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We ❤ games at Atomico and have a passionate team who live and breathe for the games industry
Mattias Ljungman
Partner, Atomico
@ljungman
Alexis Bonte
CEO, eRepublik Labs
Venture Partner, Atomico
@alexisbonte
Stephen Thorne
Senior Associate, Atomico
@stephen2206
Objectives:
Present and get feedback on games investing
How we think about
Games Investing:
Europe’s Hidden Gem
4
01
Market is big but getting bigger:
Gaming market is worth $100bn+ and is growing at
8% YoY. Market expansion could be set for a further
big expansion as games turn into active social
networks like Tencent. Games companies at scale
incl Supercell (100m+ MAU) and King (300m+ MAU)
Macro attractiveness of
the games sector as a
vertical
Version 001
Global games market 2017
32%
31%
23%
10%4%
42%
27%
31%
Mobile
$46.1Bn
+19.3% YoY
Tablet Games
$10.8Bn
+11.4% YoY
(Smart)phone Games
$35.5Bn
+22.0% YoY
PC
$29.4Bn
-2.6% YoY
Browser PC Games
$4.5Bn
-9.3% YoY
Boxed/Downloaded
PC Games
$24.8Bn
-1.3% YoY
Console
$33.5Bn
+3.6% YoY
Source: Newzoo.com
3,500
3,000
2,500
2,000
1,500
1,000
500
0
5
02
Platforms continue to develop:
Access to games does not remain static as new
platforms develop from consoles, mobile and PC to
messaging. Games continue to be cutting edge in
terms of platform development, due to the high
engagement levels among players
Macro attractiveness of
the games sector as a
vertical
Version 001
Messaging Apps Have Surpassed Social
Networks
Global monthly active users for the top 4 messaging
apps and social networks
Millions
4Q11
1Q12
2Q12
3Q12
4Q12
1Q13
2Q13
3Q13
4Q13
1Q14
2Q14
3Q14
4Q14
1Q15
2Q15
3Q15
4Q15
1Q16
2Q16
3Q16
4Q16
Big 4 Messaging Apps Big 4 Social Networking Apps
Note: Most recent figured used
Source: Companies, BI Intelligence
6
03
Liquid market:
Ability to exit at all levels - from $20m to $10bn
(King, Supercell, Space Ape, eRepublik Labs)
Macro attractiveness of
the games sector as a
vertical
Version 001
7
04
Fast returns:
Mass consumer adoption can create quick exit time
horizon of 10X in 3 - 5 years (e.g. Supercell)
Macro attractiveness of
the games sector as a
vertical
Operating status of $B+ games companies
founded since 2003
12%88%
Tech companies (ex-Games)
IPO’d or acquired Private
61%39%
Games companies
Version 001
8
01
Cash efficient:
Highly cash generative businesses reduce
requirements for multiple funding rounds to prove a
business and minimises dilution
Dynamics of games
companies are
extremely powerful Video Games actually index
better than the broader Internet
sector on CROCI [cash return on
capital invested]... a function of
strong FCF conversion (70% on
average) and relatively low cap ex
(3% of sales on average)
Version 001
Goldman Sachs Video Game Sector Initiating
Coverage, Sep-17
9
02
Phenomenal revenue growth
The phenomenal growth of Supercell’s revenue is perhaps
the most well known example in the gaming space, but it is
far from the only one in this fast growing industry.
Dynamics of games
companies are
extremely powerful
Version 001
Supercell revenue growth
10
03
Revenue longevity:
Strong games businesses become long term cash
cows and are enduring with 10 year plus franchises
Dynamics of games
companies are
extremely powerful
Version 001
Years since launch of top 10 PC games by
revenue
11
04
Replicating Success:
Having created one success, a team usually
continues to create multiple successes. This hit rate
is further improved by constant testing.
Dynamics of games
companies are
extremely powerful
Version 001
Years since launch of top 10 mobile games
by revenue
12 Version 001
Deep European Talent:
Excellent talent across Europe from a long history of
great companies (decades of game development
from Ubisoft 1986, Jagex 2000, Gameloft in 2000
and King 2003 to Supercell 2010)
05
Dynamics of games
companies are
extremely powerful
13 Version 001
European Games as a
unicorn factory
Over one-quarter (new entry Paradox not shown) of
the $B+ games companies founded over the last 15
years are from Europe; better European
representation than any other sector
14
Growth Acceleration Team:
Our ability and track record of helping companies
with Asian expansion, talent management and
growth initiatives means we provide something
unique to founders
01
Atomico’s infrastructure
provides real value to
founders
Version 001
Tech.eu meets Atomico’s Growth
Acceleration Team on Vimeo.
