to point out that. So not everything is. Thank you, Johan. So just to give you a bit of M&A outlook. So as Johan stated, we have been allocating more capital than previous years to acquisitions and that's because we see more opportunities, but it's also because of the operating model that a lot of the acquisitions are made within the operating units with bolt-on acquisitions. So it's not really managed here from Karlstad, even though I love to engage in the gentlemen or the 2 founders here today, a lot of the M&A work is actually done. And that's why we can scale up the M&A. And a lot of the business that we are acquiring are business friends and people they know from the industry. And currently, I would roughly estimate that we at least have, over a quarter, roughly up to 100 dialogues with various companies across the group. And the M&A team, now including a bit of the CEOs and advisers, is roughly engaging 40 to 50 people on more or less a daily basis. And we have seen an increased reach-out from entrepreneurs and people that would like to join the family and believe in our operating model. And I'm really glad to see that a lot of the entrepreneurs are also accepting to become shareholders. So -- and I don't mind to be diluted as a shareholder. I'd rather own 10% of a much more fun group years ahead than I own whatever I do today, 30%-ish. I think it's not -- in the end of the day, I think it's all about creating something more and including creating obviously, a shareholder value. So with that said, I would like to welcome the 2 entrepreneurs from Vertigo Games. Richard and Kimara. We are -- just changed the slides here. And before I actually let you talk -- because he will talk a bit here. I'd like to just run through the actual transaction, so the shareholders understand what we did this morning. So we actually did negotiate until 2 minutes to 6:00 this morning. It was a bit surprising, but...
Richard Stitselaar;Vertigo Games;CEO
attendeeWe have a picture.
Lars Wingefors
executiveNow we are friends. I have girlfriends like that as well, but it's special. But to be honest, I, Klemens and Koch reached out to me in the summer and really presented you and I, VR has been a bit odd for me. VR has been something that billions I've seen through venture capital has been invested into this market and have been lost in some, in many cases. And then I realized, when reading about, especially you, but also listening out to other players in the market that, wow, VR is a real opportunity. And it's a market taking off. So I'm really excited and you are true entrepreneurs, and you know how to operate your business very well, and you will soon present it. So looking at the actual transaction this morning. I just want to take you through this very briefly. So we acquired 100% of your group, 100% of the shares and upfront consideration paid today is now closed, is EUR 50 million, EUR 40 million in cash and EUR 10 million in shares. And then adjusting for EUR 5 million roughly acquired cash, it was enterprise value of EUR 45 million. And furthermore, we discussed a lot about the future. And obviously, the value without you and the team is not a lot. So this was important to make a long term commitment, and I'm happy to see that we have up to 10 years deal here in place to leverage for the both of us, with up to EUR 65 million. And there are several components in this. One of the components are financial or not, EUR 25 million -- up to EUR 25 million. But for you to achieve that during the period from 1st of July this year, in your accounting standards until 31st of March 2026, you are to achieve EUR 100 million in EBIT. And looking at your business, you have very impressive profitability. So looking at the business from 1st of January calendar year or this year, until the end of the year, we are estimating you will do between EUR 10 million to EUR 12 million in revenues, with EUR 6 million to EUR 8 million in our defined operational EBIT. And looking at our next financial year, starting 1st of April and ending March 22, we are expecting the business to generate between EUR 18 million to EUR 24 million in revenues, with a healthy profit margin of between EUR 11 million and EUR 17 million. And actually, we see the years going after that, that this will be a stable growth as well. And you will tell us why you can have such healthy profit margins and tell us more about the business. So before welcoming you on stage, you will see here a very short video about a few of -- or most of your products. So please. [Presentation]
Lars Wingefors
executiveTry it out.
Richard Stitselaar;Vertigo Games;CEO
attendeeYes, you should.
Kimara Rouwit;Vertigo Games;Marketing Director
attendeeOver there.
Lars Wingefors
executiveYes, off the floor. So the [indiscernible] are there. So please welcome on stage, Richard and Kimara, and I'll leave the word over to you.
