Firy Inc. (SKLZ) Earnings Call Transcript & Summary

August 12, 2021

New York Stock Exchange US Communication Services Entertainment conference_presentation 25 min

Earnings Call Speaker Segments

Michael Graham

analyst
#1

All right. Good afternoon, everyone. Sorry for the slight delay there. Thanks for joining our conference. It's been a great event. I'm Michael Graham, Internet analyst here at the firm, and excited to have Skillz here this year. Andrew Paradise, the Founder and CEO. Andrew, thank you for being here. Skillz is a really exciting company sort of pioneering how mobile video games get developed. And since you're a relatively new public company, having completed your entry earlier this year on the public markets, can you maybe just give us a high-level overview of Skillz and just talk about how this is a new way for game developers to monetize their efforts?

Andrew Paradise

executive
#2

Sure, and thank you for having me, Michael. Skillz is a B2B2C platform that enables developers to monetize their games through competitive gameplay and for players to engage in fair, fun and meaningful competition. We're probably best known for running one of the biggest -- what was once referred to the skill-based gaming technology stacks but is now often being thought of as casual esports. We power everything from the analytics to the live operations of all the games on our platform. We handle payments. We run end-to-end user support, so all the consumer complaints and problems, whether it's allegations of cheating that we referee or something that's basic as my game crashed. But we do all of this so that the development can really focus on what they do best, which is making great games. And the concept behind that is we're going to democratize game development back to making it about building a great game not about who can build the best data value chain from an impression on the [ NAND ] network through end user LTV, and I think that's a great change for the world because it will bring more meaningful content to all the consumers out there that are looking for it. Last year, we hosted 2 billion tournaments total. And that involved, in terms of payment processing, we did $1.6 billion for GMV, or gross marketplace volume. That resulted in net revenue of $230 million. This year, analysts are expecting us to generate $390 million of revenue, which would represent a 70% year-over-year growth.

Michael Graham

analyst
#3

Awesome. Let's go one layer deeper on the developer front and sort of your relationship with game developers. You touched on this, but historically, sort of the freemium gaming market was -- has been, still is develop a game and monetize it with ads and in-app purchases. And the vast majority of people playing that game are doing so for free. You've got this value proposition built on competition. Maybe just to level set for the audience, just give us one example of how, a, competition works. But then more deeply a large portion of your revenue comes from a relatively small number of games still. Talk about how that impacts the developer value proposition.

Andrew Paradise

executive
#4

Sure. So the value prop to the developers is quite simple, actually. We help them monetize their content better than they could on their own with either in-game advertising or in-app purchases. And that's -- a big piece of that is getting a much larger number of consumers per thousand to participate in paying. So if you look at Q2 for us, payer conversion from free to paid, we were converting 19% versus an industry average for in-app purchasing of 1.5% to 2%. It's not unusual to see a large portion of the revenue of the business coming from a small number of games and developers. In fact, we've seen this pretty much since we started the business. So if you rewind to the launch of the platform, the first hit on the platform was almost 100% of revenue before we started having more developers join and find success. So the way I think about it as a kind of future state of the business is that we'll always have concentration. Concentration, it's really a hallmark successful media because users in games, just like other media formats, they -- if there's a blockbuster movie out, they flock to watching that movie on Netflix. If there is the new most popular book out, everyone is going to read it. The top pop song, right, I mean the very nature of the top 50 is exactly this. And if we ranked it by minutes spent listening to a top 50, it's probably disproportionately the #1 song. So what's really important is on our platform to understand for investors is that these top games on our platform aren't actually declining. They're just getting supplanted by the next top hit. So if you rewind the clock to our 2014 #1 hit, it was a game called Strike! bowling, which has subsequently partnered with actually the largest bowling corporation in the world called Bowlero, and it's now bowling by Bowlero. But that game actually is significantly larger in revenue today than it was . But what happened over time is as new developers came on and the -- I'd say, the competition between developers to build the best content for the consumer continues to rise, you saw new companies like Tether find success on the platform. And that -- their first hit was, I, believe 2018. They're actually no longer our top developer -- top game on the platform. They are still the largest portion of revenue because they have several hits. But if you look at like the Q2 revenue of Tether, it was 42% of the total versus 61% in the prior year period. But the important thing to understand is Tether's revenue actually grew significantly over that same time period. So I would say the way to think about it is the quality of the developers and the number of games on the platform only continues to grow. Q2 games were actually greater when we think about a metric we care a lot about, which is games that do over $1 million of GMV. It was actually 42 games that did over $1 million in GMV for Q2 versus 36 as of the end of last year.

Michael Graham

analyst
#5

So I have decent skills in that Bowlero game. I wouldn't -- I'm not very good but decent. So seemingly...

