The Gearbox Entertainment Company, Inc. (EMBRACB) Earnings Call Transcript & Summary
February 3, 2021
Earnings Call Speaker Segments
Benjamin May
analystThanks for joining the call today to focus into the acquisition of Gearbox Entertainment by the Embracer Group today, which excitingly will become the seventh operating segment of the Embracer Group. My name is Ben. I'm one of the analysts who covers Embracer at Berenberg Bank. And I've kindly been asked to host the Q&A today. But before we do so, we're going to hear from both Lars, Embracer's CEO, and the Gearbox management team who are with us today. [Operator Instructions] So Lars, why don't I hand over first to you to run through some of the, I guess, strategic rationale, and then we can hear from the Gearbox team.
Lars Wingefors
executiveThank you, Ben, and hello, and welcome, everyone, to this call. I'm Lars, and I'm the CEO. And we are broadcasting from Sweden. I'm thrilled to have the management team of Gearbox Entertainment Company that we announced this morning, that we are to acquire. I will have the rationale and the actual transaction in the end of the presentation, Ben. So with that said and further ado, I will leave over to Randy, the Founder and CEO of Gearbox.
Randall Pitchford
attendeeHi, everyone. There's many noble and valuable pursuits in this world. And it seems to me that more than any other motive we can imagine, what makes our lives worth living is that we can experience joy and happiness. And we are such a clever species that we have commoditized the creation of joy and happiness in the form of entertainment. And here and now, we live in an exciting age where our species has finally invented a new medium for entertainment that is the most engaging and stimulating medium in the history of our species. It's a medium that invites the audience to become interactive with the entertainer. We've developed the technology to instantly deploy products and services of our meeting, our video games to billions of people around the world. And so we are very fortunate that the enterprise to which we have dedicated our lives creating joy and happiness in the form of digital interactive entertainment, has become one of the most prized and valued commodities on the planet. In 1999, when my partners and I founded Gearbox, I knew I was dedicating my life to Gearbox's mission to entertain the world. Gearbox's mission is to entertain the world. My metrics for success in this mission have been about quantifying the number of people we can reach and qualifying the degree of gratification, the amount of joy and happiness that we have created for those people that we reach. And fortunately, for our business and for you, these metrics directly correlate to sales and revenue and goodwill for continued and growing success. We've had quite a lot of success. In my seat within our Gearbox family, I've had the good fortune over the course of the last couple of decades of building many of the most loved, valued and successful video games and video game franchises of all time. And if we were to stop here, our legacy would be powerful and lasting and without many equals. But we find ourselves in quite a different condition. We find ourselves with a thirst to do more, to go faster and to do better. And we feel there is vastly more ground ahead of us than behind us, and we are eager to run for it. As we say inside our studio, we hunger to crush. And we are just getting started. We are excited to be here today with you to celebrate the union of the Gearbox Entertainment Company with the Embracer Group. It is a perfect match and the foundations of this event will become a catalyst for Gearbox's explosive growth into this new decade and the Embracer Group's exciting and promising future for now and beyond. Let me introduce you to the Gearbox Entertainment Company. We are creators and distributors of entertainment. We are an entirely private founder-and-employee-owned company that has enjoyed profitability every single year of its 20-plus year existence, doing no small part to our commitment to values of happiness for ourselves and our customers, a will to enjoy and stimulate creativity and a concern for generating more value than we consume on our mission to entertain the world. We tend to think about our business in 2 respects. On one hand, we seem to feel genetically made to need to build and create experiences that are designed to create joint happiness for others. Gearbox's entire existence is driven by talent, inventing ideas and experiences and property for the value of the customers. On the other hand, we seem to have this unrelenting drive to always push ourselves towards our mission and the maximization of the value of our creative work through forging greater and greater pathways to our customer. Gearbox Publishing's entire existence is driven by evolving process and technology designed to spread the value of our creations to as many people as we can and as many places as possible. And it is people who share our vision and our values and subscribe to our culture that make this happen. Our headquarters in Frisco, Texas is home to hundreds of talented and motivated leaders of our industry. And our studio in Québec city is now over 150 person strong and is a clear demonstration of our ability to grow our creative engine. And this is important as we prepare for a new phase of increased scale to meet the demand of all of the tremendous opportunity that lies before us. The ambition is driven by leadership and will throughout our organization and managed by an experienced and committed leadership team that, of course, includes myself. And I'm going to introduce you to some of the other members of this leadership team. You will meet Steve Gibson, who is a legendary 25-plus year veteran of our industry and the Founder and President of Gearbox Publishing. You'll meet Steve Jones, who is the smartest, most intellectually honest and sincere man of the highest integrity that I have ever known. And he is the head of all technology at our company. Jenna Hardy is a force to be reckoned with. With years at Disney and years at Warner Bros. before joining Gearbox, she came to our family to build and manage our financial systems and practices with world-class rigor and robustness. And you'll meet Sean Haran, who after doing landmark deals during his time at the world-renowned Marvel Studios and Riot Games, has been serving as Gearbox Chief Business Officer, which, of course, includes him leading Gearbox on this very transaction. We'll briefly hear from each of these leaders. And let's start with my colleague, Steve Jones, who has been on this journey with me since the very beginning. Steve?
