Turtle Beach Corporation · NASDAQ:TBCH

Turtle Beach — Investor Presentation (March 2018)

36 slides from Turtle Beach's investor presentation, Mar 12, 2018

  1. Slide 1: Corporate Presentation March 2018

    Corporate Presentation March 2018

  2. Slide 2: Safe Harbor Statement

    SAFE HARBOR STATEMENT Forward-Looking Information This presentation includes “forward-looking statements” within the meaning of the federal securities laws. These forward-looking statements are statements that are not historical facts including statements about our beliefs and expectations and state

  3. Slide 3: Who We Are

    WHO WE ARE • Key player in $100 billion gaming market • Critical accessory provider to esports fans and players • Dominant market leader in gaming headsets • Strong brand with high consumer loyalty • Global distribution & partnerships • Full line of differentiated products • Extensive & valuable pat

  4. Slide 4: Key Player in $100B Global Gaming Market

    KEY PLAYER IN $100B GLOBAL GAMING MARKET 4 PC Gaming: $33B 5.9% YOY Growth(1) Mobile Gaming: $38B 10.8% YOY Growth(1) Console Gaming: $35B 17.2% YOY Growth (1) $106B Global Gaming Opportunity(1) Esports: $0.7B 41.3% YOY Growth(2) Virtual Reality: $6.4B 73% YOY Growth(3) $7B Opportunity(2)(3) (1) DFC

  5. Slide 5: Audio Headsets Are a Critical Accessory for Gamers

    AUDIO HEADSETS ARE A CRITICAL ACCESSORY FOR GAMERS 5 Gaming Headsets Provide… • Good microphone for multi-player gaming • More immersive audio for a better gaming experience • Competitive advantage in picking up key audio cues • Privacy of game and chat audio Headsets, $1,088 [CATEGO RY NAME], [VALU

  6. Slide 6: We Are the Dominant Leader in Gaming Headsets

    WE ARE THE DOMINANT LEADER IN GAMING HEADSETS 6 #1 gaming headset provider for Xbox & PlayStation Longstanding position with higher share than next 3 players combined Source: The NPD Group, Inc., Video Games Console Headset Update 1.11.18 5 of the top 10 sellers overall (1st & 3rd party) are Turtle

  7. Slide 7: Strong Brand with High Consumer Loyalty

    STRONG BRAND WITH HIGH CONSUMER LOYALTY 7 (1) Source: Bowen Research (June 2015); (2) Source: Survey Sampling International Research (April 2017), showing main Console Gaming Headset competitors; (3) Source: Simply Measured Service, June 2017. Consumers’ Favorite Gaming Headset Brand¹ Facebook “Like

  8. Slide 8: Global Distribution & Partnerships

    Strong Retail Presence Great partnerships 10,000+ Interactive Displays Sample retailers GLOBAL DISTRIBUTION & PARTNERSHIPS 8 Product sales in 42 countries with over 260,000 points of distribution Partnerships with industry-leading brands Market leader in deploying interactive gaming headset displays

  9. Slide 9: Strong Presence in Esports

    STRONG PRESENCE IN ESPORTS 9 Optic Gaming #1 Console esports organization in the world, top ranked teams across Halo, Gears of War and Call of Duty Astralis One of world’s best CS:GO teams, Major Champions; one of Europe’s top Call of Duty teams Key Partnerships Splyce Europe’s top Call of Duty team

  10. Slide 10: Full Line of Products with Compelling New Launches

    FULL LINE OF PRODUCTS…WITH COMPELLING NEW LAUNCHES ASP TB Key Features Sample Products • Wireless game & chat • Active noise-cancellation & Bluetooth® • DTS Headphone:X® 7.1 surround sound • Superhuman Hearing • Magnetic base station • Immersive surround sound • Xbox Wireless (connects directly to X

  11. Slide 11: And Differentiated Technology

    …AND DIFFERENTIATED TECHNOLOGY 11 Rechargeable Batteries Built-in rechargeable batteries provide for hours of continuous game play. 100% Wireless Interference-free game audio & chat. First Xbox direct-correct wireless DTS Headphone:X 7.1 Surround Superior surround sound that adds a height dimension,

  12. Slide 12: Overview of Unique HyperSound Technology

    OVERVIEW OF UNIQUE HYPERSOUND TECHNOLOGY 12 New Sound Delivery Mechanism  Thin panels generate ultrasound beam  Audio is injected into the ultrasound beam  Sound is created in the air along the beam  Fundamentally new and different approach to audio  Fully functional from glass emitters enablin

  13. Slide 13: HyperSound Applications

    HYPERSOUND APPLICATIONS 13 Commercial Audio Enables retailers and retail display manufacturers to add focused zone of audio to retail displays / kiosks Healthcare Improves sound clarity and listening benefits for people with hearing loss. Early indications of benefits for sufferers of Tinnitus Marke