Richard Stitselaar;Vertigo Games;CEO
attendeeThank you, Lars. This was just a glimpse of our 12 years of entrepreneurship. I would like to talk a little bit about it, like how did we start, how did we get here, and what's the future. So we started out in 2008 in Rotterdam, The Netherlands, as a small studio, building I would say, traditional games, so non-VR games in a way, focused on enterprise, but over time, we pivoted into enterprise gaming, serious gaming or applied gaming, whatever you want to call it, doing more of simulation kind of games for eye surgery, hospital in The Netherlands or the Dutch Police or different, more serious and nonentertainment developments. But as in 2012, the Kickstarter from Oculus came by, we got excited. One of the 10,000 Kickstarter backers pledged that amount of money. Got the headset a few months later and gotten really excited about the future of VR, which you can do with virtual reality, it's certainly an extra step or an extra layer in what you can feel and sense that you can't do on a traditional screen. So by doing that, we started building a game called World of Diving, because headsets, scuba diving, glasses, made a lot of sense at the time, but we had a market or addressable market of 10,000 Kickstarter backers. So it was only a small, very small market. We made the game VR-enabled. Learned a lot from that and basically, what happened then, is that companies like Valve, the people behind Steam, and a company like Oculus now owned by Facebook, approached us asking like, hey, you guys are building a full diving game for VR. And at the time, there were only a few tech demos. So we started conversations there, and we had opportunities to work with these companies. For example, Valve, they gave us an invitation to their offices in Seattle back in, I would say, 2015, not really -- it doesn't really matter what day it was, but it was at least 6 months before the ACC partnership together with Valve was announced. So it gave us the opportunity to work with technology that wasn't available to anyone. There were like 13 companies worldwide invited to this small partnership. At the time, everybody was still working with an Xbox controller and on a VR headset, we had access to this motion controller system, where you can pick up stuff and shoot stuff. That's where the game Arizona Sunshine started, a VR zombie shooter. Before I dive into that, I would like to talk a little bit about like our structure. We have -- currently have 3 entities, Vertigo Studios, Publishing and Arcades. Vertigo Studios is mainly focusing on our own internal IP as is, Arizona Sunshine. Released in 2016 as a launch title for the Oculus Touch controller, another motion controller from Oculus side. The game did USD 1.4 million in the first month, which was the highest ranking or selling game at the time. And it's been going steady or it's increasing year on year on year, even though the game launched in 2016. For the first 1.5 years, it was a -- it was the #1 on the top seller list on Steam. If you filter on VR, it was the #1 game. What we did with all the knowledge and information from the community that we got from Arizona Sunshine after launching it on the market, we took that knowledge and added that to our next title that we are currently working on, which is After the Fall. Basically, it's a -- you join with 3 other friends in this VR zombie apocalypse, it's multiplayer, it's cross play. It has all the most amazing and awesome features that you would expect from the next-generation VR title, and this will be launching soon. Something to point out is that, like what we did with Arizona Sunshine, we launched in 2016 for PC. The next year, we launched it for PlayStation VR. Last year, in December, we launched it for Oculus Quest. So we were constantly adding new versions of the game or porting it to new platforms as the hardware environment grows. Next to that, we've also been working on different DLCs that we launched over time. Basically our vision for VR is that we're not putting a game out on the market and that's it, we're in for the long run, we want to do multiple releases, of multiple updates for the community to keep the game active, to keep the players engaged and basically making a game that's in it for the long run. Also, something that we find very important is that the game needs to be built from the ground up for VR. If you're going to do a port of a traditional game or a game that runs on a traditional monitor, most of the times, the idea is fine, but it just doesn't work out. It needs to be from the core, a VR game. And as a studio, that's our main focus, making games that are key to VR. Do you want to talk a little bit about publishing?