Steve Jones
attendeeThank you, Randy. Gearbox was started by designers, artists and programmers. We each had our different specialties, but we are all game makers, and that's still at the heart of who we are today. In these logos, you can see the evolution of our studio. As a very small team, we began by taking on work-for-hire projects. But even from this humble beginning, we sought to work with the best and most exciting IP. Our first projects were expansions for Half-Life on PC. We then ported Half-Life itself to the PlayStation 2 and created a new co-op focused expansion as part of that port. Our other ports included bringing Tony Hawk's Pro Skater 3 and the original Halo to PC. In bringing Halo to PC, we created a technology that allowed Halo's multiplayer to be played over the Internet for the first time. And then for our first full title, we got to plan the James Bond universe with Nightfire. Through these early projects, we are exposed to many different technologies, multiple platforms and got to work with several publishing partners. Building on this experience, we started work on our first original IP, Brothers in Arms. For our take on a World War II shooter, we emphasized authenticity, added tactics and SWAT command to the first person shooter game play mechanics and told a character-driven story about what this war was like. Our fresh approach to the genre was a critical success and outperformed competitors of the day from Call of Duty to Medal of Honor. From the successful launch of Brothers in Arms, we started on our next original IP, Borderlands. With this project, we created not just a new IP, but by integrating the progression and loot mechanics of a role-playing game with the action and combat of a first person shooter, we created an entirely new genre. Supporting this ambitious design required us to develop a new process and tool set for building games that we've been iterating on ever since. Building on our success in creating IP, we then acquired the Homeworld and Duke Nukem properties, both of which we've leveraged for new releases, like the Homeworld Remastered Collection and Duke Nukem 20th Anniversary World Tour. Those titles were also the beginning of our publishing business. Focusing on Borderlands for a moment. You can see what we have accomplished with this franchise over the last decade. While Borderlands 3 was released in late 2019, we shipped native versions for the PlayStation 5 and Xbox Series X and S, alongside the launch of those new consoles. With these versions, Borderlands 3 can take full advantage of the performance and fidelity of those new platforms. We also have a second season of add-on content for Borderlands 3 going on now with the release of the Director's Cut DLC up next this spring. While we've accomplished much with Borderlands so far, wherever we will be taking it next will be even bigger. Now I'm going to hand off to Steve Gibson to speak more about our publishing business.
Steve Gibson
attendeeThanks, Steve. We have created the most developer-friendly game publisher in the world here at Gearbox. Our publishing business was born from a development studio that has been building games for over 20 years. We've brought more than 20 games to market around the world and are working hard to reach and win over more consumers every day. Because our beginning is in development and that we still create titles in-house, we understand firsthand the unique challenges developers face. Our development partners trust us because they know we come from a place of authenticity and from experience. We have a seasoned, agile and diverse team currently that we are immensely proud of, and we are continuing to grow. This will deepen our bench of expertise and diversify our capabilities. As a game publisher, we have tremendous success in our -- since our founding. Each game we publish at Gearbox or partner with developers on is brought to consumers more expertly than the previous one. Most recently, we partnered with Sony, Epic Games and Counterplay Games for the holiday launch of Godfall in PlayStation 5 and Epic Games Store. This was well received by the target audiences, and now we are hard at work to bring Godfall to even more people in 2021. The future of Gearbox Publishing is an exciting one. For 2021, I look forward to the upcoming launches of Tribes of Midgard in partnership with Norstel Games and Homeworld Mobile in partnership with Stratosphere Games. Homeworld Mobile sets the table for Homeworld fans who have long awaited Homeworld 3, which is in active development. We've added even more games in the pipeline, and we can't wait to announce those soon. I hope this shows that the next steps for Gearbox Entertainment are clear ones, and joining the Embracer family adds a rock appeal to those plans. In short, we're going to make great games and bring great games to market. Sean, you want to share some of our plans beyond games?