At Atomico, we’ve spent years building the most experienced team of
founders, investors and operators to help European entrepreneurs take a
product that works and make it a global success.
Source: news.atomico.com
15
Network:
Our global network of relationships is extremely
important for teams that are growing quickly. We
bring experience and deep relationships across
Europe, Asia (Japan & China) and Latam.
02
Atomico’s infrastructure
provides real value to
founders
Version 001
16
Track-record:
Our investments in Supercell and Rovio give us
credibility but so does our roll up our sleeves
attitude. Now: Bossa & Teatime
03
Atomico’s infrastructure
provides real value to
founders
Version 001
18
Audience reach:
Incredible range of audiences within reach with
huge mass-market appeal. There are 2.2bn active
gamers, of which 1bn spend money while playing*
01
The powerful
characteristics of
gaming
● Newzoo’s 2017 Global Games Market Report
Version 001
19
Scalability:
Launch at Seed, scale at Series A. Ability to scale
globally (East and West), bridging core and casual
across multiple platforms
02
The powerful
characteristics of
gaming
Version 001
20
Rollout speed:
Games roll out fast globally with limited (non-Asia)
localisation and no local presence required
03
The powerful
characteristics of
gaming
Version 001
21
Engagement potential:
24/7, multiple play patterns, with hours spent on
games increasing
04
The powerful
characteristics of games
sector
Version 001
Exhibit 19: Time spent by US online
gamers (Hours per week)
Source: Nielsen, Entertainment Software Association.,
Goldman Sachs Global Investment Research.
8
7
6
5
4
3
2
1
0
Hoursperweek
5.1
6.5
2011 2016
CAGR: 5%
22
Monetisation:
includes in app purchases, advertising, pre-pay,
virtual goods, brand merchandising. The alternatives
for monetisation continues to expand
05
The powerful
characteristics of
gaming
Version 001
23
Margin:
30%+, Small teams can support big audiences (At
Supercell 244 people support $2.1bn revenue).
Remain powerful across platforms and monetisation
form.
06
The powerful
characteristics of games
sector
Version 001
24
Highly data driven:
A/B testing with constant of testing and monitoring
of performance
07
The powerful
characteristics of games
sector
Version 001
Development
Test
Beta
Dev
Test
LAUNCH
Dev
Test
Update
Dev
Test
Update
Dev
Test
Update
Dev
Update
..
.
“Soft”
Launch Launch
01
Split
population
02
Show
variations
03
Measure
response
04
Choose
winner
05
Deploy
winner
25
Competition:
tough on established platforms as quickly use power
of capital as a moat but new distribution methods
continually created. It’s estimated that around 3000
mobile games are launched weekly on iOS/Google
Play.
08
The powerful
characteristics of games
sector
Version 001
27
Metrics rule but it's a
wide spread
Version 001
Even in the same game type,
metrics can vary greatly: CASUAL
*In the casual genre metrics are very different for
super casual games (voodoo: paper.io), which are
driven by ads, and standard casual games which
are driven by a mix of predominantly ads and in-app
purchases (Ohbibi: SUP).
There are also games that appeal to casual
audiences, but with mid core design loops that
monetize more via in-app purchases (King: Candy
Crush).
Predominantly ad based revenue with
low ARPDAU but also low CAC
Strong ad based revenue and in app
revenue mix. ARPDAU is average but
have a lower CAC
Predominantly revenue derived by in
app purchases with high ARPDAU but
also high CAC
*This is on downloadable Apps. Retention figures are much lower (but so are
CPI’s on HtML5 messenger games that are starting to emerge
28
Metrics rule but it's a
wide spread
Version 001
Even in the same game type,
metrics can vary greatly: Mid-core
Mid-core also has several sub genres, from PVP
(Clash royale) to RPG (Star Wars: Galaxy of
Heroes) to Trivia (Trivia Crack) and several other,
old like builders (Farm, City) or emerging genres
(narrative, FPS, sports like Golf Clash...).
Usually have strong synchronous or
asynchronous multiplayer component.