Andrew Paradise

executive
#6

You and me both, Michael.

Michael Graham

analyst
#7

Fortunately, there's a guy out there [ in the new slot ] machine.

Andrew Paradise

executive
#8

You don't want to play slot machine.

Michael Graham

analyst
#9

We don't want to play him, okay. Well, we'll get to this later, but I live in Connecticut. So I can't play him for money anyway yet, but hopefully soon. So you've got all these developers. They build these games. They build them to be monetized via competition as opposed to being monetized via ads and in-app purchases. And as you mentioned, this competition-based monetization is much more reliable, much more lucrative. They give you that game, and then Skillz takes that game and, in most cases, Skillz manages the marketing of those games. Talk about how you allocate your marketing resources. Is it very top heavy to a few games? Is it democratized across a lot of games? And just how do you go about deciding which games you really want to get behind?

Andrew Paradise

executive
#10

Yes. So there are now tens of thousands of developers signed up to the platform, and so a lot of content being built pretty consistently every week now and launching. When we think about engaging in promotion of a game, it's actually -- it's an addendum to our developer in terms of service. And we get the option but not the obligation to promote a game and to auto-renew our promotions. So we started that concept by approaching a developer using data. So when you think about the stages of game development, maybe to level set in case the audience isn't familiar with this, but there's typically -- there's 3 phases, so to speak. First is your concept and development phase. And so in the -- drawing a parallel to the NFL challenge, the first stage was creating a game concept and basically creating documentation on what kind of game you're going to build, and you think through and build out what's called a game design dock, which is sort of a parallel to a technical design dock in other types of software. You get to a place where you feel confident about that design dock and then you go into development. So that's kind of your first phase. Once you have that game developed, and this is where like in the NFL challenge that we're running, where the 14 semifinals are right now, they're building the game, and they'll arrive at soft launch. Soft launch is the hardest phase base. Now you've actually built a game and you have to face the cold reality of the data of whether or not this game is highly retaining and highly engaging. At end of the day, we can't make the games fun if they're not. What we do is we amplify fun as a business. So this is really your hardest phase, the soft launch phase. And candidly, a lot of games die here. They can't get past it because what they'll do is they launch. They gather data about user cohorts. They look at that data and then they try to hypothesize about the problems in the core, content and iterate. And I'll give you an example, Fortnite, which people think of as an overnight success, it was 7 years in soft launch. So it can be a long time in soft launch and before you arrive there. And then, of course, once you get to the end of soft launch, you're going to enter the phase, which I'm sure is the phase where most people understand games, which is this hard launch phase because that's when you're really blowing out marketing. But it doesn't really do a lot of good to pour marketing dollars into a product that doesn't retain. So when you think about Skillz business, we're actually capturing more data on user game play than any other platform in the history of gaming. And so we captured 300 data points in every 5 minutes of game play. And we're using all these data signals to actually predict which games will be successful. And as a result, we're able to be highly capital-efficient about deciding which teams to partner with to promote. As a platform, we really don't play favorites when it comes to who bills next hit because it's all up to the developers. But what I can tell you is we are always monitoring the data signals coming out of these games. And we're basically -- we've developed a level of pipeline of minimum need on things like day 1, day 28. So that's your first day retention, how likely is the person to come back the next day. Day 28, how likely is that person continuing to play 4 weeks in. But we look at those metrics and we very carefully monitor them to understand which games would warrant a promotional test. We then get that amendment in place. We then run a promotional test. If the test like a test audience in a movie studio model, if the numbers are compelling, we then start scaling up the marketing budget to where you see that what we're doing with someone like a Big Run or a Tether. And what I can tell you is since going public, one of the most exciting things is exposing our financials, going through the go public process. It's enabled us to attract many more high-quality developers than we've ever had. We have the highest quality developer base we've ever had in the history of the company now. And so it's really exciting when you think about the next 6 to 12 months as they build these games and launch into soft launch. It does take roughly 6 to 12 months from concept to launch, if you think about it, we've been public a little over 6 months. And so we're just starting to see some of these games in soft launch. One that we're really excited about but cautiously optimistic is the right way to message is Big Buck Hunter: Marksman. This is our first game in the first person shooter genre that appears viable. And it's -- obviously more genres equals more demographics. More demographics is only a good thing for a platform like ours.

Michael Graham

analyst
#11

That makes a lot of sense. And one other kind of dynamic -- we're going to dive into your business model in a second, and I want to just mention to the audience if there are questions you'd like me to ask you Andrew, just go ahead and put them in the system. I'll do my best to get to those. But one other thing on that, Andrew, is that there's this really good benefit to sort of your unit economics in a game if the amount of wager initially is higher, right? And I think that, that really comes from building player liquidity around the game. Can you maybe just talk about if you have an incremental marketing dollar, does it make more sense to spread that out to a game that's just getting started? Or does it make more sense to throw that after a game that has a lot of momentum, where the prize pools are bigger?