Sean Haran
attendeeLove to. Naturally, gaming is at the core of what we do. But we're an entertainment company first and foremost that creates world-class IP. We apply a 360-degree franchise approach to all of our core properties to fuel the passion of our fans and create new ones through things like T-shirts and toys from great partners like Funko, McFarlane, Bioworld and also film and television. Just last week, we announced that Kevin Hart is joining already -- an already all-star cast led by academy award winner, Cate Blanchett. The film is directed by Eli Roth, penned by Emmy Award winner, Craig Mazin from Chernobyl and Hangover fame, and produced by Arad Productions, the co-founders of Marvel Studios and producers of such amazing films as Into the Spider-Verse. Our studio partner is Lionsgate. As we speak, the crew is preparing in Budapest for principal photography. It's an exciting moment for us here at Gearbox. Outside of the Borderlands franchise, we have more things in store. We have more things in-store with our first IP, Brothers in Arms, and we plan on bringing that to the small screen. With an amazing script produced by Marvel Studios, with a showrunner, Scott Rosenbaum, with from Queen of the South, V, Chuck and The Shield fame, we will bring an experience true to the game franchise known for authenticity, realism and relatable characters, but also a new and fresh take both for the genre and hopefully for the medium. Expect more and more news from Gearbox on our ambition to entertain the world through film and television in the coming months and years. I'd love to hand it over to my colleague, Jenna Hardy, who will walk you through our finance organization.
Jenna Hardy
executiveThanks -- thank you, Sean. Okay. So I'm so glad to be presenting to you today. This is an incredible moment, and we are looking forward to the future. When I joined Gearbox 4 years ago, I was excited to join a proven studio. During my time here, I can tell you that, that excitement has been joined with a remarkable feeling of pride. Gearbox has an amazing track record and an exciting future. We have built a best-in-class finance function that's designed to support the next stages of our evolution. I can say with confidence that as Gearbox grows, our business will become more complex and more valuable, and we're prepared for that today. We can already run with the best of them, and our world-class finance system and processes are poised to grow and scale with the business. As Randy touched on earlier, Gearbox's core values are happiness, creativity and profit. And because of a core value of Gearbox is then profitability, we've been able to achieve an unbroken record of ending every year in the black. This fundamental principle of making more money than we spend has allowed us to invest in world-class talent, content and our infrastructure. And it's these strategic investments that have allowed us to recruit and retain the most creative and talented artists, storytellers and professionals in the video game industry, leading to great results. Looking at Borderlands 3, for example, yes, it was critically acclaimed, but it was also a commercial success and added momentum to what we will continue to build on. With that, I'll pass it back to Randy.
Randall Pitchford
attendeeThanks, Jenna. Well, thank you to everyone who is joining us on this call and sharing your time. I'm glad you could join us for this brief introduction to the Gearbox Entertainment Company and some of its members of our key leadership team. We're very excited to join the Embracer Group as we forge ahead towards our next step. Before I pass it back to Lars, I feel compelled to share with you my perspective that Lars' vision of Embracer as an allied partner group committed to fueling and accelerating the ambitions of a series of decentralized, successful entrepreneurial member companies, while magnifying the collective value and advantages of diversification across the entire group, it's the most brilliant strategy and design for short, medium and long-term success in this industry that I have ever encountered in my 30 years in this business. The feeling at Gearbox is that we are just getting started. When we talked about this move with our team, the energy in the room was palpable. The excitement is there. This transaction is not merely a stimulant for the talent of our employee-owned company, but a propellent for the exciting and powerful future we have planned together as part of the Embracer Group. Thank you. Lars?
Lars Wingefors
executiveYes. Thank you so much, Randy, and thank you, everyone, for a very good presentation. Before leaving over to Ben, I would like to just take you through the actual transaction, the merger, because that's how I see this, that it's more of a merger than an acquisition. And obviously, getting to know you -- and we are sharing this long-term mission that this active transaction has been extended to a 6 years transaction. But I think both me and Randy would aim for working longer together than the 6 years defined here. So taking the overall transaction, we had a maximum consideration of close to $1.4 million. So the upfront consideration makes up of $363 million in the enterprise value, whereof $175 million is paid in shares and $188 million in cash. Then we have a 6 years alignment. Here is a summary of the actual transaction, a very brief summary. So we have up to $300 million over 6 years condition on what we define as operational targets, meaning, in general, the -- making games and staying onboard. And then we have further $715 million over 6 years condition on financial targets. So -- I'm sorry, my colleague here wants to take control of the presentation. So I'm super excited to having Randy joining in the management team, but as well as all the employees in our warehouse together to build this. And I will support you with our resources. And you already built a fantastic business that's been profitable over 2 decades. And looking at the current business, 2020, you had a growth from the year before, here, defined as adjusted operational EBIT of just above SEK 1 billion with SEK 400 million in profitability. Looking at the corporate structure, it's simple. We will acquire shares of Gearbox Entertainment from Sweden, and Randy and the management we'll be reporting direct to Sweden, and there will be an independent 7 operating units within the group. And here you can see a bit of the ambitions illustrated. So we're having a high and low adjusted EBITDA target, illustrated example. And this shows a bit of the ambition that the team had and that we have together. And from my perspective -- or from our perspective, by looking at Gearbox, I'm not talking about the IPs and the business itself because I think you brilliantly have done that already, and we will do that in the future. But what I see is -- as a business, I will see a significant organic growth in the coming 6 years and beyond. I'll see the opportunities. I know Gearbox historically hasn't been acquiring at -- in the same light and speed as Embracer. But I'm sure you had friends and partners in the industry. I'm not saying that Gearbox are to become an M&A monster, but I'm saying, I think there's an opportunity. And that's the resources we have at Embracer, and I give you that opportunity. Perhaps you have created talents that would like to join the Gearbox family. And I will support that. I think it's important to point out here that Gearbox is independent business. It's led by Randy. It's led by the management team. He built an amazing relationship with the industry over 2 decades. And that field will remain strong and unchanged. Becoming part of Embracer will create a lot of opportunities. And we are not forcing synergies, but I can see the long-term synergies. If there's a will of the management and the employees and the company to engage in a wider Embracer in terms of distribution in parts of the world or platforms, publishing, development resources and IP utilization, and obviously, we would have a business intelligence and many, many other things we could share across the group. So with that said, I'd like to leave over to Ben.
