Codemasters
CompanyUnited Kingdom
22 documents in the library are about Codemasters, from writers such as Electronic Arts, SuperJoost and Hit Points. Each has a summary and key insights with the page they come from.
Connections
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Key figures from the reports
The company executed an aggressive acquisition strategy totaling $4.6 billion in outlays, specifically acquiring Codemasters ($1.2 billion), Glu Mobile ($2.0 billion), and Playdemic ($1.4 billion).
Electronic Arts, 2021 · Electronic Arts 10-Q: Q2 Fiscal Year 2022
Following its acquisition of Codemasters in February 2021, EA integrated the studio's titles into its services, with 71% of all racing games added to Xbox Game Pass in August 2021 coming from the Codemasters catalog.
Game World Observer, 2021 · Xbox Game Pass Subscription Market Insights
Goodwill and acquisition-related intangibles rose to $5.17 billion, reflecting the strategic integration of Codemasters, Glu Mobile, and the pending acquisition of Playdemic.
Electronic Arts, 2021 · Electronic Arts 10-Q — Q2 FY2021 (August 2021)
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue as publisher
- $295.1M
- 31 games
- Revenue as developer
- $437.8M
- 30 games
- Units sold
- 17.1M
- as publisher or developer
- Headquarters
- United Kingdom
Codemasters’s best-selling games on Steam
| Game | Released | Share of the best seller | Revenue | Units |
|---|---|---|---|---|
| DiRT RallyDeveloper and Publisher | 2015 | $56.1M | 2.2M | |
| F1 2021Developer | 2021 | $41.8M | 1.1M | |
| F1 2015Developer and Publisher | 2015 | $40.1M | 1.4M | |
| F1® 25Developer | 2025 | $39.4M | 1.1M | |
| F1 2020Developer and Publisher | 2020 | $36.4M | 1.2M | |
| Project CARSPublisher | 2015 | $31.2M | 1.2M | |
| F1® 22Developer | 2022 | $30.7M | 773K | |
| F1® 24Developer | 2024 | $28.8M | 876K | |
| GRID 2Developer and Publisher | 2013 | $23.3M | 1.7M | |
| F1® 23Developer | 2023 | $22.8M | 530K |
Documents about Codemasters
True Crime, Now Playable: Inside Scriptic's Cross-Platform Bet
The interactive entertainment landscape is undergoing a transformation as narrative-driven experiences bridge the gap between prestige television and traditional gaming.
- Scriptic’s breakout title, 'Scriptic: Crime Stories,' achieved over 7 million downloads and a top 10 ranking on Netflix Games by utilizing a 'narrative play' format that prioritizes intuitive, phone-first storytelling over complex game mechanics.
- The studio leverages a cross-platform strategy that uses a single codebase to dynamically scale games across mobile, PC, and streaming platforms like YouTube Playables.
- Scriptic’s marketing strategy, centered on the true crime genre, generated over 100 million views on TikTok by aligning with existing audience interests and encouraging organic user-generated content.
Electronic Arts FY25 Earnings Report
Electronic Arts’ fiscal year 2025 earnings report highlights a period of mixed performance across its gaming portfolio, characterized by strong growth in sports franchises and anticipated headwinds for its battle royale titles.
- Electronic Arts reported total net bookings of $7.37 billion for fiscal year 2025, slightly exceeding company expectations.
- EA projects a slight decline in net bookings for fiscal year 2026, driven by anticipated headwinds in the Apex Legends franchise and catalog titles.
- Apex Legends is expected to face an estimated 5-point decline in net bookings for fiscal year 2026 due to increased competition in the battle royale market.
Bomb Disposal
The gaming industry experienced a significant decline in media diversity and stability in early May 2025, marked by the acquisition of Polygon by Valnet and substantial layoffs at Giant Bomb.
- Vox Media has sold the gaming outlet Polygon to Valnet, a company known for managing a network of websites focused on search-optimized content.
- Giant Bomb is undergoing significant layoffs and a strategic shift toward game guides, moving away from its established focus on personality-driven livestreams and podcasts due to new brand safety guidelines.
- Rockstar Games has delayed the release of Grand Theft Auto VI to May 26, 2026, a move expected to negatively impact traffic and stability across the broader games media industry.
Electronic Arts (EA) Layoffs: 1,900 Jobs Lost
Between 2023 and 2026, Electronic Arts underwent a significant period of corporate restructuring, resulting in the loss of approximately 1,900 jobs across its global operations.
- Electronic Arts (EA) reduced its workforce by approximately 1,900 employees between 2023 and 2026 as part of a broad corporate restructuring and cost-cutting initiative.
- A major layoff event occurred on March 29, 2023, when the company cut 6% of its total workforce, amounting to roughly 775 employees.
- EA shifted its corporate structure by splitting into two distinct verticals, EA Sports and EA Entertainment, to streamline operations and prioritize owned intellectual property over high-risk licensed projects.
Embracing the Future
The acquisition of Square Enix’s Western studio network by Embracer Group represents a significant strategic realignment for both entities.
