Skillz Inc. · NYSE:SKLZ

Skillz — SPAC Merger (September 2020)

42 slides from Skillz's SPAC merger presentation, Sep 2, 2020

  1. Slide 1: Skillz

    skillz

  2. Slide 2: Disclaimer

    Disclaimer This investor presentation (“Investor Presentation”) is for informational purposes and does not constitute an offer to sell, a s olicitation of an offer to buy, or a recommendation to purchase any equity, debt or other financial instruments of Skillz Inc . ( “Skillz” or the “Company”) or

  3. Slide 3: Disclaimer (cont)

    Disclaimer (cont) Projections This Investor Presentation contains projected financial information with respect to Skillz, including Skillz’s projected GMV, Ta ke Rate, Revenue, Gross Profit, Contribution and EBITDA for 2020 - 2022. Such projected financial information constitutes forward - looking i

  4. Slide 4: The Future of Entertainment

    The Future of Entertainment Investor Presentation September 2020

  5. Slide 5: Developers share their art; gamers connect through competition

    5 Developers to share their art with the world Gamers to connect through meaningful competition

  6. Slide 6: $1.6B Gross Marketplace Volume, 2B tournaments per year

    6 $1.6B Gross Marketplace Volume (GMV) 2B tournaments per year

  7. Slide 7: We built something gamers don't just like, they skillz

    WE BUILT SOMETHING GAMERS DON'T JUST LIKE, THEY skillz

  8. Slide 8: Fulfilling a human desire for community and competition

    8 Fulfilling a human desire for community and competition 62 52 41 40 37 28 17 Minutes Per User Per Day Generating 70% more engagement than the #1 mobile game Mobile Gaming Average Note: Based on Skillz Data for calendar year 2019 and publicly available information.

  9. Slide 9: We've redesigned mobile gaming to bring developers and gamers together

    WE'VE REDESIGNED MOBILE GAMING TO BRING DEVELOPERS AND GAMERS TOGETHER More engagement = more revenue Gamers SkillZ —&_-Developers More content = more engagement skillz

  10. Slide 10: Best-in-class results and recognition

    10 $225M ‘20E Revenue 88% ’19 - '20E growth rate 4.7x 3 - Yr LTV / UAC 4 mos. Payback Period Best - in - class results and recognition

  11. Slide 11: Skillz makes gaming better for everyone

    Skillz makes gaming better for everyone with a proprietary, highly scalable SOFTWARE PLATFORM skillz

  12. Slide 12: Comprehensive Technology Platform

    12 Comprehensive Technology Platform Gamer competition engine Live ops system Developer console Network data science technologies

  13. Slide 13: Gaming Platform Key Features

    13 Gaming Platform Player rating and matching Anti - cheat & anti - fraud Social features Loyalty rewards Payments Content discovery 24/7 support Tournaments and leagues Key Features

  14. Slide 14: The mobile gaming market is the future of entertainment

    14 The mobile gaming market is the future of entertainment

  15. Slide 15: Gaming has eclipsed movies, music, and books

    MOVIES $43B $57B MUSIC $123B BOOKS $149B GAMING Gaming has eclipsed movies, music, and books 15 Source: Newzoo, PWC, Grandview Research. Note: OTT = “over the top” (i.e. streaming media offered directly to viewers via the internet. Movies = Global Film Box Office. $294B TELEVISION '14 - '19 CAGR 6%

  16. Slide 16: Anyone can embrace their inner champion

    ANYONE CAN EMBRACE THEIR INNER CHAMPION skillz

  17. Slide 17: Our demographic is the mass market

    17 Our demographic is the mass market Income <$25k $25K – $50K $50K – $75K $75K – $100K $100K – $150K $150K+ 10% 33% 30% 11% 9% 7% Age 18 – 25 26 – 35 36 – 45 46 – 55 66+ 10% 22% 23% 23% 15% 15% 56 – 65 Gender 57% 43% Female Male Source: Income and Age demographics from Axciom survey data of paying

  18. Slide 18: Gamer you lose, gamer you win!

    18 GAMER 2 YOU LOSE GAMER 1 YOU WIN!

  19. Slide 19: Charity events raised more than Komen expected

    19 23% More Raised by Skillz than Komen expected 25K+ New non - profit donors across 10 events K 0 18 # of Skillz Charity Donors Age

  20. Slide 20: Growth in game developers

    20 30,000 (2009) Game Developers 10 million (today) Game Developers More game developers equals

  21. Slide 21: The old business models don't work anymore

    THE OLD BUSINESS MODELS DON'T WORK ANYMORE skillz

  22. Slide 22: The old business models

    22 The old business models Ads interrupt gameplay In - game purchases lock users out of content (“pay to win”)

  23. Slide 23: Explosion in game content makes it hard to get discovered

    $21.00 $4.85 $0.25 #1 #1,000,000 23 Explosion in game content makes it hard to get discovered Revenue Per Install (RPI) for the best iOS game in the world: $21 GAME RANK BY REVENUE PER INSTALL Avg. Cost Per Install (CPI): $4.85 (2019) Avg. Cost Per Install (CPI): $0.25 (2014) Source: App Annie and L

  24. Slide 24: We are redefining entertainment

    24 We are redefining entertainment

  25. Slide 25: What gamers and developers value vs. old models

    25 Gamers Developers WHAT THEY VALUE Community Fun Discovery Monetization WHAT OLD MODELS DELIVER Interruption Pay to win Broken economics Gimmicks