Benjamin May
analystGreat. Thank you very much for that. That was great. [Operator Instructions] So perhaps I'll start, Randy, by asking you probably quite a simple question, but also quite a complex question at the same time. What is it that attracted you most to joining the Embracer Group? I mean, I can imagine you've self-funded this business with the team over the years. There are probably no shortage of opportunities of investment or businesses trying to acquire you. So I always like to hear firsthand what attracted you most. If you had to mention one thing, perhaps beside Lars' persuasiveness.
Randall Pitchford
attendeeIt's a great question. There was a moment about 5 years ago when Gearbox began proving its ability to create a publishing business that -- with that in hand, with access to the customer both in platform and in retail, whether it's digital or physical, we -- it became pretty clear, we saw pretty clearly that our limiting factor was going to rapidly shift from the kinds of games we wanted to make to just the capital that we can deploy to fully take advantage of the opportunity that we had and what was before us. So we kind of began this process thinking that our immediate objective was about getting access to capital. And I will tell you that going into that, the concept of M&A was about as far from my mind as you can possibly be. I think that there's probably many people within our executive team, including myself, that almost felt a fierce independence would just completely prohibit such a consequence. And as such, the first time that I think we interacted with Embracer as a business concept was couple of years ago when we were out looking for capital. And I was blind to the possibility, and I've learned a great lesson there because I had lived in a world where every -- there's a friend of mine who has a show that he did just now on Hulu called In & Of Itself. And every entity out there just looked like a dog. And here was not a dog. Here was a wolf. And I could not see the difference. And it took my allies in the executive team to help me realize that I had a lot of cynicism about the kinds of drivers of this industry, that when they look at a company like Gearbox or the companies that they tend to acquire, they look at them from a purpose of like capturing and controlling and sort of almost stripping its value. Maybe there's an IP that's really interesting. Okay, let's maximally split that IP to the detriment of all other possibilities of ambition. In fact, this idea has almost become a virtue in the industry. It's -- we tend to look at is like, well, we need to focus. And of course, focus is important. We can't succeed in anything without sufficient focus. But Lars has started with a completely different concept. I did not realize that Lars was not like the suits that I'm typically interacting with at that level in our industry. Lars realized that the power of this business is about creativity, having the ability to take creative risks and to be disruptive with entertainment. And the things that are disruptive right now are coming from the middle, yes, where there's huge amounts of value from the big properties that we can trust. And Gearbox, obviously, is a part of that with our Borderlands franchise. But even Borderlands itself would never have existed, but for an intrepid risk at a lower stake to try to do something that no one has ever done before. And when we see what's actually going on in the wider industry, everything from transformative, disruptive games from Minecraft to Fortnite. These things don't come from staying safe. These things come from creatives that know how to do what we do and are hungry to try to make something meaningful in the world of entertainment. And if we have the support and fuel necessary and some safety with diversification and measurable, responsible risk tolerance, let the creators run and chase. And this decentralized approach of independent ambitions that can attack a wide industry from a lot of different vectors is absolutely brilliant. And I don't see anything like it anywhere else in the industry. And once I saw this wolf for what it was, I just wanted to run with it.
Benjamin May
analystWow, that's very helpful and interesting to hear your view on that. I mean, when you spoke about one of the important things driving your decision about the access to capital as well, but Lars also saying that he didn't envisage Gearbox becoming an M&A machine, does that mean that this access to capital was more for organic investment in development capacity to either expand the number of titles you're working on or just enlarge the size of titles you're working on?
Lars Wingefors
executiveI think, Randy, if it's fine, I can answer that one. Sorry, Ben.
Randall Pitchford
attendeeOkay.