Kimara Rouwit;Vertigo Games;Marketing Director
attendeeThank you, Richard. So my name is Kimara Rouwit. I'm Marketing Director at Vertigo Games and the publishing story of Vertigo starts with my entry into the company end of 2016. Before that, I had spent over a decade in games publishing, working on dozens of titles, from very small, indie, passion projects to worldwide AAA releases of all the big worldwide publishers that there are. And as a fun fact, I actually spent a significant part of that time as part of the Koch Media family. So guys, I'm very happy to be back in a different capacity, but still, yes, happy to be back, and I hope you feel the same, but it then certainly feels so. And basically, what happened when I joined, we had a very successful launch of Arizona Sunshine and that started our post-launch support for the title as well. So as Richard mentioned, we -- over the years, we ported the game to every VR platform, supported all peripherals, did free updates, the 3 feature updates, did paid DLC. So there was a lot of marketing to be done with this title. We basically did everything in the VR that we could with the Arizona Sunshine brand. And over time, in 2017 and '18, we started scaling up our publishing team or marketing team at the time to basically be able to handle the different parts of relevant games marketing, from PR to community management and things like online advertising, for example. And, sorry. If I seem a little bit like one of the characters from our Arizona Sunshine game, it's because I've had like 1 hour of sleep. So basically, because we were, on the one hand, supporting Arizona Sunshine all of the time and putting it in all of these places, and on the other hand, establishing more of our own IP, such as Skara, for example, there started to be some narrative in the VR market of other developers, thinking why are their games shown everywhere? Why are platform partners supporting them? And why are press talking about them? And what can I do to also achieve that goal? So this is actually what started a conversation with those third-party developers about whether we could actually support them in that, which would let them focus their core business as it is, on the development of the game, basically. So this is the official start of publishing. And basically, what we have as a vision for our Publishing division is where Vertigo Studios focuses on core games, AAA, cutting edge, core games that offer multiplayer and long-tail development and support, these games that we do with publishing are the kind of games that are definitely AA or offer a very unique and novel elements to what is already out there in the VR market in their own way, and we are able to support them doing that. And with that, we are able to diversify our portfolio of products to not only address the sort of core gamer market, but the mainstream and mass market gamer as well. Think of, for example, categories like music games that are coming up in our portfolio as well. So currently, we have sold over 1.5 million units in the VR market, in terms of game sales. And for the next 12 months, we have 6 more products in our time line -- sorry, in our pipeline. And this is a combination of in-home products and also out-of-home products. And speaking about that, Vertigo Arcade is a provider of out-of-home distribution services. So we do not own actual physical locations where people can go and play VR games. But we work with them to ensure that they have the latest VR content available so that they can keep their customers happy and coming back, basically. So currently, we -- what we've built through the success of Arizona Sunshine, a best-in-industry distribution plot of -- sorry, footprint, covering 700-plus locations at the moment in more than 40 countries. And our combined portfolio of arcade titles, covering both internal and third-party titles, currently account for around 25% of the total play minutes in our case in the western market. And Arizona Sunshine is definitely the one -- the #1 most played game in arcades worldwide. So what we also do, besides this indirect and direct dealing with these arcades, we also provide an owned distribution platform called Haze VR. And what Haze VR does is now that the VR market is becoming more accessible, with, for example, the introduction of stand-alone VR, becoming something that people are more easily purchasing and using because of lower prices and easier use of the hardware, arcades are seeing a need to offer something that is very unique and that cannot be played in the home. So what Haze VR does is basically, it's allows multiple players to play together in one large space, a space that you would not be able to set up in the home. And they would be able to play together within this shared space, playing either together or against each other in these unique experiences that are either based on existing VR brands or completely new brands, for example, like Ghost Patrol. So currently, Haze is operational in 30 locations across 13 countries. And this is our way of competing in the out-of-home entertainment sector that is not only limited to VR, but can also includes, for example, things like paintball and other group outings. So with that, I would like to give the floor to Pierre.
Pierre Vinson;Koch Media/Deep Silver;Director of Digital Commerce
attendeeThank you, Kima. After, we had tons of fun playing those games with Lars and Klemens in the studio. This is -- every game we played was just a great experience, it's really refreshing. So talking about the market, yes. So what do we have? We have obviously the headsets, digital store and content, yes. So in terms of VR headsets, we have 3 categories, main categories. There is console VR, obviously, we have PlayStation VR. We have PC VR, which is tethered, typically high end and expensive headsets, such as the Valve Index that was recently on the HTC Vibe, which has been on the market with different iteration for a while. And finally, stand-alone VR. So stand-alone VR doesn't have any cable connected calculation, the CPUs is all in the headsets, and it's more lightweight and less expensive as well. So this is, for example, the Oculus Quest. In terms of digital store, you have 3 main stores, Steam obviously, Oculus by Facebook and PlayStation VR. And typically, those platform takes 