REMEDY ENTERTAINMENT OYJ. Review of H

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Transcription:

REMEDY ENTERTAINMENT OYJ Review of H1-2018 14.8.2018

AGENDA 1. CEO Tero Virtala s Review 2. Financial Results H1-2018 3. Questions & Answers

H1-2018 REVIEW Tero Virtala C H I E F E X E C U T I V E O F F I C E R

H1-2018 SUMMARY 1/3 Revenue 9,2 million euros (+11.1%). EBIT -0,4 million euros (-162.9%). EBIT affected by investments to own IP (intellectual property), growing the size of the game development teams and moving to a new, custom built office. Company does not activate product development costs.

H1-2018 SUMMARY 2/3 Game projects have proceeded on planned schedules. Remedy s single player campaign for CrossFire 2 currently in the polishing stage of development. Control (earlier known as codename P7) was announced at the notable game industry event E3 in Los Angeles and garnered notable positive attention from the media. Third game project is in early stages of planning and negotiations with potential partners.

H1-2018 SUMMARY 3/3 Early research work on Northlight related to NVIDIA s ray tracing technology was announced. We moved to freshly renovated premises in Espoo, suited for our increasing headcount. Newly appointed CFO Terhi Kauppi started working at Remedy. Board decided on new option program targeted to key personnel.

WE ARE REMEDY

REMEDY IN A NUTSHELL Video game company from Finland, founded in 1995. AAA console and PC games that expand into long-lasting franchises. Memorable characters and immersive stories with cinematic flavour. Focused, highly polished action gameplay. 185 professionals, 24 nationalities, 1 studio.

REMEDY GAMES Death Rally 1996 Max Payne 2001 Max Payne 2 2003 Alan Wake 2010 Alan Wake s American Nightmare 2012 Quantum Break 2016 OVER 200 INDUSTRY AWARDS AND ACCOLADES CURRENT PROJECTS CrossFire 2

GAMES MARKET

REMEDY S BROAD MARKET FOCUS CONSOLES & PC CASUAL PLAYERS BIG SCREEN GAMES for GAMERS HARDCORE GAMERS MOBILE & TABLET

2017* GLOBAL GAMES MARKET EXCEEDED EXPECTATIONS Total market $108.9Bn +7.8 % year-on-year growth North America $27.0Bn +4.0 % YoY EMEA $26.2Bn +8.0 % YoY APAC PC $29.3 Bn 27% MOBILE $35.3 Bn 32% CONSOLE $33.5 Bn 31% TABLET $10.8 Bn 10% Latin America $4.4Bn +13.9 % YoY $51.2Bn +9.2 % YoY 2020 market estimated at $128.5Bn * Year-on-Year numbers are estimates. Source: Newzoo, 2017 Global Games Market Report, June 2017

THERE ARE DIFFERENT SEGMENTS TO CONSIDER Massive game services - broad feature-set, strong multiplayer- & long-term service approach - for wide gamer audience - giant budgets Massive games - broad feature-set - for wide gamer audience - large budgets AAA BLOCKBUSTER GAMES AAA BLOCKBUSTER GAME SERVICES FREE TO PLAY SERVICES Focused games - focused feature-set and scope, distinctive theme / uniqueness - for targeted core & hard-core audiences - medium budgets Unique smaller games - for niche audiences - small budgets INDIE GAMES BIG AA-GAMES FOCUSED AAA GAMES As the industry grows and changes, also other smaller & growing segments exist. 10 50 100 Price (of the full gaming experience)

STRATEGY

STRATEGIC FOCUS Games that stand out in the market and expand into long-term frachises Multi-project model Stronger position in the value chain

GAMES THAT STAND OUT AND EXPAND INTO FRANCHISES Memorable characters and immersive stories. High quality, polished action gameplay. Towards longer, unique games with longerlasting gameplay mechanics and new storytelling techniques. Games that always build basis for long-term franchises.

SCALABILITY VIA MULTI-PROJECT MODEL SINGLE PROJECT MODEL MULTI-PROJECT MODEL Project team Project team Project team Project team (75 PERSONS) 1 2 3 Shared services (25 PERSONS) (35 PERSONS)

CrossFire 2 STRONGER POSITION IN THE VALUE CHAIN

PROJECTS CrossFire 2 Description New IP created and owned by Remedy. Gameplay-driven, supernatural third-person action-adventure.coming 2019. Single-player campaign for the sequel of the hit game from the Korean developer & publisher Smilegate Entertainment Ltd. A proprietary set of tools and technologies developed by Remedy for our games. Revenue model Development payments from the publisher 505 Games. 45% share of the net revenue. Development payments from the the publisher. Royalties. No direct income. Less need to license external game technologies & engines. Strategic benefits Owning the game IP Multi-platform release Longer-lasting gameplay mechanics and new storytelling techniques. Introduction to the free-to-play PC games market The Asian game market First-person shooter Customized for our games. Partnership opportunities Less dependency on external technologies. Technology capital.