Lars Wingefors
executiveWe have been working true with due diligence and speaking to the management, understanding the business and what we are investing into in more respects. And I am big believer in the business plan. And I've been -- I told the team, I'm supportive, if they need organic investments to execute that business plan, we are -- we will support that. So there is an amount and we're -- there is a resource for that. And on top of that, I briefly talked with Randy about the opportunity. Because I think they're about position. I would never force any, obviously, M&A. It has to come from the team and from the companies that want to do something together. Otherwise, it would never work. But yes, if Jenna and other things -- this is right IP, it's a great company. We -- they could be within the Gearbox family, I would be happy to support the resources in terms of capital or stock to arrange a similar deal like Gearbox for employees and the owners. So I think we are very open minded. You know, Ben, we like -- I love organic growth. I love investing into games. We have 100 -- close to 100 games under development. And this can drive our growth in the future. And you being a financial analyst, you we talk about organic growth, not acquired growth. And that's always the best to have organic growth that generate cash flow and then you reinvest and you reinvest. So sorry for taking that answer a bit from you, Randy.
Randall Pitchford
attendeeNo worries. I mean the Gearbox has built all of its success under the weight of its own value. It's -- we've never had any outside investors to build this business. And when we're working in the margins of our own success, our optionality is what it is. And so optionality had been mostly constrained by organic growth. And we've gotten very, very good at that. And we have an extremely robust plan that I'm thrilled to go after. And I think fans of Gearbox games, especially fans of our family of IPs are excited for us to more maximally deliver into the demand for entertainment within these IPs. And there's probably equal excitement about what hasn't Gearbox yet created that we can't even imagine. Gearbox literally invented a genre when we introduced Borderlands, and we turned genres upside down when we did Brothers in Arms. We have a lot within us. But now we have a new tool with our relationship with Lars and Embracer and access to capital for inorganic growth. And this is going to be a very, very exciting set of possibilities. We have limited experience with acquisition. We've done some very tiny acquisitions of talent and some modest acquisitions of property. But now we have an entirely new set of tools that I cannot wait to explore how to deploy.
Benjamin May
analystAnd maybe one of the things that -- one of the slides that Lars showed was sort of the ambitious targets that Gearbox has over coming years and a low and a high end on what potentially could be achieved. When you're looking at the pipeline, Randy, and you're thinking about what you know is coming out and what you potentially could think about coming out, how much visibility do you have, not that you need to detail any specifics, but just over the next few years' pipeline? Have you already got major developments in process right now?
Randall Pitchford
attendeeYes. The pipeline that informs that ambition is fully realized from a planning and execution point of view within Gearbox. There's almost certainly potential beyond that, that we have yet to explore. But what we're planning and counting on, we have a lot of confidence in.
Lars Wingefors
executiveOkay. I need to remind, Ben, that this illustrative is not a financial forecast from Embracer. It just illustrated to the transaction. We need to make a differentiation there for investors. We gave forecast for the 3 businesses acquired or merged this morning combined for next financial year. Sorry for reporting.
Benjamin May
analystYes. These are what the earn-outs are structured on, right? So just in terms of development, you've got some incredibly successful IPs and big titles that have been published by third parties. And I can't tell you how many comments we're getting here on the web from investors, asking about what your broader ambitions are with some of these large titles, whether or not you plan to self-publish. And I know that there's going to be restrictions on what you can say to that because there's going to be commercial sensitivity. But as a business over the long term, is that something that you're looking to do more of? Or something that you're happy to partner with others?
Randall Pitchford
attendeeWell, it depends on the partner and the product. There are things that we are very good at, and there are things that other people are better at than us, other entities are better at than us. If we're thinking specifically about Borderlands, we love our relationship with Take-Two and the 2K Games label. And we are committed to working together through all of the known and planned Borderlands work that we have going on. And we anticipate -- I anticipate that we'll continue and we'll create new opportunities together. And I think that goes -- I've always had a pretty great relationship with first parties and other third-party publishers. And sometimes, there's folks that are just the right group to help maximize the potential for these creative endeavors that we have. And we are absolutely open to those relationships. Now of course, there's trade-offs, right? Now the impetus for such an interaction is less about the capital necessary to develop and publish the product and more about the expertise and capability of the partners involved. But partnerships, I think, are a big part of the Gearbox story. And I do not see that stopping.
Benjamin May
analystOkay. That, I'm sure, answers the question very succinctly for a lot of people on the web today. A lot of it was about that game in particular. Maybe passing on to Steve with regard to the publishing unit. You kindly walked us through that business. I'm just wondering, you mentioned adding rocket fuel to this publishing unit. What growth drivers do you see in this business over the coming years? And is it a question of more titles or publishing larger titles in that business unit?