30% margin of the net sales. Let's not forget about the retail software distribution as well because the data we can see, there is decent sales being made also on PlayStation VR, for example, with stand-alone games or especially with hardware bundled together with the headsets. And the top VR games so far. I mean, there has been a few, obviously, Arizona Sunshine, which I personally enjoyed very much for a long time; Beat Saber, which was purchased by Facebook; Half-Life: Alyx, which is 16 years after Half-Life 2 from Valve, so there was a lot of excitement about that. I'll touch on it a little bit later. [indiscernible] and so on. And we typically see that 50% of the top 10 games are actually shooter games, like Arizona Sunshine. But I think in general, as a VR consumer, I can tell that there was also not so much content available to cater for the demand, and people have been craving to play more and more content in VR. We see continuous growth in 2020. So the management estimates, based on available market data and internal data, is that there is more than 10 million headsets on the market, from which console VR, PlayStation VR, announced in January in the financial statement that they shipped more than 5 million units. That was in January, so a while ago. Stand-alone VR, we know that Oculus Quest is selling very well. There was a super data report showing that they shipped 700,000 units in the first 7 months. And I expect this to be the continuous top VR hardware, at least until the end of 2021. PC VR, as I said, there was new hardware from HTC. And obviously, the Half-Life -- sorry, the Valve Index coming -- that doubled this number when Half-Life: Alyx came with the best experience for this game. And that shows as well that when AAA IP are entering the market, it really creates excitement and drive growth to the overall market. So we believe that stand-alone headsets will continue accelerating this growth throughout 2020 and beyond. Why is that? I like actually the image of Scuba Diving because at the very beginning of VR, it was really tons of cables and this super heavy headset on your face. And it felt like you're scuba diving in the past century. Now with stand-alone headsets, it's light. There's no cables. It's very easy to pick up. If I give it to my mom, she would be able to play. It's really instant. You're in the world and you feel it and you just play for it. It's relatively cheap. Oculus Quest so far, when it's available on the store, is $399, and it was so very giftable, you just pick it up, you give it, you download the software, and that's it. You have nothing to do, you don't need a PhD in computer science, like you guys, you just need to buy it. That's it. So we see a strong demand for stand-alone headsets. I put some slide together here showing the Vertigo net sale for 2020, 62% of the revenues are driven by stand-alone headsets. And we expect that the net sale coming from stand-alone will increase in 2021 by [ 236% ]. And finally, as you probably saw in the news, there is an event today actually, conditionally, the Facebook Connect, where we think that there will be some news. And I would like to welcome Klemens.
Klemens Kundratitz
attendeeHello, everybody. I'm Klemens Kundratitz, CEO of Koch Media Group. I'm just taking 3 more minutes at last, to conclude this presentation. Thanks very much, Richard, and Kimara. This was -- we are now experts in VR gaming. And I just want to tell you from my very personal point of view, how we approached this transaction. We -- first, we looked at the market, and we have looked at that market for a long time. Mark Zuckerberg invested in Oculus, 6. 5 years ago. And the market has steadily growth -- grown, but it's still quite a small niche. And as Pierre just explained, there is good reasons for us to believe that technologically, we are just about to break out. So we really think this is a pivotal moment of the VR market to get in there. The second point, in our consideration was how do we get in there, yes. You can try to build it yourself. You can try to team up with partners. We found Vertigo Games at the -- right in the right time and we really believe that this company has a very sort of special sauce to it, yes? And that is not only to be a developer, but they are also -- they have this gene of publishing. And you may sort of see similarities with Koch Media. We are also developers. We are publishers. We are distributors. And Vertigo Games is in there, VR part of the market, they are exactly that. And they do this now already for 7 years. So they are established as publishers. They are established as a AAA VR developers. And we believe that now joining them with Koch Media, we can really unlock potential. We can really grow that business with their strong leadership. And I should really mention John Coleman is also part of the -- a very strong management there. He's unfortunately in Los Angeles, but he's watching us, and the 3 of them, they really convinced us. This is the right type of people we want to work with and build this business up. So that's my two cents. And just here for your pleasure to read, the highlights and the opportunities that we see. This is really a start, yes. This is not a just continued management of an existing IP or two, it's really a start of an ambitious plan to be a leading player in the VR field, yes.
Lars Wingefors
executiveKlemens, thank you very much. And thank you, Richard and Kimara and Pierre for a fantastic presentation. We will soon have a Q&A session. There will be one more slide and a very short movie about something that we have done at Embracer. So kind of a year ago, I engaged the award-winning journalist Thomas Arnroth to, to tell stories, because we like to tell stories, and I think this is a way to show what Embracer is. And while [indiscernible] are flipping slides here, waiting for the film, I would like to ask you all listening here to enter embracer.com in order to find out more about these stories. Because the group is made up of thousands of people. And I know there is some fantastic videos here of people telling stories, where one is about our Chairman, Kicki. So with that said, I would like to just show this. [Presentation]
Lars Wingefors
executiveSo with that said, and thank you, Thomas, for all your hard work on this, I would like to leave over to Matilda.