  14. Slide 14: Extensive & Valuable Patent Portfolio

    EXTENSIVE & VALUABLE PATENT PORTFOLIO 14 26 28 35 49 78 95 20 68 86 109 65 60 0 20 40 60 80 100 120 140 160 180 Jan 2013 Jan 2014 Jan 2015 Jan 2016 Jan 2017 Feb 2018 Issued Pending 121 96 46 158 143 155 •Headset innovations: • Audio processing • Gaming specific features •HyperSound innovations: • Em

  15. Slide 15: Revenue Profile

    REVENUE PROFILE 15 $163 $174 $149 $157 2015 2016 2017 2018E³ Company Revenues (1) Millions Channel Inventory Adjustments $211 $217 $215 $228 2015 2016 2017 TTM Jan 2018 Company Product Retail Sell-Through in Core Markets (2) Millions 1) Company net revenues=wholesale revenues. 2) NPD and GFK reporte

  16. Slide 16: EBITDA Profile

    EBITDA PROFILE 16 -$11.4 $4.0 $11.6 $12.0 2015 2016 2017 2018E² Adjusted EBITDA (1) Millions 2016: Returned headset business to profitability. Converted HyperSound to licensing model. Entered esports, VR, streaming mic categories. 2017: Focused on core headset business and continued profitability im

  17. Slide 17: Strong Free Cash Flow Growth

    STRONG FREE CASH FLOW GROWTH 17 -$19.8 -$1.3 $5.2 $6.0 -$25.0 -$20.0 -$15.0 -$10.0 -$5.0 $0.0 $5.0 $10.0 2015 2016 2017 2018E² Strong free cash flow generation… • Positioned the company to amend and improve debt agreements Mar 2018 • Allows important growth investments throughout 2018 Free Cash Flow

  18. Slide 18: Growth Opportunities – PC Gaming

    GROWTH OPPORTUNITIES – PC GAMING 18 Virtual Reality (VR) PC Gaming International • PC gaming headsets market ~$730M market globally1 • PC gaming more popular than console gaming in markets like Germany, China & other parts of Asia1 • Leveraging expanded portfolio as growth platform in Germany & Chin

  19. Slide 19: Growth Opportunities – China

    GROWTH OPPORTUNITIES – CHINA 19 Virtual Reality (VR) International PC Gaming China Opportunity • 573M Chinese gamers1 • 114M esports audience in China of which 53.8M are esports Enthusiasts1 • Turtle Beach has establish presence and making modest investments in 2018 with further activities planned f

  20. Slide 20: Growth Opportunities – VR

    GROWTH OPPORTUNITIES – VR 20 PC Gaming Virtual Reality (VR) International 1) https://www.statista.com/statistics/550461/virtual-reality-market-size-worldwide/ 2) NPD data from 2016, 2017, through January 2018 . • According to SuperData Research, VR hardware market expected to reach $17.8B by 2020 fr

  21. Slide 21: Balance Sheet Highlights

    Balance Sheet Highlights • Revolver typically peaks in Q4 and lowest in Q1 after holiday receipts. 2017 average Revolver balance was $12.4M. • $49.0M federal, $21.0M state net operating losses @ Dec 31, 2016 offset taxable income (not scheduled to expire until 2029) • $60M line of credit and Mar 5,

  22. Slide 22: Amended Lending Agreements

    AMENDED LENDING AGREEMENTS •Amended lending agreements on Mar 6, 2018 •Improved terms include: –Reduction in the interest rate and greater availability on revolving credit line –Significant reduction in the interest rates on term loans (e.g., Crystal rate reduced by 3.5%) –Reduction in the interest

  23. Slide 23: Q1 2018 Outlook

    Q1 2018 OUTLOOK 23 Q1-18¹ YoY ∆ Year-Over-Year Commentary & Assumptions Revenue ~$29M 102% • Retailer restocking after holiday under-ordering, strong consumer demand, healthy console gaming market EPS ~$(0.12) 55% • Various revenue drivers noted above Adj. EBITDA ~$(1.5)M 76% • Various revenue drive

  24. Slide 24: 2018 Outlook

    2018 OUTLOOK 24 2017 2018¹ Year-Over-Year Commentary & Assumptions Total Revenue $149.1M ~$157M Quarterly revenue profile expected to shift revenue mix from Q4 to earlier quarters similar to 2016 Gross Margin 34.2% ~34.2% Upper end of 33-35% targeted range EPS $(0.07) ~$(0.03) Expecting continued im