  26. Slide 26: How Skillz delivers

    26 Gamers Developers HOW SKILLZ DELIVERS Meaningful connection Fair competition Network exposure Financial Success WHAT THEY VALUE Community Fun Discovery Monetization

  27. Slide 27: Developer Solutions

    27 Developer Solutions Anti - fraud and payments Customer support Game launch optimization Prize fulfillment Event ops Marketing - as - a - service Managed server hosting Analytics

  28. Slide 28: Live Operations and superior monetization

    28 Live Operations Key Features Multi - variate testing Cross - application personalization Charity events Player incentive optimization Brand - sponsored tournaments Lifecycle engagement marketing SUPERIOR MONETIZATION $6.30 $1.70 $0.00 $2.00 $4.00 $6.00 $8.00 Skillz ZNGA & GLUU Average ARPU (2019)

  29. Slide 29: Our platform is underpinned by data science

    29 Our platform is underpinned by data science Anti - cheat and anti - fraud Player rating and matching Algorithmic skill vs. chance testing Segmentation engine

  30. Slide 30: Developers can make a living doing what they love

    DEVELOPERS CAN MAKE A LIVING DOING WHAT THEY LOVE skillz

  31. Slide 31: Games exceeding $1M annualized GMV

    7 10 15 23 34 2016 2017 2018 2019 1H'20 # of games >$1M annualized GMV 31 2016 2017 2018 2019 #1 #2 #3 #4 #5 1H’20

  32. Slide 32: With compelling economics

    32 with compelling economics

  33. Slide 33: Generating profitable growth with capital efficiency

    33 Generating profitable growth with capital efficiency $.B $1.B $2.B $3.B $4.B 2016 2017 2018 2019 2020E 2021E 2022E $104M Total Capital Invested* $132M Cash + Undrawn Debt* $3.8B GMV $555M Revenue $.B $.1B $.2B $.4B $.5B $.6B 2016 2018 2020E 2022E * As of June 30, 2020. Undrawn debt based on $30M

  34. Slide 34: Robust opportunities to invest in growth

    Grow ARPU New Monetization Robust opportunities to invest in growth 34 1.5% share Monthly Gamers x Skillz ARPU iOS Market Opportunity: $8B + Android TAM: $15B + New Genres TAM: $24B + International TAM: $125B+ Go Global Expand Content Unique Distribution Note: TAM = Total Addressable Market.

  35. Slide 35: Proposed Transaction Summary

    Proposed Transaction Summary ■ Flying Eagle Acquisition Corp. (“FEAC”) is a publicly listed special purpose acquisition company with over $690 million of cash in trust ■ FEAC has agreed to combine with Skillz based on a $3.5 billion pre - money equity value ■ Historical annual revenue growth of over

  36. Slide 36: Appendix: comparable companies benchmarking

    36 Appendix: comparable companies benchmarking Note: Factset, Company Filings, Thomson, Market Data as of July 28, 2020. “EV” means Enterprise Value. 1 Skillz implied multiples based on a $3.5Bn pre - money equity value 57% 45% 40% 38% 35% 35% 33% 28% 24% 21% 19% 18% 0% 30% 60% Skillz DraftKings Sho

  37. Slide 37: Appendix: comparable companies benchmarking

    37 Appendix: comparable companies benchmarking Note: Factset, Company Filings, Thomson, Market Data as of July 28, 2020; *Shopify multiples excluded from average; Revenue M ult iple (Growth Adj.) calculated by (Revenue Multiple)/(2020E – 2022E Revenue CAGR*100); NM means multiple >50x or <0x 1 Skill

  38. Slide 38: Appendix: P&L Summary

    38 Appendix: P&L Summary GMV Take Rate Revenue Gross Profit Contribution Adj. EBITDA 2017 $120 14% $17 $16 - $3 - $10 $3,790 15% $555 $534 $245 $8 2022E 2018 $365 14% $51 $49 $6 - $18 2019 $886 14% $120 $114 $29 - $23 2020E $1,566 14% $225 $216 $82 - $47 2021E $2,519 15% $366 $352 $156 - $14 ($ in M

  39. Slide 39: Appendix: Continued momentum in 1H 2020

    39 Appendix: Continued momentum in 1h 2020 With attractive revenue growth (1) Monthly Active Users refers to the number of end - users who entered into a contest on our platform at least once in a given m onth, averaged over each month in the quarter. (2) Average Revenue Per Monthly Active User (“AR

  40. Slide 40: Appendix: Long Term Model

    40 GMV Take Rate Revenue Gross Margin Adj. EBITDA Margin TODAY 100% 14% 100% 95% - 20% 100% 20% 100% 95% 30% LONG TERM Appendix: Long Term Model

  41. Slide 41: Appendix: Skill vs. chance games

    Appendix: Skill vs. chance games 41 Skillz uses a patented Skill Classification Algorithm to determine skill of video game Skillz Patent: US 8882576 B1 • Authored by Dr. Peter Winkler: Professor of Math, Statistics, and Computer Science at Dartmouth • Classifies a game as a game of skill or a game o

  42. Slide 42: Skillz

    skillz

Skillz — SPAC Merger (September 2020) on 6ix