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Cover of TWIG 127 | 3 New Supercell Clash Games, Tencent Timi $10B in 2020, Manticore $100M for "Multiverse"
59 min
GameMakers59 min

TWIG 127 | 3 New Supercell Clash Games, Tencent Timi $10B in 2020, Manticore $100M for "Multiverse"

Tencent’s TiMi Studio Group has emerged as a dominant global force, generating $10 billion in revenue during 2020.

  • Tencent’s TiMi Studio Group generated $10 billion in revenue in 2020 and is leveraging this capital to establish Los Angeles-based studios focused on original, cross-platform, live-service intellectual property.
  • Manticore Games secured $100 million in venture capital to scale its user-generated content platform, though it faces significant challenges competing against established incumbents like Roblox and Epic Games.
  • Supercell is expanding the Clash brand with three new titles across the puzzle, auto-chess, and action RPG genres, though analysts question the long-term monetization potential of these genres in Western markets.
GameMakersApr 2021
Cover of People Can Fly 2020 – Omówienie Wyników
Presentation28 pages

People Can Fly 2020 – Omówienie Wyników

This financial and operational analysis details the performance of PCF Group (People Can Fly) for the 2020 fiscal year, a period marked by significant scaling and preparation for major releases.

  • PCF Group achieved significant financial growth in 2020, with revenue rising 23.6% to 103.8 million PLN and net profit increasing over 400% to 24.6 million PLN.
  • Adjusted EBITDA grew by 76.7% to 32.6 million PLN, supported by development work for major partners including Square Enix and Take-Two Interactive.
  • The company is executing a multi-project strategy that includes the action-RPG 'Project Dagger,' which has a projected budget of 40-60 million EUR and allows PCF to retain IP ownership.
PCF GroupApr 2021
Cover of CD PROJEKT Group Strategy Update
Presentation27 pages

CD PROJEKT Group Strategy Update

The CD PROJEKT Group strategy update outlines a comprehensive organizational transformation aimed at evolving the company into a multi-franchise, parallel-development powerhouse.

  • CD PROJEKT is transitioning to a 'RED 2.0' model that enables the simultaneous development of multiple AAA titles, moving away from its traditional sequential production cycle.
  • The company is expanding its intellectual properties beyond gaming into a broader entertainment ecosystem, including mobile gaming, television, and merchandise.
  • To support this scale, the organization is centralizing its REDengine technology and adopting agile, cross-functional development teams to improve production throughput.
CD ProjektMar 2021
Cover of TWIG 125: Mr. Beast Night Media VC Fund, Ironsource SPAC, NY Times Gaming, Discord for $10B?
66 min
GameMakers66 min

TWIG 125: Mr. Beast Night Media VC Fund, Ironsource SPAC, NY Times Gaming, Discord for $10B?

The gaming industry is currently defined by a rapid acceleration of consolidation, strategic shifts toward the creator economy, and a complex interplay between privacy regulations and valuation models.

  • Tech giants are aggressively pursuing platform and IP consolidation, exemplified by ByteDance’s acquisition of Moonton and Microsoft’s potential $10 billion purchase of Discord.
  • Discord faces significant investor skepticism regarding its long-term viability due to high burn rates and the absence of a clear, sustainable monetization strategy.
  • Ad-tech firms like ironSource and AppLovin are rebranding as high-margin software platforms to maintain aggressive valuation multiples following the deprecation of IDFA and the implementation of App Tracking Transparency.
GameMakersMar 2021
Cover of TWIG 123 | Fortnite Maker Epic Buys Mediatonic, Ubisoft with Ethereum NFT Game, Dream Games $50M
62 min
GameMakers62 min

TWIG 123 | Fortnite Maker Epic Buys Mediatonic, Ubisoft with Ethereum NFT Game, Dream Games $50M

The gaming industry is currently undergoing a period of rapid consolidation and strategic investment, characterized by high-profile acquisitions and significant venture capital inflows.

  • Epic Games acquired Mediatonic to integrate the popular Fall Guys title into its broader metaverse development strategy.
  • Dream Games raised $50 million in Series A funding to compete in the $3.7 billion mobile puzzle game market.
  • Blockchain and NFT integration requires game design to be built around the technology from inception rather than retrofitting existing titles to achieve mass adoption.
GameMakersMar 2021
Cover of Game Biz #1: Game Industry M&A [EA, Zynga, Glu, and More]
52 min
GameMakers52 min

Game Biz #1: Game Industry M&A [EA, Zynga, Glu, and More]

The gaming industry is currently undergoing a period of aggressive consolidation, characterized by a strategic shift toward vertical integration and the pursuit of mobile market dominance.