Monetize predominantly with in-app purchases
except for games in the Trivia Crack genre that
monetize with ads
Predominantly ad based revenue with
low ARPDAU but low CAC due to
virality
Predominantly revenue from in app
purchases with high ARPDAU but high
CAC
Predominantly revenue from in app
purchases with higher ARPDAU but
high CAC
Predominantly revenue from in app
purchases with lower ARPDAU and
low CAC
29
Gaming DNA
● Passionate about games and not tourists
● Telepathic connection between people - art,
dev, QA, community, design, analytics
● Lots of mistakes and scars but hunger to win
● Ideally long history of working together
Teams are critical and
evaluating them is as
important as the metrics
Version 001
Founder Attributes
Talent Magnet and Culture Builder
Open an honest with deficiencies in self and others, proactively filling
these gaps with DIVERSE and exceptional talent. Able to attract and keep
A players by hiring Coat Trailers. Seeks to build an execution machine,
and an inclusive culture that others will break through walls for.
1: How did you hire your founding team? Walk me through your
management team and how they work together? Who do you think will
scale and who will hit a wall? What would happen if you lost X?
2: Describe your culture? How did you build that (by design) and then ask
the same question to all you meet - look for calibration and repetition.
Flat structure. People can take care of themselves and
everybody is part of the team. But also autonomous.
Aim high but accept pain if not there
Game creators but believe can have broader impact
Aim to make a great business out of game. Not just about the
fun experience but also the business
3: Tell me about the exec turnover - last 12 months… Who… Why… What
did you learn?... Then speak with them.
30
Technical talent
● In depth understanding of latest game design
principles
● Great at gathering and understanding metrics
● Make the right tech choices to enable scaling
● Fast design and QA cycles
Teams are critical and
evaluating them is as
important as the metrics
Version 001
Version 001
Creative risk takers
● Focused on creating new
experiences for consumers
● Not afraid of making creative
leaps
● Its half art and half science
Teams are critical and evaluating them
is as important as the metrics
Version 001
In Conclusion
Winning big in Gaming
creates powerful defensive
moats
A combination of creative differentiation and
a data-driven approach is required to win in
a tough market
If able to reach size however, games
companies have huge economies of scale
01Leading studios are able to control the talent
Gaming as much as any business is built around the
importance of the people
02Strong brands and IP + Superior KPi’(s)
Once established, brands and IP (e.g. the Clash brand, or
Crush brand) allow consumer recognition and lower CPAs -
critical advantage
03Riding this success sucks the oxygen out of the
room for others
Leads to an unfair market share and outsized returns
Version 001

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Hunting the Next Supercell | Alexis Bonte

  • 1.
  • 2. Version 001 We ❤ games at Atomico and have a passionate team who live and breathe for the games industry Mattias Ljungman Partner, Atomico @ljungman Alexis Bonte CEO, eRepublik Labs Venture Partner, Atomico @alexisbonte Stephen Thorne Senior Associate, Atomico @stephen2206
  • 3. Objectives: Present and get feedback on games investing How we think about Games Investing: Europe’s Hidden Gem
  • 4. 4 01 Market is big but getting bigger: Gaming market is worth $100bn+ and is growing at 8% YoY. Market expansion could be set for a further big expansion as games turn into active social networks like Tencent. Games companies at scale incl Supercell (100m+ MAU) and King (300m+ MAU) Macro attractiveness of the games sector as a vertical Version 001 Global games market 2017 32% 31% 23% 10%4% 42% 27% 31% Mobile $46.1Bn +19.3% YoY Tablet Games $10.8Bn +11.4% YoY (Smart)phone Games $35.5Bn +22.0% YoY PC $29.4Bn -2.6% YoY Browser PC Games $4.5Bn -9.3% YoY Boxed/Downloaded PC Games $24.8Bn -1.3% YoY Console $33.5Bn +3.6% YoY Source: Newzoo.com
  • 5. 3,500 3,000 2,500 2,000 1,500 1,000 500 0 5 02 Platforms continue to develop: Access to games does not remain static as new platforms develop from consoles, mobile and PC to messaging. Games continue to be cutting edge in terms of platform development, due to the high engagement levels among players Macro attractiveness of the games sector as a vertical Version 001 Messaging Apps Have Surpassed Social Networks Global monthly active users for the top 4 messaging apps and social networks Millions 4Q11 1Q12 2Q12 3Q12 4Q12 1Q13 2Q13 3Q13 4Q13 1Q14 2Q14 3Q14 4Q14 1Q15 2Q15 3Q15 4Q15 1Q16 2Q16 3Q16 4Q16 Big 4 Messaging Apps Big 4 Social Networking Apps Note: Most recent figured used Source: Companies, BI Intelligence
  • 6. 6 03 Liquid market: Ability to exit at all levels - from $20m to $10bn (King, Supercell, Space Ape, eRepublik Labs) Macro attractiveness of the games sector as a vertical Version 001
