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The Gang

Company

4 documents in the library are about The Gang, from writers such as AICEP Portugal Global, Naavik and Starbreeze. Each has a summary and key insights with the page they come from.

Connections

Each row is a game or company named alongside The Gang, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about The Gang

Cover of Launching a Roblox Game Studio with The Gang
55 min
Naavik55 min

Launching a Roblox Game Studio with The Gang

The Gang has evolved from a five-person startup into a 220-person organization by capitalizing on the rapid development capabilities of the Roblox platform.

  • The Gang scaled from a five-person startup in 2020 to a 220-person organization by leveraging the rapid development cycles of the Roblox platform.
  • The studio employs a dual-track business model that balances revenue-stable branded experiences for partners like Netflix and the NHL with the development of original IP.
  • Operational strategy mandates a strict separation between client-facing brand work and original game development to maintain focus and discipline.
NaavikJul 2025
Cover of Starbreeze Interim Report: January - March 2025
Financial report31 pages

Starbreeze Interim Report: January - March 2025

CEO's message | Net sales and earnings | Other financial information | Financial reports | Other information CEO's message | Net sales and earnings | Other financial information | Financial reports | Other information First quarter 2025 Significant events during and after the quarter • Net sales amounted to SEK 67.7 million…

Starbreeze EntertainmentMay 2025
Cover of Fourth Quarter 2024 Presentation
Financial report16 pages

Fourth Quarter 2024 Presentation

Starbreeze Entertainment's Q4 2024 presentation, dated February 18, 2025, reviews the company's quarterly and full-year results and frames its strategy as one of diversifying revenue, controlling costs, and broadening its IP beyond the PAYDAY franchise.

  • Starbreeze reported Q4 2024 net sales of SEK 46.4 million and an EBITDA of SEK 19.7 million, contributing to a full-year 2024 net sales total of SEK 185.9 million and an EBITDA of SEK 97.6 million.
  • The company maintains a solid liquidity position with SEK 191.9 million in cash and cash equivalents, despite a significant net outflow of SEK 245.5 million from investing activities primarily driven by game development.
  • Operational efficiency efforts successfully reduced total direct costs to SEK 80.4 million in Q4 2024, down from SEK 111.3 million in the same period the previous year, through lower marketing and server spending.
StarbreezeFeb 2025
Cover of The Portuguese Video Games Industry Levels Up
Article

The Portuguese Video Games Industry Levels Up

The Portuguese video game industry is experiencing a period of robust expansion, marked by significant growth in both market consumption and industry turnover.

  • Portugal's video game industry turnover grew from €5.4 million in 2018 to over €38 million in 2022, an average annual growth rate of 65.2%, while the number of companies rose from 36 to 114 and employment from 91 to more than 500.
  • The Portuguese market is projected to reach roughly $258 million in 2024, with mobile games as the leading segment, and the country's gamer population has passed one million, about 10.6% of residents.
  • Major acquisitions and investments have reinforced growth, including Fortis Games' 2018 investment, Funcom's 2019 acquisition of ZPX, Saber Interactive's purchase of Bigmoon Interactive, and Miniclip's expansion to 350 employees by 2022.
AICEP Portugal GlobalJul 2024