Steve Gibson
attendeeYes. It's actually -- it's a mixture of both, for sure. The capital constraint has become more apparent over the years as we built success. Early on, really, it was just learning how to walk, crawl, run as a publisher. It's a complex marketplace to learn to do that effectively. But as we look ahead to our future plans, it is, indeed -- the ambition grows to the scale of those particular titles. Our most recent release with Godfall and the partnerships there, that was the largest capital investment we've had to date. I can only imagine how future house will grow in beyond that. So the partnership with Embracer, the capital access and also the potential partnership with Embracer family members, that is exciting to us, that potentially is, I would expect that we've not yet done our largest thing. I expect the next thing could be even bigger. And that's a big deal to us. But I think another important note for us is that we look a lot to the innovation of our industry. And if you look at our titles we've worked with so far, you'll see things such as, say, I think most recently interesting is Risk of Rain 2. That was a 3-person studio that we're partnering with, that's gone on to sell millions of units in collaboration with Gearbox. So I don't think that we will just start going bigger and bigger every time, we have an eye towards innovation, and that comes in all scales.
Benjamin May
analystAnd you are seeing in the industry -- we're hearing whether or not it's Frontier Developments or Team 17 in the U.K. markets or other businesses that are creating their own, in effect, publishing labels. Are you seeing more competition for that really -- to partner with really good developers? Or is it something that you've already got very strong relationships with a set of developers that you're looking to work with over the next few years?
Steve Gibson
attendeeYes. I do like -- the reward is really for creators, right? So being a publisher, I mean, not to do disservice to what being a publisher is, it's really a means to get those creations out to the world. So I'm really excited to be in a competitive market where creators can look at the different publishers and who are that right fit, much like Randy was talking about when we're thinking about our IP is it's working with the best partner. So as we build our expertise, we can be the best partner for a lot of folks. But I'm not about to come out here today and say I'm the best partner for every possible -- or every possible game maker. But it's also exciting to us that the tools and technology to create are getting better and better. There's more and more creators being built every day. And that is -- like to me, there's an infinite amount of space for people to be game makers and to partner with game publishers. So I don't really look at other game publishers as competitors, they all have their different expertise and strengths, and I'm happy to be a part of that. And I really feel like there are some game makers who would be the best absolute match for Gearbox. So I'm not concerned about that. Obviously, I feel great about the market, and I'm excited to be part of that to help creators reach more people.
Benjamin May
analystAnd could you just perhaps remind us because we've had a couple of questions here. Is this unit primarily involved in second or third-party publishing? Like how much of the development spend are you guys funding, if any, on this side?
Steve Gibson
attendeeWe've already done a mixture and we'll continue to do that. We have partnered with studios that are funded onto their own weight and also fully funded development. Certainly, it also is a mixture of in-house studios versus partner -- external partner studios, their IP, more our IP. Home World 3 is announced. That's being worked on by a studio that is not owned by Gearbox but funded separately. That's by Blackbird up in Vancouver. And then we have in-house projects, right, those are going to -- likely published by Gearbox, being funded by Gearbox and/or Embracer now. And then we have external studios with external IP also funded by us. So it's all over the map. It's really just finding out the right partnership for the right game maker and whatever capital constraints they have and whatever wishes they have for that partnership shape, we're very flexible.
Benjamin May
analystOkay. And maybe one last question to you, Steve, here is, do you view this part of the business as a mechanism to potentially acquire or onboard talented developers that you're working with? Or really just keeping those external partnerships?
Steve Gibson
attendeeLars?
Lars Wingefors
executiveNo. Historically, I think it's been part of the Embracer model to partner up with a lot of great developers. And overtime, you bring the ones that would like to join the family more on the constant basis into the fold. We don't need to own everything. We just enjoy working with great people making great games. So it's not -- from my perspective, that's the answer. If they want to join the group, let's have a discussion. If not, let's do some business or let's make something.
Benjamin May
analystGreat. So maybe a question for Sean. You spoke about some of the alternative revenue streams, and you seem to be expanding the idea you have beyond just creating games, and in instances, looking at television and film. And we've seen that successfully work with other companies like The Witcher with CD PROJEKT, for example. Is that a broader strategy to do that for a lot more of your IP? Or was it just sort of -- or has it just been opportunistic today?