OUR CURRENT STATUS

CURRENT STATE OF OUR STRATEGY 3 rd project CrossFire 2 Released 04/2016 2015 2016 2017 H1-2018

CrossFire, created and owned by Smilegate, is one of the world s most popular first-person shooters. It has over 650 million registered players in 80 countries and over 8 million simultaneous players. CrossFire generates over billion dollars in revenue yearly. Remedy is developing a single player campaign for CrossFire 2. Majority of our development work has been finished. Currently in the polishing stage of development. Distribution, marketing and communications for the game are all handled by Smilegate. Cooperation with Smilegate continues.

Master supernatural abilities in a deep and unpredictable world as you struggle to regain Control in this challenging 3rd-person action-adventure game. Currently in full production mode, to be released by publisher 505 Games in 2019. Game announcement part of Sony s PlayStation media briefing at E3 2018 in Los Angeles. Behind-closed-doors demo at the expo with over 500 appointments with media and influencers. 25 awards and nominations, including Best of E3 from Gamespot.

THIRD GAME PROJECT Based on our strategy of developing longer-lasting games and game brands with the multi-project model. Currently in the early stages of planning. Negotiations ongoing with potential partners.

TALENTED AND MOTIVATED PERSONNEL 164 30.6.2018 (+18,0 %) 173 7.8.2018 57 % Finns 43 % 20+ nationalities Valued employer with a solid reputation Over 1 300 applications received during H1-2018 Career paths, personal development and balanced work-life Working methods and environment, leadership

2016 2018 INVESTMENTS FOR THE FUTURE 180 170 Headcount 3 rd project 160 150 CrossFire 2 140 130 Released 04/2016 120 110 2015 2016 2017 H1-2018

FINANCIAL REVIEW

KEY FIGURES FAS (HALF-YEAR NUMBERS UNAUDITED) H1-2018 H1-2017 FY- 2017 Revenue, 1 000 9 224 8 306 17 168 Revenue growth, % 11.1% 7.6% 4.6% EBIT, 1 000-388 617 2 006 % of Revenue -4.2% 7.4% 11.7% Result for interim period, 1 000-348 527 1 469 % of Revenue -3.8% 6.3% 8.6% Balance total, 1 000 27 330 23 673 26 652 Net cash, 1 000 14 231 22 226 20 694 Gearing, % -66.3% -106.5% -94.8% Equity ratio, % 78.6% 88.2% 81.9% Headcount in average during interim period 158 136 139 Result per share, -0.029 0.048 0.122 Result per share, (diluted) -0.028 0.048 0.122 Number of the shares at the end of interim period 12 072 150 11 018 000 12 072 150 Revenue 9,2 +11.1% EBIT -0,4-162,9%

FINANCIAL DEVELOPMENT 20 30.0% 18 16 15.5 16.4 17.2 25.0% 14 13.7 20.0% 12 10 10.5 11.9 9.2 15.0% 8 10.0% 6 4.7 5.0% 4 2 3.8 0.0% 0 2010 2011 2012 2013 2014 2015 2016 2017 1H 2018 Revenue (M ) EBIT % -5.0%

EBIT ANALYSIS Net sales Staff expenses 10000 9000 8000 +11,1% 7000 6000 5000 24,5% Revenue from two simultaneous game projects. 7000 6000 5000 4000 3000 2000 Staff expenses impacted by increasing project headcount. 4000 1H 2017 1H 2018 1000 1H 2017 1H 2018 Other operating expenses included 2600 2400 2200 2000 1800 1600 1400 1200 1000 Other operating costs +29,9% 1H 2017 1H 2018 800 600 400 200 0-200 -400-600 EBIT -162,9% 1H 2017 1H 2018 one-off type expenses related to office move and investments in recruiting. Company does not activate product development costs which represent significant share of total expenses.

SUMMARY We ve reached important milestones in 2018. Single player campaign for CrossFire 2 has reached polishing stage and collaboration with Smilegate continues. Control was successfully announced at E3 in Los Angeles with notable positive media and gamer attention. Control will launch in 2019. Third game project is in the early stages of planning and negotiations with potential partners. Investments in growth will continue.

THANK YOU! Questions?

@RemedyGames www.remedygames.com