  25. Slide 25: Key Takeaways

    KEY TAKEAWAYS  #1 console gaming headset brand with dominant share  $106B global gaming market  Critical accessory for gaming and esports  Disruptive, cutting-edge technologies & patents  Significantly improved balance sheet and lower cost of debt  Projecting revenue growth in 2018  Q1 off to

  26. Slide 26: Contact Us

    CONTACT US Investor Relations: Media Contact: Cody Slach Maclean Marshall Liolios Turtle Beach Corporation 949.574.3860 858.914.5093 HEAR@Liolios.com Maclean.Marshall@turtlebeach.com 26 COMPANY WEBSITES www.turtlebeachcorp.com www.turtlebeach.com www.hypersound.com

  27. Slide 27: Investor Relations and Media Contact

    Investor Relations: Media Contact: Cody Slach Maclean Marshall Liolios Turtle Beach Corporation 949.574.3860 858.914.5093 HEAR@Liolios.com Maclean.Marshall@turtlebeach.com

  28. Slide 28: Appendix

    APPENDIX 287

  29. Slide 29: Experienced Board of Directors

    EXPERIENCED BOARD OF DIRECTORS 29 • Former Chairman & CEO of Activision Publishing (NASDAQ: ATVI) • Operating partner of Stripes Group, LLC • Founder & principal of Erasmus Equity Investments Ron Doornink Chairman Juergen Stark CEO & Director • COO of Motorola Mobility’s mobile business • 10 years a

  30. Slide 30: Experienced Management Team

    EXPERIENCED MANAGEMENT TEAM 30 Juergen Stark CEO John Hanson CFO Cris Keirn SVP, Global Sales Matt Seymour VP, Product Management Megan Wynne General Counsel • COO of Motorola Mobility’s mobile business • 10 years as principal at McKinsey & Company Joe Stachula CTO & VP Development Andrew Lilien VP

  31. Slide 31: Reconciliation of GAAP & Non-GAAP Earnings

    RECONCILIATION OF GAAP & NON-GAAP EARNINGS 31 Three Months Ended Year Ended December 31, 2017 December 31, 2016 December 31, 2017 December 31, 2016 Net Income (Loss) GAAP Net Income (Loss) $ 14,231 $ 12,201 $ (3,248 ) $ (87,182 ) Goodwill and intangible asset impairment — — — 63,236 HyperSound inven

  32. Slide 32: GAAP to Adjusted EBITDA Reconciliation – Three Months Ended Dec 31, 2017

    GAAP TO ADJUSTED EBITDA RECONCILIATION – THREE MONTHS ENDED DEC 31, 2017 32 (1) Other includes business transition costs and restructuring charges. Three Months Ended December 31, 2017 As Reported Adj Depreciation Adj Amortization Adj Stock Compensation Other (1) Adj EBITDA Net Revenue $ 79,696 $ —

  33. Slide 33: GAAP to Adjusted EBITDA Reconciliation – Year Ended Dec 31, 2017

    GAAP TO ADJUSTED EBITDA RECONCILIATION – YEAR ENDED DEC 31, 2017 33 Year Ended December 31, 2017 As Reported Adj Depreciation Adj Amortization Adj Stock Compensation Other (1) Adj EBITDA Net Revenue $ 149,135 $ — $ — $ — $ — $ 149,135 Cost of Revenue 98,132 (578 ) — 66 79 97,699 Gross Profit 51,003

  34. Slide 34: GAAP to Adjusted EBITDA Reconciliation – Three Months Ended Dec 31, 2016

    GAAP TO ADJUSTED EBITDA RECONCILIATION – THREE MONTHS ENDED DEC 31, 2016 34 (2) Other includes goodwill and other intangible asset impairment, business transition and restructuring charges. Three Months Ended December 31, 2016 As Reported Adj Depreciation Adj Amortization Adj Stock Compensation Othe

  35. Slide 35: GAAP to Adjusted EBITDA Reconciliation – Year Ended Dec 31, 2016

    GAAP TO ADJUSTED EBITDA RECONCILIATION – YEAR ENDED DEC 31, 2016 35 Year Ended December 31, 2016 As Reported Adj Depreciation Adj Amortization Adj Stock Compensation Other (2) Adj EBITDA Net Revenue $ 173,978 $ — $ — $ — $ — $ 173,978 Cost of Revenue 131,368 (571 ) (3,660 ) (557 ) (7,079 ) 119,501 G

  36. Slide 36: GAAP to Adjusted EBITDA Reconciliation

    GAAP TO ADJUSTED EBITDA RECONCILIATION 36 December 31, 2017 December 31, 2016 December 31, 2015 Consolidated Net Income (Loss) (3,248) (87,182) (82,907) Depreciation 4,075 5,066 5,901 Amortization of intangibles 349 4,128 2,015 Interest 7,916 7,447 5,100 Taxes 592 (387) 2,392 Stock Compensation 1,42

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