Sean Haran
attendeeI imagine it's a combination, but definitely there's more purpose behind our approach. We currently have, obviously, that the Borderlands film and development with Lionsgate, but we're also investing in our own development through the Brothers in Arms series as well as the Duke Nukem live-action series. We think the -- our theory is the next great media and entertainment company is going to be a game company. I mean, that's the most -- the largest segment growing in our industry. It's the one that has the most interaction, and why can't it not be the next great fuel that drives the next television or film series. And we're actively investing in finding the right partners to create the best experiences with our IP. And similar to how our publishing division grew, we're taking cautious steps forward to continue to grow and learn as we go. But so far, so good. But we feel like we have a lot of good momentum in that space. And we've also been actively investing in our merchandising business, fueling the passion of our gamers. Can they feel our IP outside of the digital world. And I think we did a tremendous job around Borderlands 3. I think we had over 40 different licensees across all major categories, and I would argue, one of the best retail and consumer product programs around a game launch that I have ever seen. And I think that will be something we're going to continue to invest in as well as e-commerce. So like I said earlier, is that we're an entertainment company that creates world-class IP, and we're absolutely going to be thinking about all the different ways in which we can express that IP outside of the digital gaming world.
Benjamin May
analystAnd to that point about creating fantastic IP, in the instance where you do explore television and film projects. Can I assume that you just license the IP and then get some form of royalty on sales of the movie or the TV series? Or do you have more engagement with it beyond that?
Sean Haran
attendeeIt's a combination. Similar to our approach around developing and publishing games, we're not -- we're agnostic in terms of what's the right approach. It really is about the right partnership. So Borderlands is more of a traditional license. But the work we're doing with Brothers in Arms and Duke Nukem, we're actively investing in that. We identified a great producing partner. We've hired writers. We've gone through many reversions of scriptwriting. We've attached talent and showrunners. These are things that we're actively investing in and doing ourselves. But that's not the one and only approach. We absolutely want to stay -- remain open. But obviously, the biggest challenge in translating game IP to the -- like the television and film world is when you're playing a game, you're the one who's driving the narrative forward. So how do you create an experience that's great for the medium but also true to the IP? And it's been a challenge in our industry. So we felt that investing in that capability was the best way to ensure that, that would happen in a way that we'd be happy about, and our fans would be feeling this the best authentic experience. But we definitely don't have a one-size-all approach to it.
Randall Pitchford
attendeeYes. And there's also -- if I can add to, there's also some different variance, not merely in the business arrangement, but even in the creative arrangement. For example, with the Borderlands project, I have a seat as an executive producer on the project, and we're heavily engaged. And I made some Gearbox resources available to Eli, who's directing the film, and he was hungry for it. And as a result, it's actually like Gearbox artists have created over 3,000 frames of storyboard for the film. Like I'm neck deep in the story development. And it's a lot of fun, and we're learning a lot. I think that engagement, that might not be reflective of the business arrangement with Lionsgate, it stimulates more institutional knowledge about how this medium works and allows us to take advantage of that skill and that capability and understanding for all the endeavors, whether we're taking more of an active development role or a passive development role from a business perspective.
Benjamin May
analystSo it really sounds like, from what I'm hearing so far, that it's about taking what, very successful game franchises you have and turning them into broader entertainment franchises with alternate revenue streams that you can monetize to keep your audience engaged. To that point, we do have some people just wanting clarification that -- for example, a question here, do you -- can you confirm that you have full ownership of the Borderlands IP, as one of the questions. Maybe we'll go with that one first and then I'll move on to the next.
Lars Wingefors
executiveI'm not sure if we need to go into details on legal questions. But if you want to do that, Randy, for games, it's fine. But you don't have to.
Randall Pitchford
attendeeYes. I mean, we have a relationship with Take-Two where we have read on certain rights for exploitation of the IP. The IP is a Gearbox IP. I mean, it says so on the -- you can read the legal line at the bottom of any Borderlands product. But that relationship for the things that we've done so far is meaningful and valuable to us, and it reflects a relationship that we expect and are eager to have going forward. But the ownership of property is clear in the legal lines of the product. So you can just look at that small print, and you can see the copyright and trademark ownership pretty clearly.
Benjamin May
analystOkay. And we've got another one here, just in terms of, are your immediate growth plans more focused on new IP launches or growing your existing franchises? On the gaming side that is.
Randall Pitchford
attendeeWithout being specific about like percentages of things, I will say that the strategy -- the larger strategy is to maximize the IP that we have, and there's a huge amount of head space there, and simultaneously to create new IP. And as new IP proves itself, then our models for how to maximize become useful to go after it. So we have a lot of room to maximize IP that we already have. And we have power and capability to create new IP. And then what we do with it, of course, is also -- there's a spectrum there. We have -- there's a lot of evidence of our ability to create AAA premium video games, but we also have ambition to explore adjacent business models, adjacent platforms and expand territorially. And with new IP development, we also want to think about new demographics of people that might be interested in a different kind of game than Gearbox has made in the past. If our mission is to entertain the world, we need to think carefully about how we can make reasonable and responsible adjacent moves within our risk tolerance to successfully achieve that mission, to entertain more and more people. Borderlands is a tremendous success. But measured against the possible number of people that are in the world to entertain, we have a huge amount of work to do. And we're not going to be able to get there with one IP alone.