Matilda Karlsson
analystThank you, Lars. [Foreign Language]
Lars Wingefors
executiveWhat? No.
Matilda Karlsson
analystSo let's start with the Q&A session and start with the audience, if there are any questions. Then I can start with my questions. Lars, busy year, as always, could you tell me the most important events that has happened this year?
Lars Wingefors
executiveWell, I think that is an impossible question really to give a straight answer on. I think we had many, many highlights during the year, but I don't like to point out various things because then you kind of leave other things aside. I think we're taking notable steps in order to increase everything, from the quality, to number of talents and studios within the group. And obviously, taking that our biggest step ever, adding Saber Interactive on board, that is now making a huge difference as well within the group. So well, many things -- lots of things have happened during this 1 year, but when I made the IPO, 2016, I made a 25 years promise. And I'm just 4 years into it, so there is another 21 years that I'm sure it will happen, more things during those years as well.
Matilda Karlsson
analystYes. And let's talk about Saber Interactive. It seems like it got off a flying start within the group, both financially, but also contributing to the acquisition activity. How happy are you with that from a scale of 1 to 10?
Lars Wingefors
executiveWell, I think Matt and [ Andrei ] is very good negotiators, they got me to pay a lot of money. I'm trying to explain for them, $525 million is a lot of money. So obviously, it's a fantastic company with great profit margins, making good money. I'm really happy to have them on board. I think they are -- have shown delivering great shareholder value by just the numbers. But for most, what surprises me, and it's kind of kicking my ass every day, they are so active. They are everywhere. In my phone, in my e-mail, across the group with all other key people. And they don't have this energy of doing further M&As, just their own list of M&As is quite long.
Matilda Karlsson
analystAnd is it something that goes through the whole organization?
Lars Wingefors
executiveThe M&A?
Matilda Karlsson
analystTo be active and energetic.
Lars Wingefors
executiveWell, I think everyone is working very hard within the organization. And so I think it's not fair to say that anyone else is working harder than others, but everyone has different profiles. So I think M&A, you're talking about M&A? Or is that something more or less on a daily, a daily topic across the 6 divisions, including now, the DECA Games we just acquired in August. Ken is super active within M&A. So it's definitely a very active progress going on.
Matilda Karlsson
analystAnd you have had some new releases during the year that had been very successful. What do you think is behind this success? Have you changed something? From previous releases?
Lars Wingefors
executiveI think, well, I haven't done anything, but my fantastic teams have increased quality. The reason has been having better reception with the communities and the IP communities. And I think that has been delivering better profitability, better sell-through. And I'm really happy to see that the past quarter and the current quarter, we have,, continuing that trend. I can't promise you that all releases in the future will be the same constant level. But what I could promise is that everyone will learn.
Matilda Karlsson
analystAnd we got some e-mail questions that I have understood that the philosophy is to never force, but encourage. Could you explain what that means?
Lars Wingefors
executiveNo, but sometimes I'm doing mistakes of forcing synergies or thinking about it, and I don't believe in that model, really. I believe in let people manage their own business and make collaboration with people rather than someone else is telling them what to do, because that is normally not ending that well. So if people together within a group, could see the potential to make a great new game or a VR game of an IP or whatever they do, it should kind of be in a good spirit. And I think that will create a good working environment, but also better business in the end of the day.
Matilda Karlsson
analystAnd how is the quality emphasis going? Are the development cycles getting longer, generally?
Lars Wingefors
executiveSorry, if the quality...
Matilda Karlsson
analystThe quality emphasis, how is this going? Are the development cycles getting longer?
Lars Wingefors
executiveWell, it's all -- it's a difficult question. As you know, we're having 133 projects, plus the projects for the Vertigo Games from this morning in the pipeline making games is a complex matter, making huge games and big games is even more complex. So you have an idea, you make a plan, no matter how many spreadsheets you do, things will change. So -- and I'm not stating we should make quality products. So take the time you need to make a quality product. In the end of day, I believe that will make a better return of investment. Delays are part of the daily, part of the daily...
Matilda Karlsson
analystPart of life.
Lars Wingefors
executiveYes. So exactly. So I think it's something we, I would say, if we manage because we have many different companies, IPs and releases, so we can manage the business without pushing releases too early.
