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Borderlands cover

Borderlands

GameBy Gearbox Software · Released Oct 20, 2009

Reports and documents about Borderlands

Cover of Take-Two Interactive Investor Presentation: February 2023
Financial report44 pages

Take-Two Interactive Investor Presentation: February 2023

Take-Two Interactive maintains a dominant position in the global interactive entertainment industry by leveraging a diverse portfolio of high-performing intellectual property across console, PC, and mobile platforms.

Take-Two InteractiveFeb 2023
Cover of From Weapons to Wizards: Transforming Aesthetic and Modularity in 'Tiny Tina's Wonderlands'
62 min
Game Developers Conference62 min

From Weapons to Wizards: Transforming Aesthetic and Modularity in 'Tiny Tina's Wonderlands'

The development of Tiny Tina’s Wonderlands represents a significant evolution in audio production, transitioning from the established industrial aesthetic of the Borderlands series to a high-fantasy soundscape.

  • Gearbox Software expanded its audio department significantly, growing from four staff members in 2009–2010 to 21 personnel by the release of Tiny Tina's Wonderlands in 2022.
  • The studio utilizes a modular sound design philosophy where weapon audio is constructed from distinct layers—such as transients, bodies, and tails—assigned to specific components like muzzles and grips to ensure sonic clarity and prevent frequency clashing.
  • To support the high-fantasy aesthetic of Tiny Tina's Wonderlands, the team remixed the Borderlands 3 weapon system by integrating crossbow behaviors, replacing grenades with complex spell systems, and introducing melee weapons as a lootable category.
Game Developers ConferenceNov 2022
Cover of Embracer Group Interim Report Q2 FY 22/23
Financial report67 pages

Embracer Group Interim Report Q2 FY 22/23

Embracer Group experienced substantial financial expansion during the second quarter of the 2022/2023 fiscal year, characterized by a 190 percent increase in net sales to SEK 9,569 million and a 115 percent rise in adjusted EBIT to SEK 2,121 million.

Embracer GroupNov 2022
Cover of Take-Two Interactive Investor Presentation: August 2022
Financial report44 pages

Take-Two Interactive Investor Presentation: August 2022

Take-Two Interactive is positioning itself to capture significant market share in the global interactive entertainment industry by leveraging a diverse portfolio of high-quality intellectual property and an expansive development pipeline.

Take-Two InteractiveAug 2022
Cover of Take-Two Annual Financial Results: 2022
Article

Take-Two Annual Financial Results: 2022

Take-Two Interactive’s financial results for the fiscal year ending March 31, 2022, highlight a business model increasingly reliant on recurrent consumer spending.

  • Recurrent consumer spending through in-game purchases accounted for 65% of total annual revenue, marking a 6% increase over the previous year.
  • Take-Two reported $3.5 billion in net revenue for fiscal year 2022, a 4% year-over-year decline, with net income falling 29% to $418 million.
  • Grand Theft Auto V reached 165 million units sold globally, while Red Dead Redemption 2 achieved 44 million units.
Game World ObserverMay 2022
Article

Midnight Ghost Hunt, Weird West, Coromon Storm the Charts!

Market performance analysis for the late March and early April 2022 period reveals a significant resurgence in Steam hits following a stagnant February.

  • LEGO Star Wars: The Skywalker Saga is positioned as the dominant early April 2022 market leader, supported by over 70,000 Steam followers and strong pre-order volume.
  • Tiny Tina’s Wonderlands is currently the top-grossing title on the Epic Games Store and maintains multiple top-ten positions across Xbox SKUs.
  • New Steam releases in late March and early April 2022 showed strong traction, led by Weird West (4,000 CCU), Midnight Ghost Hunt (3,700 CCU), and Coromon (2,400 CCU).
GameDiscoverCoApr 2022
Cover of Take-Two 10-Q — Q3 FY2021 (November 2021)
Financial report1 page

Take-Two 10-Q — Q3 FY2021 (November 2021)

Take-Two Interactive reported a modest increase in net revenue for the quarter ended September 30, 2021, reaching $858 million versus $841 million a year earlier.