Benjamin May
analystAnd maybe to that point about not doing it with just one IP. Lars, when you look at the broader group now with such a wide portfolio of content within the Embracer Group. We've seen in recent days with the news from Google, it seems like some of these big tech companies -- and we probably -- perhaps knew it before, but struggling to create content, and as a result, closing down studios. That surely puts you in a good position given the amount of content that you have to strike attractive terms and deals with these big streaming platforms going forward more than ever now after these acquisitions.
Lars Wingefors
executiveSure. No. No, we love doing business with these new platforms. They're coming in with fresh IDs and money and marketing. Sometimes we struck deals across the groups. It's not clear to Randy and the management teams across the verticals to do these transactions and to allocate resources. We are -- we -- in general, our groups are not experts of running platforms or end consumer, huge internet services. So our businesses are more about creating content, obviously. So makes perfect sense. I'm sure we will see new people enter and people moving out. And that's the beauty. There is many different venues that needs our content.
Benjamin May
analystOkay. And maybe just -- we've had some questions regarding the revenue streams for Gearbox and sort of what portion of it is sort of full game sales versus in-game transactions. And have you monetized that revenue stream to the full extent possible? Or is there still a lot more to do on that front?
Lars Wingefors
executiveYes. So now talking group accounting on K3 level and on Swedish level, we always have this dedicate -- is there -- is that own project that we're capitalizing? Or is there -- it's a huge chunk in between. And I think right now -- and the numbers you're disclosing, Gearbox do have what you can define as a work-for-hire and then royalty revenue. And that's the same as what you have seen today in the presentations. But that's one bulk of it. Obviously, then looking at publishing, there is various revenue streams. I don't know if this call is right, Ben, to run into those details. But I'm looking here to present this with Gearbox over the coming decade. So we will have plenty of time.
Benjamin May
analystOkay. And perhaps I'll ask one more sort of broader question, Randy, because it seems like we've asked most of those from the web and my own questions. But maybe I'll finish off from my side with just, when you were looking at joining the group and doing this merger, how much interaction have you had with the other parts of the Embracer Group so far, like with maybe Matt at Saber, for example? And do you anticipate that, that was a core part of your decision-making for joining the group, is having that sort of know-how that you can lean on from other parts of the business as well? Or was it really just sort of the access to capital and that rocket fuel that you can get from Lars?
Randall Pitchford
attendeeYou know what's interesting about Lars' strategy is that, in fact, we've already worked with some of the other groups within the Embracer Group. When we were starting out as a publishing unit, we had a lot of distribution capability in North America that we were able to create very quickly, but not as much in Europe. And our friends at the Coke Media helped us distribute a couple of our early published titles in Europe. And that was before it ever even occurred to us to consider a relationship with the Embracer Group in this way. And of course, Matt is great over at Saber, and he joining the team there is Tim Willetts from id and Todd Hollinshead from id Software. And -- like I've known these guys for decades. I mean, we're part of the creation of the first person shooter genre here in Dallas, Texas. We're all part of that story together. And we're -- we feel like we're brothers in arms. So there is some relationships that were in place even before this transaction. And while it wasn't the relationships that drove me to it, the fact that they exist and give me insight and confidence that -- as I begin to see the picture of how powerful this wolf is, it can be validated that it is as I was beginning to see it. There's no illusion there. And that increases the confidence and the excitement of taking advantage of this opportunity, of this nexus from Gearbox and Embracer coming together. There are other groups that I'm not as familiar with. And one of the things, I think, I've already -- we've already had some brief interactions. But I think there's opportunity that we have yet to even notice that we will discover as we begin to interact more within the group. One of the neat things about this decentralized kind of independent approach is there's nothing compelling us to push ourselves together. But if any 2 component -- any 2 parts of Embracer feel there's value and opportunity there, obviously, the friction is near 0 for us to actually act on that. And so we can do a lot more that we may not have noticed without this. And there's a big advantage to that, that's sort of embedded within Lars' strategy that I really admire, and I'm excited to take full advantage of.
Benjamin May
analystGreat. Well, from my side and from then the questions that we've had here, I'm sure that's been incredibly insightful for investors and analysts on the call today. It certainly has for me. So thank you Randy, Steve, Sean and Jenna. Maybe Lars, I'll just pass back to you for any closing remarks here.
Lars Wingefors
executiveNo. Thank you very much, Ben, for preparing this and taking the time. And again, very welcome the whole Gearbox, not only the management being in this call today, but the overall Gearbox in Frisco and Quebec. You are very welcome to the Embracer Group, and I'm looking forward to meet you over the coming decade in various instances. So thank you very much for taking the time on the call today, and I'm looking forward to see you soon again.
Randall Pitchford
attendeeThank you.
Benjamin May
analystThank you, everyone.
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