Matilda Karlsson
analystAnd another thing that's part of your life, nowadays is mobile. You entered the segment when you acquired DECA Games in August. If we fast forward a few years, what percent of the whole revenue do you think will be driven by mobile?
Lars Wingefors
executiveWow. It's a question you will want me to answer, I can't. Because one, I don't know, and we don't -- second, we don't do financial forecasts. I believe in people, I believe engaging in and to start somewhere. Now we started with DECA Games in mobile and let's see where that takes us. I've been surprised with the number of entrepreneurs and great companies there is out there, that I could see the potential of joining the group. Whereas a part of DECA Games as a wider group, who are becoming a new operating unit platform. I think the future will tell.
Matilda Karlsson
analystOkay. And you talked about the ESG during the presentation, since you got -- you're not listed on [indiscernible] you're listed on First North, you don't need an Audit Committee, but is that something you're considering to introducing?
Lars Wingefors
executiveWell, I think Audit Committee, first of all, our -- my ambition as a major shareholder and CEO is to increase and to improve our governance and transparency, preferably every quarter, for example, start reporting organic growth and many other things. I think we will take steps in governance as well. We are evaluating, for example, IFRS. But Audit Committee, I think, as a person, as a shareholder, I think it's a natural step for us to take, sooner rather than later. Well, we are not deciding that today because it's something we need to discuss and Kicki heading the board, we need to have that. But I would be positive having an Audit Committee in -- at Embracer.
Matilda Karlsson
analystAnd the last question, if we don't have any more questions from the audience, Vertigo Games, very interesting presentation. Is it -- are you brave to entering that kind of market, the VR market right now? Isn't the market still quite limited and dependent on headset marketing taking off?
Lars Wingefors
executiveWell, I think, first of all, I think Vertigo had proven everyone here today that it’s a fantastic company with good profitability. So just by that sense, obviously, fits very well into the group. I think VR is a growing market. It's a niche market, but it's a market there is a lot of potential. We understand that market because in the end of the day, even though VR itself is a different technology, it's kind of the same platforms and universe, IPs, marketing, [indiscernible] . I think for sure, we will see that part growing.
Matilda Karlsson
analystSo you have synergies between VR and your [indiscernible]
Lars Wingefors
executiveYes, 100%. I would say much more perhaps than we would have in the mobile business.
Matilda Karlsson
analystAnd do you think any of your existing games would fit into VR?
Lars Wingefors
executiveShould I announce a new VR game? No, I should not. So I'm sure there is a lot of IPs, we have close to 200 IPs. So I'm sure there's opportunities for the coming years.
Matilda Karlsson
analystThank you. I think we need to move forward, but don't forget to try the VR games and then you also had a room there where you could try some games.
Lars Wingefors
executiveYes, that's right.
Matilda Karlsson
analystSo don't forget to try the games. And thank you. Now it's time for Kicki, then.
Kicki Wallje-Lund
executiveThank you.
Lars Wingefors
executiveThank you Matilda. Good luck.
Lars Wingefors
executiveSo this is the end of the commercial point seven. And now we saw the -- even more interesting AGM.
Kicki Wallje-Lund
executiveYes. What a challenge, to come after all this excitement, and now we're going to try to create some more excitement about this formal part of the AGM. Someone said before this, that this is the boring part. I think it's the most exciting one. Okay. Now we actually have come to Item #8. And that is on the agenda the presentation of accounting documents. The annual report for the financial year 2019 and 2020 have been published on the company's website on the 26th of August, as you all have seen, and it's also have been available at our office, and it's also available here today, of course. Do we have any questions from the shareholders regarding that? No. So then I would like to ask our main auditor, Ulrich, to present the auditor's report. Welcome, Ulrich, to excite the audience here.