  • 7. 7 04 Fast returns: Mass consumer adoption can create quick exit time horizon of 10X in 3 - 5 years (e.g. Supercell) Macro attractiveness of the games sector as a vertical Operating status of $B+ games companies founded since 2003 12%88% Tech companies (ex-Games) IPO’d or acquired Private 61%39% Games companies Version 001
  • 8. 8 01 Cash efficient: Highly cash generative businesses reduce requirements for multiple funding rounds to prove a business and minimises dilution Dynamics of games companies are extremely powerful Video Games actually index better than the broader Internet sector on CROCI [cash return on capital invested]... a function of strong FCF conversion (70% on average) and relatively low cap ex (3% of sales on average) Version 001 Goldman Sachs Video Game Sector Initiating Coverage, Sep-17
  • 9. 9 02 Phenomenal revenue growth The phenomenal growth of Supercell’s revenue is perhaps the most well known example in the gaming space, but it is far from the only one in this fast growing industry. Dynamics of games companies are extremely powerful Version 001 Supercell revenue growth
  • 10. 10 03 Revenue longevity: Strong games businesses become long term cash cows and are enduring with 10 year plus franchises Dynamics of games companies are extremely powerful Version 001 Years since launch of top 10 PC games by revenue
  • 11. 11 04 Replicating Success: Having created one success, a team usually continues to create multiple successes. This hit rate is further improved by constant testing. Dynamics of games companies are extremely powerful Version 001 Years since launch of top 10 mobile games by revenue
  • 12. 12 Version 001 Deep European Talent: Excellent talent across Europe from a long history of great companies (decades of game development from Ubisoft 1986, Jagex 2000, Gameloft in 2000 and King 2003 to Supercell 2010) 05 Dynamics of games companies are extremely powerful
  • 13. 13 Version 001 European Games as a unicorn factory Over one-quarter (new entry Paradox not shown) of the $B+ games companies founded over the last 15 years are from Europe; better European representation than any other sector
  • 14. 14 Growth Acceleration Team: Our ability and track record of helping companies with Asian expansion, talent management and growth initiatives means we provide something unique to founders 01 Atomico’s infrastructure provides real value to founders Version 001 Tech.eu meets Atomico’s Growth Acceleration Team on Vimeo. At Atomico, we’ve spent years building the most experienced team of founders, investors and operators to help European entrepreneurs take a product that works and make it a global success. Source: news.atomico.com
  • 15. 15 Network: Our global network of relationships is extremely important for teams that are growing quickly. We bring experience and deep relationships across Europe, Asia (Japan & China) and Latam. 02 Atomico’s infrastructure provides real value to founders Version 001
  • 16. 16 Track-record: Our investments in Supercell and Rovio give us credibility but so does our roll up our sleeves attitude. Now: Bossa & Teatime 03 Atomico’s infrastructure provides real value to founders Version 001
  • 17.
  • 18. 18 Audience reach: Incredible range of audiences within reach with huge mass-market appeal. There are 2.2bn active gamers, of which 1bn spend money while playing* 01 The powerful characteristics of gaming ● Newzoo’s 2017 Global Games Market Report Version 001
  • 19. 19 Scalability: Launch at Seed, scale at Series A. Ability to scale globally (East and West), bridging core and casual across multiple platforms 02 The powerful characteristics of gaming Version 001
  • 20. 20 Rollout speed: Games roll out fast globally with limited (non-Asia) localisation and no local presence required 03 The powerful characteristics of gaming Version 001
  • 21. 21 Engagement potential: 24/7, multiple play patterns, with hours spent on games increasing 04 The powerful characteristics of games sector Version 001 Exhibit 19: Time spent by US online gamers (Hours per week) Source: Nielsen, Entertainment Software Association., Goldman Sachs Global Investment Research. 8 7 6 5 4 3 2 1 0 Hoursperweek 5.1 6.5 2011 2016 CAGR: 5%
  • 22. 22 Monetisation: includes in app purchases, advertising, pre-pay, virtual goods, brand merchandising. The alternatives for monetisation continues to expand 05 The powerful characteristics of gaming Version 001
  • 23. 23 Margin: 30%+, Small teams can support big audiences (At Supercell 244 people support $2.1bn revenue). Remain powerful across platforms and monetisation form. 06 The powerful characteristics of games sector Version 001
  • 24. 24 Highly data driven: A/B testing with constant of testing and monitoring of performance 07 The powerful characteristics of games sector Version 001 Development Test Beta Dev Test LAUNCH Dev Test Update Dev Test Update Dev Test Update Dev Update .. . “Soft” Launch Launch 01 Split population 02 Show variations 03 Measure response 04 Choose winner 05 Deploy winner
  • 25. 25 Competition: tough on established platforms as quickly use power of capital as a moat but new distribution methods continually created. It’s estimated that around 3000 mobile games are launched weekly on iOS/Google Play. 08 The powerful characteristics of games sector Version 001
  • 26.