Andrew Paradise

executive
#12

Yes, it's really complicated. It's not quite that simple. I think one of the things that's really amazing about what we've done as a platform and understanding the effect of liquidity on monetization better than really anyone in the history, and part of that is player management and player rating systems and how to rightsize the algorithms to ensure fair matching. When you think about -- I would say, generally, we are more interested in retention and engagement than monetization as a business. So we focus first on keeping users on platform than on getting them to that average of over an hour a day session and trying to -- again, a next metric, which isn't really one we report but one to think about is we also think about frequency of play over a week. So we want to get more users from 1 day a week to 2 days a week to ideally 7 days a week. And we actually have a double-digit percentage of users who play 7 days a week now and climbing. But that's the goal, is to get this to be -- really our daily entertainment and replace another product in your household like television. That's the way we think about it. So when we think about that engagement dollar broadening the pool to get to greater depth, less so. We don't really do that to deepen liquidity in the game and do you have people to play higher stakes. The higher stakes, the template mechanism, the way it works, is we know what level of speed of matching and what level of liquidity and player variety are optimal for creating the right level of retention curves for different games. And so we're able to calculate when we should launch a higher stakes tournament in a given game and not just whether it's head to head but also 3-player, 5-player, 20-player per tournament or -- and lots of -- what I think to the user probably looks like custom-written events but is actually driven by machines. So we run a large amount of what appear to be like live events for custom prizes, and they're actually segmented out by user group so that every user in the -- in those tournaments has an opportunity to potentially win one of these, what appear to be larger, format tournaments. But all of that is automated. So we're running like -- to give you an idea of scale, we're in thousands of live events a week with a team of under 10 people for all of live operations, for all games in our company.

Michael Graham

analyst
#13

Yes.

Andrew Paradise

executive
#14

So I think the answer to you would be, we're most interested in -- when we think about engagement dollars, it's really about driving retention and engagement, not about monetization because I think that's very much -- it's actually worse than a zero-sum game, in my opinion, because you're giving someone a $1 to spend $1, maybe $1, but you're also potentially incentivizing them not to spend their own wallet by giving them money, right?

Michael Graham

analyst
#15

Yes. So I mean, let's talk about the wallet dynamics. I think one thing investors are always focused on understanding is just how players behave with their wallets. And in some cases, you provide incentives to players in the form of subsidized entry fees, and they spend those incentives not once but multiple times on the platform. Maybe just give us an example of that and how many times does a player tend to recycle wallet balances into new games.

Andrew Paradise

executive
#16

So probably one of the biggest uses of promotional currency, a player can win a trophy, and these are -- the trophy, think of it as an end game achievement. And they may get that achievement for completing a certain number of free games. Actually, if you win 25, 3 games and any new game on the platform to your user ID, we'll give you a small amount of promotional currency to try playing for real prizes in that new game. And what we actually see is even for users who are very loyal and game -- won like a game like Solitaire, if they go over to play something like Blackout Bingo or bowling, a game that never tried before, it's helpful to give them an incentive to feel like they can dip their toe in the water and try it. That's actually one of the biggest uses of bonus cash, as it's called in the system or promotional currency, is to get people to try more content. We also know if we get you -- so if we get you to play 25 games on 2 titles, we have a -- it's actually a phenomenally high retention rate. So getting someone to try a couple of titles at a level of reasonable depth gets us to a very high double-digit retention rate, nearly -- I mean, near-perfect retention long term, which obviously, that's very helpful for monetizing.

Michael Graham

analyst
#17

Yes, for sure.

Andrew Paradise

executive
#18

Yes. Another way we use promotional currency, if you win -- let's say, you won 10-prized games in a row. You might get a trophy, and that trophy might result in a small amount of promotional currency so you could have one free entry into a tournament. That free entry into a tournament, it can't actually be withdrawn. It can be used in combination with the rest of your balance on system to enter into a paid tournament. So it's a discount, so to speak, on entering into another paid tournament. If you do go to withdraw out of the system, one of the things you have to agree to is to forfeit any additional promo currency you have in your account. So I think the way it's important for you to understand, this isn't a currency that's leaving the ecosystem. All but the very best players in each game, they tend to cycle their winnings multiple times. And as we use player rating and player matching analytics to keep players in fair and meaningful matches, what you actually see is that the win rates are typically between 40% and 60% in terms of fair matching and that the vast majority, 80-plus percent of GMV in any given period, is actually driven by prior cash winnings not by promotional currency.

