The Amusement
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Documents about The Amusement
Square Enix Holdings Financial Results Briefing: Fiscal Year Ended March 31, 2021
Square Enix Holdings reported strong financial performance for the fiscal year ended March 31, 2021, achieving net sales of ¥332.5 billion and operating income of ¥47.2 billion.
- Square Enix reported strong FY2021 results with net sales of ¥332.5 billion and operating income of ¥47.2 billion, marking year-over-year increases of ¥72 billion and ¥14.5 billion, respectively.
- The Digital Entertainment segment drove growth with ¥263.9 billion in net sales and ¥50.5 billion in operating income, supported by recurring revenue from MMOs and smart device games.
- Management set new medium-term targets of ¥400–500 billion in net sales and ¥60–75 billion in operating income, aiming for an approximate 15% operating margin.
Gamecity@School: Insights into the Games Industry for Hamburg School Students
Gamecity Hamburg's Gamecity@School initiative aims to build the next generation of games industry professionals by introducing young people to career paths and entry routes into the sector.
- The Gamecity@School initiative aims to build a sustainable talent pipeline for Hamburg's gaming industry by connecting senior students with local professionals.
- The pilot event held on June 3, 2021, at Stadtteilschule am Hafen engaged 25 senior students in an online session with industry experts.
- Representatives from Hamburg-based studios including Tiny Roar, Osmotic Studios, and InnoGames provided firsthand insights into careers in game design, 3D artistry, and software development.
Consolidated Financial Results: Nine Months Ended December 31, 2020
Konami achieved record-high business, operating, and pre-tax profits for the nine-month period ending December 31, 2020, despite a marginal 0.6% decline in total revenue to ¥191,930 million.
- Konami achieved record-high business, operating, and pre-tax profits for the nine-month period ending December 31, 2020, with total profit rising to ¥27,006 million from ¥16,312 million the previous year.
- The Digital Entertainment segment grew by 33.1% to ¥144,136 million, successfully offsetting a marginal 0.6% decline in total company revenue to ¥191,930 million.
- The Sports division suffered a 43.9% revenue decline to ¥25,925 million and a business loss of ¥4,027 million due to pandemic-related facility closures.
Capcom Consolidated Financial Results for the 9 Months of the Fiscal Year Ending March 31, 2021
Capcom’s consolidated financial results for the nine-month period ending December 31, 2020, demonstrate strong growth despite the operational challenges posed by the global COVID-19 pandemic.
- Capcom achieved strong growth for the nine months ending December 31, 2020, with net sales rising 22.6% to 64,867 million yen and net income increasing 34.1% to 17,523 million yen.
- The Digital Contents business served as the primary growth engine, generating 48,966 million yen in net sales and 24,787 million yen in operating income through new releases and catalog title sales.
- The Amusement Equipments business saw a massive 911.6% surge in net sales to 6,712 million yen, driven by the successful launch of new models.
Making Game Development Work: Two Examples From Our Incubator
Sustainable game development has no single formula, but practical lessons emerge from how working developers manage creative labor.
- Sustainable game development requires treating creative output as a professional endeavor by establishing strict boundaries between work and rest to prevent burnout.
- Effective team management relies on flattening hierarchies to encourage shared ownership while simultaneously assigning clear, individual responsibility for specific development areas.
- Strategic hiring should prioritize alignment with a project’s vision over traditional industry credentials.
The Bar Is Set: Gamecity Hamburg Games Lift Graduation
Gamecity Hamburg's December 2020 graduation event for its Games Lift incubator showcased the work of five Hamburg-based teams after a three-month program.
- Gamecity Hamburg concluded a three-month incubator program for five emerging game development teams, transitioning their projects from early concepts to refined, playable demonstrations.
- The incubator showcased a diverse portfolio of titles including the rogue-like Alchymia, the action-adventure Leif’s Adventure: Netherworld Hero, and the metroidvania-inspired Ninja Brigade.
- Virtual reality innovation was a core focus of the program, highlighted by the projects The Amusement and the action-roguelike Crumbling, which featured technical advancements such as redirected walking.