  • 27. 27 Metrics rule but it's a wide spread Version 001 Even in the same game type, metrics can vary greatly: CASUAL *In the casual genre metrics are very different for super casual games (voodoo: paper.io), which are driven by ads, and standard casual games which are driven by a mix of predominantly ads and in-app purchases (Ohbibi: SUP). There are also games that appeal to casual audiences, but with mid core design loops that monetize more via in-app purchases (King: Candy Crush). Predominantly ad based revenue with low ARPDAU but also low CAC Strong ad based revenue and in app revenue mix. ARPDAU is average but have a lower CAC Predominantly revenue derived by in app purchases with high ARPDAU but also high CAC *This is on downloadable Apps. Retention figures are much lower (but so are CPI’s on HtML5 messenger games that are starting to emerge
  • 28. 28 Metrics rule but it's a wide spread Version 001 Even in the same game type, metrics can vary greatly: Mid-core Mid-core also has several sub genres, from PVP (Clash royale) to RPG (Star Wars: Galaxy of Heroes) to Trivia (Trivia Crack) and several other, old like builders (Farm, City) or emerging genres (narrative, FPS, sports like Golf Clash...). Usually have strong synchronous or asynchronous multiplayer component. Monetize predominantly with in-app purchases except for games in the Trivia Crack genre that monetize with ads Predominantly ad based revenue with low ARPDAU but low CAC due to virality Predominantly revenue from in app purchases with high ARPDAU but high CAC Predominantly revenue from in app purchases with higher ARPDAU but high CAC Predominantly revenue from in app purchases with lower ARPDAU and low CAC
  • 29. 29 Gaming DNA ● Passionate about games and not tourists ● Telepathic connection between people - art, dev, QA, community, design, analytics ● Lots of mistakes and scars but hunger to win ● Ideally long history of working together Teams are critical and evaluating them is as important as the metrics Version 001 Founder Attributes Talent Magnet and Culture Builder Open an honest with deficiencies in self and others, proactively filling these gaps with DIVERSE and exceptional talent. Able to attract and keep A players by hiring Coat Trailers. Seeks to build an execution machine, and an inclusive culture that others will break through walls for. 1: How did you hire your founding team? Walk me through your management team and how they work together? Who do you think will scale and who will hit a wall? What would happen if you lost X? 2: Describe your culture? How did you build that (by design) and then ask the same question to all you meet - look for calibration and repetition. Flat structure. People can take care of themselves and everybody is part of the team. But also autonomous. Aim high but accept pain if not there Game creators but believe can have broader impact Aim to make a great business out of game. Not just about the fun experience but also the business 3: Tell me about the exec turnover - last 12 months… Who… Why… What did you learn?... Then speak with them.
  • 30. 30 Technical talent ● In depth understanding of latest game design principles ● Great at gathering and understanding metrics ● Make the right tech choices to enable scaling ● Fast design and QA cycles Teams are critical and evaluating them is as important as the metrics Version 001
  • 31. Version 001 Creative risk takers ● Focused on creating new experiences for consumers ● Not afraid of making creative leaps ● Its half art and half science Teams are critical and evaluating them is as important as the metrics
  • 32.
  • 33. Version 001 In Conclusion Winning big in Gaming creates powerful defensive moats A combination of creative differentiation and a data-driven approach is required to win in a tough market If able to reach size however, games companies have huge economies of scale 01Leading studios are able to control the talent Gaming as much as any business is built around the importance of the people 02Strong brands and IP + Superior KPi’(s) Once established, brands and IP (e.g. the Clash brand, or Crush brand) allow consumer recognition and lower CPAs - critical advantage 03Riding this success sucks the oxygen out of the room for others Leads to an unfair market share and outsized returns
  • 34.