Michael Graham

analyst
#19

You reported -- you just reported a great quarter with 52% revenue growth. So congrats on that. And the growth was not really from MAU growth, which actually declined in the quarter, but it came from converting MAUs to paying MAUs. And as you mentioned earlier, you're converting 19%, which is an incredible conversion rate. And it also came from engagement and ARPU expansion, which you just spent some time talking about. A couple of questions here. Number one is how high do you think that conversion rate can go over time. Is 19% sort of like a good level? Or should we see it expand more from there? And then I just want to ask. I think a lot of investors would like to see growing MAUs. I know you look at it differently. So maybe just talk through that dynamic for us.

Andrew Paradise

executive
#20

So right now and up until after going public, we've been very focused on growing -- paying monthly active users not on just free traffic, the reason being that we can very easily grow free traffic with very low quality, very low CPI installs. And we can buy installs of junk traffic out of a country that can't even pay. Like we currently have geoexcluded China. We can buy Chinese installs very, very cheaply into the network, and we grow now massively, but it wouldn't result in actual progress in our business. So one of the things to understand about the way we target and why we acquired a company like Aarki is so that we can actually sniff the data at the impression level and then create a data chain all the way through end user LTV. And what that lets us do is better and better understand before we buy and win an auction for an ad. So the 5 trillion auctions that Aarki's participating in every month, we can actually much better bid those and understand which ones we want to win, to actually win and install to then actually arrive at the correct end user LTV. So what I think, and what we've seen in the business -- so we did 3 surveys throughout the life of; the company earlier on because we really want to understand what the potential for this service was. What we saw each time was that 40% of gamers would be willing to pay to compete for prizes in their favorite video game. Now a few words there to focus in on. 40% would be willing to pay to compete for prizes in their favorite video game. We definitely don't have everyone's favor video game yet. We're pretty far from that. We also don't have prizes enabled in every jurisdiction. People like Michael can't play in Connecticut. We don't have that yet.

Michael Graham

analyst
#21

Good news.

Andrew Paradise

executive
#22

Yes. The good news is out of the gates, when you think about skill-based gaming, it is legal in the 85% of basically the world. In terms of demographics, there are 2.8 billion gamers now monthly, and it's actually continuing to grow. What we've seen is that the smartphone -- I was just looking for where mine is. You get anxious without your phone these days, but when you think about the smartphone and means to the consumer, I mean, this is interactive entertainment. It's the primary use case for this device. So if you actually look at by downloads on the app search, like 90% of downloads are games. When you look at monthly actives and usage of a smart phone for gaming, it's like 60% of the device usage. So when we're talking about the potential for what Skillz is doing, you're really talking about the primary use case for smartphones. So the 2.8 billion gamers today may sound crazy. We started the business as 800 million gamers and many fewer devices. But it's -- and we're still riding that wave for at least another 5 years of tablet and phone device growth because the projected device number is supposed to go from 4 billion to 10 billion over these next 5 years. So you're going to continue to see the MAU for gaming period just grow. Your next thing is when you think about the 40% and achieving even that level of getting from 19% to 40%, you're talking about 1 billion potential users. If you're talking about the 19% and where we are today, obviously, it's about half that. So I just -- it's a really exciting time for us and where we're really focused is -- or hopefully investors understand what happened with their P&L in Q2. It's all about expanding our service. It's all about being thoughtful about how we buy and grow. We always see Q2 as an adverse environment for acquisition because it's -- you're entering the summer months. Skillz today is 90-plus percent North American revenue, even though the international mobile gaming market, 80% of the market is outside the U.S. So until we get to international, and we have a global footprint, you should expect that Q2 every year, we're going to see a slowdown in acquisition as we enter summer. Shocking that we compete with people playing outdoors, but we do. And at least in terms of onboarding, I will tell you, good or bad, once people are onboard into our system, they keep playing all summer. So it's all about -- yes.

Michael Graham

analyst
#23

We want people who are well balanced.

Andrew Paradise

executive
#24

So -- and I know we're running up on time here, so I'll cut it short. But I do think the right way we think about this is the road map and runway ahead of us is so massive. Getting public for us is really about getting capitalized so that we can capture the opportunity.

Michael Graham

analyst
#25

Yes, that's great. We have a lot of exciting things going on. And in our next talk, we can -- whenever that is, we can get into some more of those. There's expansion into game genres and asynchronous multiplayer and your exit games relationship. You guys have been very busy executing and growing. So appreciate you taking time to speak with us and our investor base, Andrew. And thank you, and we'll talk to you soon.

Andrew Paradise

executive
#26

My pleasure. Thank you, Michael. Bye.

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