  • Net income for the quarter ending September 30, 2021, dropped sharply to $10.3 million from $99.3 million in the same period of 2020, primarily driven by a 30% year-over-year increase in operating expenses.
  • Take-Two is aggressively pivoting toward digital and recurring revenue, with digital online channels accounting for 90.8% of six-month revenue and recurring consumer spending representing 65.7% of total sales.
  • Mobile revenue grew by $53.9 million (13.4% year-over-year), bolstered by the $289.8 million acquisition of Nordeus, which added new mobile IP to the company's portfolio.
Take-Two InteractiveNov 2021
Cover of Take-Two Interactive Investor Presentation: November 2021
Financial report41 pages

Take-Two Interactive Investor Presentation: November 2021

Take-Two Interactive occupies a dominant position in the global interactive entertainment industry by leveraging a robust portfolio of high-quality intellectual properties.

  • Take-Two Interactive achieved a 17% compound annual growth rate in net bookings between fiscal years 2017 and 2021.
  • Recurrent consumer spending grew at a 37% compound annual rate over the 2017–2021 period, serving as a primary driver of financial health.
  • Console platforms remained the dominant revenue source in fiscal year 2021, accounting for 75% of total net bookings.
Take-Two InteractiveNov 2021
Cover of Annual General Meeting FY 20/21: Presentation
Financial report67 pages

Annual General Meeting FY 20/21: Presentation

Embracer Group experienced substantial financial expansion during the 2020-2021 fiscal year, characterized by a 72 percent increase in net sales to SEK 9,024 million and a 178 percent surge in operational EBIT to SEK 2,871 million.

Embracer GroupSep 2021
Cover of Embracer Group New Acquisitions: August 18, 2021
Presentation12 pages

Embracer Group New Acquisitions: August 18, 2021

Embracer Group expanded its development capabilities in August 2021 through the strategic acquisition of three specialized studios: Demiurge Studios, SmartPhone Labs, and Fractured Byte.

  • Embracer Group acquired Demiurge Studios, SmartPhone Labs, and Fractured Byte in August 2021 to integrate them under the Saber Interactive subsidiary.
  • Demiurge Studios, which generated $15 million in revenue in 2021, plans to scale its workforce from 68 to over 350 employees within five years.
  • SmartPhone Labs adds over 100 employees with expertise in mobile, console, and VR development to the group's technical infrastructure.
Embracer GroupAug 2021
Cover of Embracer Group Q1 Interim Report: FY21/22
Financial report47 pages

Embracer Group Q1 Interim Report: FY21/22

Embracer Group achieved significant financial growth during the first quarter of the 2021/2022 fiscal year, characterized by a 66 percent year-over-year increase in net sales to SEK 3,427 million and a 79 percent rise in operational EBIT to SEK 1,271 million.

  • Embracer Group reported strong Q1 FY21/22 growth with net sales rising 66% year-over-year to SEK 3,427 million and operational EBIT increasing 79% to SEK 1,271 million.
  • The company maintains a strong financial position with approximately SEK 17 billion in cash and credit facilities to support a development pipeline of 180 active projects.
  • Growth is driven by a dual-strategy of organic investment and aggressive acquisitions, including the recent integration of studios such as Easy Trigger, Ghost Ship Games, CrazyLabs, Demiurge Studios, SmartPhone Labs, and Fractured Byte.
Embracer GroupAug 2021
Cover of 1Q22 Quarterly Results: Management Prepared Remarks
Financial report11 pages

1Q22 Quarterly Results: Management Prepared Remarks

Take-Two Interactive’s first-quarter fiscal year 2022 results demonstrate a strong start to the year, characterized by net bookings of $711 million, which exceeded management’s initial expectations.

Take-Two InteractiveAug 2021