Ulrich Adolfsson;EY;Chartered Accountant
attendeeThank you. Thank you very much, Kicki. I will try to excite them. I will make a brief summary of the audit process and also touch on some of the focus areas of this year's audit. And finally go through the conclusions of the formal auditor's report. EY Sweden has had the main responsibility for the audit of Embracer Group for the financial year ending 31st of March 2020. And as we have heard today, and as you know, the group conducts its business in several companies, different locations, different countries, audit team based here in Karlstad, at EY office. This means that we have planned and instructed the auditors of the foreign subsidiaries, who has reported to us in the central team, their results from their audit. And we have, during the year, had several meetings with both management and the Board of Directors, where we have reported the results and findings from our audit. We have performed the audit in accordance with ISA, International Standards of Auditing, and audit principles in Sweden, locally adapted. Very short about the focus areas for the audit. It's based on the principles of materiality and risk, and they are mainly for the P&L, the income, the turnover and the principles for that and also the depreciations of mainly intangibles. And for the balance sheet, it consists, as we have seen today, presented -- consists to more than 50% of intangibles, which in turn consists mainly of ongoing game development and IP rights. And we cover approximately 77% of the total assets for the group. So that's where we put our main focus. Another focus area I would like to mention is the audit of acquisitions of new companies, new studios. And the conclusion from the audit can be seen in the full auditors report that can be found in the annual report on Pages 95 to 97. It's however, rather long. So I will read to you the conclusions and recommendations to the Annual General Meeting. In our opinion, the annual accounts and consolidated accounts have been prepared in accordance with the Annual Accounts Act and present fairly in all material respects, the financial position of the parent company and the group as of 31st of March 2020, and their financial performance and cash flow for the year then ended in accordance with the Annual Accounts Act. The Statutory Administration Report is consistent with the other parts of the annual accounts and consolidated accounts. We, therefore, recommend that the General Meeting of Shareholders adopt the income statement and balance sheet for the parent company and for the group. In addition to that, we have also audited the administration of the Board of Directors and the Managing Director for the financial year '19/'20 and the proposed appropriations of the company's profit. We recommend to the General Meeting of Shareholders that the profit be appropriated in accordance with the proposal and that the members of the Board of Directors and the Managing Director be discharged from liability for the financial year. That's a very short summary.
Kicki Wallje-Lund
executiveThank you, Ulrich. Do we have anyone that have any questions regarding the audit report to Ulrich while he is on stage? No. No questions. Thank you, Ulrich. As we recently heard from Ulrich, the auditor endorsed the Annual General Meeting to approve the presented income statement and balance sheet, as well as the consolidated income statement and consolidated balance sheet. Can the Annual General Meeting then approve the presented income statement and balance sheet as we -- as well as the consolidated income statement and consolidated balance sheet? [Voting]
Kicki Wallje-Lund
executiveGood. The Board of Directors' proposal regarding the allocation of the company's profit is included in the annual report and has been included in the notice as well. The Board proposed that no dividend shall be paid for the financial year 2019 and 2020. And the Board proposed that the funds available to the Annual General Meeting of approximately SEK 5.3 billion, shall be carried forward. Does anyone want to comment on the Board's proposal? Okay. And as we recently heard the auditor endorse that the Annual General Meeting result allocate the company's profits in accordance with the Board's proposal. Can the Annual General Meeting, resolve that the approved result is allocated in accordance with the Board proposal, which was also endorsed by the auditors? [Voting]
Kicki Wallje-Lund
executiveThank you. We have also heard that the auditor endorses discharge from liability. And I would like to also to inform that the Annual General meeting, that the Board members and the Managing Director may not participate in the resolutions concerning themselves, of course. Can the Annual General Meeting approve the auditor's endorsement and approve discharge from liability to the directors of the Board and the Managing Director for the past financial year? [Voting]
Kicki Wallje-Lund
executiveThank you. And we can note then that the directors of the Board and the Managing Director didn't participate in the resolution, as far as they were concerned. Then we have Item 10 to 11. And that is the -- we come to the determination of the number of Board of Directors and auditors' fees to the Board of Directors and the auditors and also the election of the Board of Directors and auditors. And the proposals have been available as well since the 17th of August and also on our website and in the notice, then also available here today. So Ian, could you please describe these items, and then we will vote each and one of them separately after your presentation.
Ian Gulam;Baker & McKenzie;Associate
attendeeYes. Thank you. So for determination of number of directors and number of auditors, there is a proposal that Board shall consist of 7 directors who have deputies and that the number of auditors shall be 1 registered audit firm. When it comes to the remuneration to the directors and the auditor, the proposal is that, in total, SEK 1,550,000 shall be paid to the directors, where SEK 250,000 is paid to each director not employed by the company and SEK 800,000 is to be paid to the share of the Board. And the auditor is proposed to get remuneration in accordance with an approved invoice. As for the proposal of the directors to be elected and the auditor, all current directors are proposed to be reelected, which then is David Gardner; Ulf Hjalmarsson; Jacob Jonmyren; Matthew Karch; Erik Stenberg; Kicki Wallje-Lund; and Lars Wingefors. Kicki Wallje-Lund is also proposed to be reelected as Chair of the Board. Ernst & Young is proposed to be reelected as auditor until the next Annual General Meeting. And Ernst & Young has also announced that Johan Eklund will be the new main responsible auditor for the next year.