Going Live: What to Expect From Games Lift Graduation
Gamecity Hamburg previews the public graduation event for the first cohort of its Games Lift Incubator, scheduled as a virtual presentation on Tuesday, December 8, 2020, at 6 p.m.
- Gamecity Hamburg’s Games Lift Incubator concludes a three-month acceleration program designed to prepare regional development teams for market entry and publisher pitches.
- The program provides participating developers with a structured support system consisting of workshops, professional mentoring, and financial backing.
- The graduation event serves as a public showcase for diverse projects, ranging from early-stage concepts to mature, pitch-ready titles.
Square Enix Holdings 2Q FY2021/3 Financial Results Briefing
Square Enix Holdings reported strong financial growth for the first half of the fiscal year ending March 31, 2021, driven primarily by robust performance in its Digital Entertainment segment.
- Square Enix's first-half results for the fiscal year ending March 2021 showed net sales of ¥172.7 billion (up ¥52 billion year-over-year) and operating income of ¥31.6 billion (up ¥15.7 billion).
- The Digital Entertainment segment drove the growth with net sales of ¥142.4 billion, helped by console releases such as Final Fantasy VII Remake and mobile titles Dragon Quest Walk and Dragon Quest Tact.
- Marvel's Avengers underperformed expectations in the HD Games sub-segment, creating significant development cost amortization and marketing expenses that offset part of the gains from major releases.
The Amusement: A VR Walking Simulator in Hamburg
The Amusement is a story-driven VR game from Hamburg studio Curvature Games, presented in an October 2020 Gamecity Hamburg feature on its Games Lift Incubator program.
- Curvature Games is developing 'The Amusement,' a VR walking simulator that utilizes redirected walking technology to allow full physical navigation within a 2x2 meter space.
- The redirected walking system eliminates the need for joystick or teleportation-based locomotion by subtly manipulating player perception through curved paths and rotating world geometry.
- The project is being developed for the Oculus Quest platform by a team of eight, consisting of three founders and five staff members.
Capcom Consolidated Financial Results: 6 Months Ended March 31, 2021
Capcom’s consolidated financial results for the six-month period ending September 30, 2020, demonstrate strong profitability driven by the company’s digital-first strategy despite the operational challenges posed by the COVID-19 pandemic.
- Capcom achieved double-digit growth for the six-month period ending September 30, 2020, with net sales rising 12.8% to 42,059 million yen and operating income increasing 27.7% to 17,863 million yen.
- The Digital Contents segment served as the primary growth engine, recording a 21.3% increase in net sales and a 36.9% surge in operating income driven by new releases and high-margin catalog titles.
- Net income attributable to owners of the parent grew by 32.0% to 12,993 million yen, demonstrating strong overall profitability despite pandemic-related operational challenges.
At the Milestone Pitch: Games Lift Incubator 2020
Gamecity Hamburg's Games Lift Incubator 2020 reached its halfway point with a two-hour remote Milestone Pitch on October 19, after roughly six weeks of work.
- The Games Lift Incubator 2020, managed by Gamecity Hamburg, is supporting five indie studios—Curvature Games, Project Crumbling, OneManOnMars, Ninja Brigade, and Alchymia—through a structured mentorship program.
- The program focuses on bridging the gap between creative concept and market viability by providing specialized coaching in PR, investor readiness, and business development.
- Mentorship is provided by industry experts from organizations including Niantic, Raw Fury, and KING Art, covering areas such as crowdfunding, visual consistency, and project management.
Application for Games Transfer: Gamecity Hamburg
Gamecity Hamburg announced the opening of applications for "Games Transfer," a funding program launched on September 21, 2020, designed to raise the visibility of current game projects and help Hamburg-based developers build new business contacts.
- The Games Transfer program provides up to 1,500 euros in non-repayable, de minimis funding per applicant per calendar year to support industry event participation.
- Grants cover up to 80 percent of documented expenses, requiring the applicant to provide a 20 percent co-investment.
- Eligibility is restricted to Hamburg-based companies, individuals, or studios with a maximum of 20 permanent employees.
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