- Embracer Group acquired Square Enix’s Western studio network—including Crystal Dynamics, Eidos Montreal, and Square Enix Montreal—along with IPs like Tomb Raider and Deus Ex for $300 million.
- The acquisition adds over 1,000 development staff to Embracer Group, bringing its total headcount to more than 14,000 employees across 124 studios in over 40 countries.
- Square Enix offloaded these studios to reduce costs, viewing the Western division as a high-expenditure operation that consistently underperformed relative to expectations.
Electronic Arts 10-Q: Q2 Fiscal Year 2022
Electronic Arts’ Q3 FY2021 10-Q demonstrates a robust financial performance driven by its flagship live-service franchises and strategic acquisitions.
- Electronic Arts achieved strong financial growth in Q3 FY2021, with net revenue rising approximately 60% to $1.83 billion and operating income increasing 128% to $340 million.
- The company executed an aggressive acquisition strategy totaling $4.6 billion in outlays, specifically acquiring Codemasters ($1.2 billion), Glu Mobile ($2.0 billion), and Playdemic ($1.4 billion).
- Cash reserves dropped significantly from $5.26 billion to $1.63 billion, driven by the aforementioned acquisitions and $650 million in share repurchases.
Xbox Game Pass Subscription Market Insights
Market analysis from August 2021 highlights the continued dominance of Xbox Game Pass within the subscription gaming sector.
- The Stellar Blade demo reached a peak of 690,000 daily active users (DAU) upon its March 29, 2024 release, nearly doubling the 380,000 peak DAU recorded by the Final Fantasy VII Rebirth demo.
- Shift Up, the developer of Stellar Blade, reported 2023 revenue of $125 million, a 154.5% year-over-year increase, and an operating profit of $82.4 million, up 516%.
- As of August 2021, Xbox Game Pass maintained its position as the most active game subscription service, with 27% of its library consisting of new additions and 30% of titles being removed during that month.
Sports & Racing Games Report: Q3 2021
The sports and racing gaming sectors experienced a transformative period throughout 2020 and early 2021, characterized by a 40.2% year-over-year revenue increase to $2 billion.
- The sports and racing sectors saw a 40.2% year-over-year revenue increase to $2 billion between 2020 and early 2021.
- Market power is highly concentrated among major publishers like Electronic Arts, Konami, Tencent, and Zynga, who are driving growth through strategic acquisitions such as Glu Mobile and Codemasters.
- Realistic simulation titles consistently outperform arcade-style games in revenue, while arcade games continue to lead in total download volume.
Electronic Arts 10-Q — Q2 FY2021 (August 2021)
Electronic Arts reported a mixed financial performance for the second quarter of fiscal 2021.
- Electronic Arts reported Q2 FY2021 net revenue of $1.55 billion, a 6% year-over-year increase driven by 12% growth in live-services revenue.
- Operating income declined 32% to $322 million as rising research-and-development and marketing expenses caused gross margins to contract to 79.7%.
- Cash flow from operations fell to –$143 million due to increased tax obligations, royalty payments, and variable compensation costs.
Electronic Arts FY 2021 Annual Report
Electronic Arts’ FY 2021 filing demonstrates a strategic pivot toward high-margin live services and digital distribution, delivering a 10% year-over-year rise in that segment to $4.016 billion, which now represents 71% of total net revenue.
- Live services and digital distribution grew 10% year-over-year to $4.016 billion, now accounting for 71% of Electronic Arts' total net revenue.
- Net income declined 72% to $837 million in FY 2021, primarily due to the loss of a one-time tax benefit and increased contingent consideration costs.
- The company expanded its portfolio through the $2.3 billion acquisition of Glu Mobile and the $1.2 billion purchase of Codemasters to bolster mobile and racing game segments.
Electronic Arts Q4 FY 2021 Results
Electronic Arts reported strong financial performance for the fourth quarter and full fiscal year 2021, characterized by record net revenue, net bookings, and operating cash flow.
- Electronic Arts achieved record financial performance in fiscal year 2021, with a fiscal year 2022 net bookings forecast of $7.3 billion, representing approximately 18% year-over-year growth.
- Digital distribution of full-game units rose to 62% over the trailing twelve months, a significant increase from 49% in the prior period.
- Apex Legends surpassed $1 billion in life-to-date net bookings during the fourth quarter, serving as a primary growth driver alongside high engagement in FIFA Ultimate Team.
Deals Report Q1 2021
The first quarter of 2021 marked a record-breaking period for the global gaming industry, characterized by an unprecedented surge in financial activity across private investments, public offerings, and mergers and acquisitions.
- The global gaming industry saw a record-breaking Q1 2021 with $25 billion in closed transactions across 249 deals, a twofold increase compared to the first half of 2020.
- Mergers and acquisitions were the primary growth driver, accounting for 57% of total deal value at $14.3 billion, a nearly sixfold year-over-year increase fueled by major acquisitions like Microsoft’s $7.5 billion purchase of ZeniMax Media.
- Public offerings reached $8.3 billion across 36 deals, bolstered by high market valuations and prominent listings from companies including Roblox, Playtika, and Huuuge Games.