  • Major publishers like Electronic Arts are acquiring mobile-focused entities such as Glu Mobile to address dormant mobile portfolios and satisfy investor growth demands.
  • The deprecation of IDFA (Identifier for Advertisers) is forcing companies to internalize ad tech and user acquisition data to maintain control in a constrained privacy landscape.
  • Industry M&A strategy is split between Zynga’s centralized, synergistic model and Embracer Group’s decentralized approach, with analysts questioning the long-term viability of the latter without centralized support.
GameMakersMar 2021
Cover of ROBLOX's $30 Billion Dollar Bet! - Why You Should Care About ROBLOX Going Public - Extra Credits
10 min
Extra Credits10 min

ROBLOX's $30 Billion Dollar Bet! - Why You Should Care About ROBLOX Going Public - Extra Credits

Roblox has emerged as a dominant force in the gaming industry, particularly among the youth demographic in the United States, where it captures approximately 75% of children aged 9 to 12.

  • Roblox captures approximately 75% of children aged 9 to 12 in the United States, cementing its status as a dominant social ecosystem with over 12 million user-generated experiences.
  • The company reached a valuation of roughly $29.5 billion upon going public, shifting its strategic priority from rapid user acquisition to meeting shareholder expectations for profitability.
  • In 2020, Roblox's revenue-sharing model incentivized developers to earn approximately $250 million, fueling a platform that grew to 36 million daily active users by the end of that year.
Extra CreditsMar 2021
Cover of Global Gaming Industry Update: March 2021
Report12 pages

Global Gaming Industry Update: March 2021

The global gaming industry experienced significant financial activity throughout March 2021, characterized by robust deal flow across mergers and acquisitions, private placements, and public market entries.

  • The gaming industry saw 22 M&A deals in March 2021 totaling $4.6 billion, anchored by ByteDance’s $4 billion acquisition of Moonton Technology.
  • Roblox entered the public market via direct listing at a $29.5 billion valuation, while companies like tinyBuild and Nazara completed successful IPOs.
  • Private placement activity remained robust with 44 deals raising $734 million, highlighted by Dapper Labs securing $305 million at a $2.6 billion valuation.
Drake Star PartnersMar 2021
Cover of Deals Report Q1 2021
Report22 pages

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.
InvestGameMar 2021
Cover of Panel: Will 2021 See Another Boom in Game Investments?
45 min
PocketGamer.biz45 min

Panel: Will 2021 See Another Boom in Game Investments?

The gaming industry has successfully transitioned from a volatile, hit-driven niche into a mainstream, resilient asset class.

  • The gaming industry has transitioned from a volatile, hit-driven market into a resilient asset class, primarily due to the adoption of games-as-a-service models that provide sustainable, iterative revenue.
  • Institutional capital is increasingly flowing into the sector as developers use data transparency and community integration to mitigate production risks and stabilize income streams.
  • Geographic expansion into India, Southeast Asia, and Eastern Europe is a primary growth driver, fueled by high smartphone penetration and the utilization of these regions as lower-cost development hubs.
PocketGamer.bizFeb 2021
Cover of Embracer Group | Future, Synergy, and Focusing on the Long-term
55 min
GameMakers55 min

Embracer Group | Future, Synergy, and Focusing on the Long-term

Embracer Group operates as a decentralized federation of gaming entrepreneurs, prioritizing long-term value creation over the traditional corporate roll-up model.

  • Embracer Group operates as a decentralized federation organized into eight independent operating units to preserve creative autonomy and entrepreneurial culture.
  • The company’s acquisition strategy prioritizes long-term financial growth and multi-year relationships with creators over short-term margin optimization.
  • The organizational structure is designed to provide studios with capital and a collaborative network to scale projects, rather than functioning as a traditional exit for founders.
GameMakersFeb 2021
Cover of Three Years Within Embracer Group
Presentation21 pages

Three Years Within Embracer Group

The integration of Koch Media into the Embracer Group between 2018 and 2021 serves as a case study in corporate expansion through strategic mergers and acquisitions.

  • Embracer Group grew its total headcount by 147% between 2018 and 2021, expanding from 510 to 1,900 employees.
  • The organization scaled its studio count from three to ten during this three-year period, supported by strategic acquisitions including Milestone and Vertigo Games.
  • The integration strategy focused on maintaining operational autonomy for acquired studios while providing centralized professional infrastructure for scalability.
Koch MediaFeb 2021

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