Kicki Wallje-Lund
executiveOkay. Thank you, Ian. Do we have any questions regarding the proposals? Okay. And so we have heard from item #10 of the agenda, and that was determination of the number of directors and auditors. Can the meeting resolve in accordance with the proposal? [Voting]
Kicki Wallje-Lund
executiveThank you. Then we have also heard from Ian regarding Item #11, that was determination of fees to the Board of Directors and also to the auditors. Do we have any other proposals? No? Can the meeting resolve in accordance with the proposal, then? [Voting]
Kicki Wallje-Lund
executiveThat's good. Thank you. Prior to today's general meeting, I and also the other directors of the Board have announced that we are available for reelection as directors. We have now also heard from -- on the Item #12. And I wonder if there are any other proposals regarding election of the Board of Directors and the auditors? No. I guess. In a public limited liability company, the Chairman of the general must, before the Board election is held, provide information to the General Meeting about which assignments that the person to whom the election applies holds in other companies. To speed up some time and to speed up everything, I would like to refer to the information about the directors that you can find in the annual report and ask if -- is there anyone here that have any questions regarding that? I guess you all read that, those pages in the annual report. No questions? Can the meeting then resolve in accordance with the proposal? [Voting]
Kicki Wallje-Lund
executiveThank you. This is now item #13, the Board of Directors have proposed that the Annual General Meeting shall resolve to amend Item #11 of the company's Articles of Association, regarding participation at General Meetings due to adjustments in current legislation regarding the record date. And this has also been included in the notice and on the website. So I don't have -- I'm not -- I don't intend to go through that in detail. And I wonder if there are any questions regarding that specific item? No? Can the meeting then resolve in accordance with the proposal regarding amendments of the Articles of Association? [Voting]
Kicki Wallje-Lund
executiveThank you. Number 14, the Board of Directors have proposed that the Annual General meeting shall resolve an authorization for the Board of Directors to issue shares, convertibles and/or variants. The proposal has also been included in the notice of the meeting and been on the website prior to the meeting, and therefore, I'm not going to go through that in detail either. It can be noted, though, that the authorization may comprise a maximum of 10% of the total number of shares available per day of the meeting. And is this now the right number? Ian?
Ian Gulam;Baker & McKenzie;Associate
attendeeNo, it's not. So it will be a little bit more. But yes, since we have a new share issue today.
Kicki Wallje-Lund
executiveExactly. This is July -- will you remember the number, if I say so? 38?
Unknown Executive
executiveYou can just say that it's 10% of the shares [indiscernible].
Kicki Wallje-Lund
executiveYes. I think that's -- it's 10% of the number of shares available today at the meeting. Are there any questions regarding that proposal? Okay. Can the Annual General Meeting resolve in accordance with the proposal to authorize the Board of Directors to resolve of issuers of shares, convertibles and/or warrants? [Voting]
Kicki Wallje-Lund
executiveThank you. And if we take into account the votes provided in advance, we can note that the resolution is passed with sufficient majority of 2/3 of the votes cast and present at the meeting, this meeting. And this is now item #15, closing of the meeting, finally. And as no other questions have been reported, I hereby declare the meeting closed. And I would like to thank everyone for being here, and I'm looking forward to next year, I guess in Karlstad again, Lars?
Lars Wingefors
executiveHopefully. I'm sure.
Kicki Wallje-Lund
executiveYes. Thank you very much. Bye.
Read the full transcript via the API
You're viewing the first half of this call. Get the complete Embracer Group AB (publ) transcript — plus 248,000+ transcripts from 12,000+ companies, speaker segments, AI summaries and full-text search — through the EarningsCalls.dev API.
Get the API View API docs →For developers and AI pipelines
Programmatic access to Embracer Group AB (publ) earnings transcripts and 248,000+ others is available through the
EarningsCalls.dev REST API. Plans from $24.99/month — full transcripts, speaker segments,
full-text search, and the recently-added /api/v1/transcripts/recent polling endpoint for ETL pipelines.