Ubisoft Entertainment · EURONEXT:UBI

Ubisoft Entertainment — Investor Day (February 2016)

81 slides from Ubisoft Entertainment's investor day presentation, Feb 18, 2016

  1. Slide 1: Investor Day

    INVESTOR DAY February 18th 2016

  2. Slide 2: Disclaimer

    DISCLAIMER This statement may contain estimated financial data, information on future projects and transactions and future business results/ performance. Such forward-looking data are provided for estimation purposes only. They are subject to market risks and uncertainties and may vary significantly

  3. Slide 3: Agenda

    A INTRODUCTORY REMARKS G YVES GUILLEMOT PRESIDENT & CEO E HOW WE CAN REACH A WIDER AUDIENCE JOHN PARKES N MANAGING DIRECTOR FRANCE D DRIVING ENGAGEMENT WITH LIVE & CONTENT ACTIVITIES ANNE BLONDEL A VP LIVE OPERATIONS MEDIUM TERM PLAN ALAIN MARTINEZ CHIEF FINANCIAL OFFICER 3

  4. Slide 4: Introductory Remarks

    INTRODUCTORY REMARKS Yves Guillemot, PRESIDENT & CEO 4

  5. Slide 5: The creation of original IPs at the heart of our success

    THE CREATION OF ORIGINAL IPS AT THE HEART OF OUR SUCCESS 5

  6. Slide 6: Significant topline & profit growth ahead

    SIGNIFICANT TOPLINE & PROFIT GROWTH AHEAD REVENUES: 2.2BN€, +60% NON-IFRS OPERATING INCOME MARGIN: 20% FY19 X~3 in absolute value FREE CASH FLOW: ~300M€ 6

  7. Slide 7: A transforming industry: more dependable

    A TRANSFORMING INDUSTRY: MORE DEPENDABLE BEFORE NOW HIT DRIVEN & CYCLICAL MORE RECURRING & DEPENDABLE FIRE & FORGET YEAR ROUND & MULTI-YEAR SERVICE LOW ENGAGEMENT HIGH ENGAGEMENT GAMES’ SHORT LIFE CYCLE GAMES’ LONG LIFE CYCLE NO DIRECT RELATION TO CONSTANT & DIRECT RELATION WITH GAMERS PLAYERS LOW B

  8. Slide 8: A transforming industry: more recurring & profitable

    A TRANSFORMING INDUSTRY: MORE RECURRING & PROFITABLE RECIPE FOR 30% PROFITABILITY? BIGGER HITS & DIGITAL REVENUES WE ARE EMBRACING THAT PATH 8

  9. Slide 9: Strong execution on building the best stable of franchises

    BIGGER HITS = A WIDER AUDIENCE STRONG EXECUTION ON BUILDING THE BEST STABLE OF FRANCHISES MULTI CENTRIC THANKS TO SUPER EFFICIENT & PRODUCTIVE STUDIOS 9

  10. Slide 10: Digital revenues = growing engagement: more strong multiplayer titles

    DIGITAL REVENUES = GROWING ENGAGEMENT KEY DRIVER TO GREAT ENGAGEMENT 1. MORE STRONG MULTIPLAYER TITLES MULTI CENTRIC FY17 NEW AAA IP 10

  11. Slide 11: Year round, multi-year live content & services

    DIGITAL REVENUES = GROWING ENGAGEMENT KEY DRIVER TO GREAT ENGAGEMENT 2. YEAR ROUND, MULTI-YEAR LIVE CONTENT & SERVICES 11

  12. Slide 12: Raise the awareness of our franchises

    RAISE THE AWARENESS OF OUR FRANCHISES ATTRACT MILLIONS OF NEW PLAYERS AT LOW COSTS PER ACQUISITION MOVIES TV SERIES THEME CONSUMER PARKS PRODUCTS 12

  13. Slide 13: An agile & long-term approach

    AN AGILE & LONG-TERM APPROACH 13

  14. Slide 14: An unbiased approach

    AN UNBIASED APPROACH XXX ASSASSIN’S CREED TOM CLANCY’S GHOST RECON RABBIDS THE MOVIE RABBIDS TV SHOW TOM CLANCY’S SPLINTER CELL WATCH DOGS SELECTING THE BEST PARTNERS TO MAXIMIZE OUR FRANCHISES’ POTENTIAL 14

  15. Slide 15: What is at stake?

    WHAT IS AT STAKE? OUR CAPACITY TO MANAGE UBISOFT IN AN AGILE, LONG-TERM & UNBIASED WAY TO GENERATE THE BEST RETURN FOR OUR SHAREHOLDERS 15

  16. Slide 16: How we can reach a wider audience

    HOW WE CAN REACH A WIDER AUDIENCE John Parkes, MANAGING DIRECTOR FRANCE 16

  17. Slide 17: Reaching a wider audience

    REACHING A WIDER AUDIENCE CREED RANEOWS),|SieGE ASSASSINS FARCRY WATGHDOGS Aromcvancy’s Aromcvancy’s - OK GHOSTRECON “DIVISION JHE LTEW 25 ONOR Fro, JUSTOANCE PEMcaN]

  18. Slide 18: Reaching a wider audience: 30 years experience

    REACHING A WIDER AUDIENCE 30 YEARS TALENT & PASSION CONTINUOUS EXPERIENCE INNOVATION GREAT EXECUTION LONG-TERM APPROACH 18

  19. Slide 19: Reaching a wider audience

    REACHING A WIDER AUDIENCE 1. CREATING NEW FRANCHISES IN NEW SEGMENTS 2. WIDENING RAINBOW SIX & GHOST RECON REACH 3. EXPANDING SUCCESSFUL FRANCHISES 4. BROADENING THROUGH WIDER ENTERTAINMENT 19

  20. Slide 20: Reaching a wider audience

    REACHING A WIDER AUDIENCE 1. CREATING NEW FRANCHISES IN NEW SEGMENTS 2. WIDENING RAINBOW SIX & GHOST RECON REACH 3. EXPANDING SUCCESSFUL FRANCHISES 4. BROADENING THROUGH WIDER ENTERTAINMENT 20

  21. Slide 21: Creating blockbuster new IPs is in our DNA

    CREATING BLOCKBUSTER NEW IPS IS IN OUR DNA BIGGEST NEW IP LAUNCHES EVER 1 2 3 Source: NPD, GFK Chart Track 21

  22. Slide 22: The Division: a major creation

    THE DIVISION: A MAJOR CREATION RPG SHOOTER S I N G L E P L AY E R + OPEN WORLD SEAMLESS MP/COOP 22

  23. Slide 23: The Division: a major creation

    THE DIVISION: A MAJOR CREATION 66 AWARDS 225M VIDEO VIEWS Every bit as engaging as I had hoped We see The Division as the biggest release for us in the first half of the year, and quite possibly for the whole 12 months. If it’s updated regularly I don’t see why it won’t become one of our evergreen f

  24. Slide 24: The Division: a major creation

    THE DIVISION: A MAJOR CREATION 24

  25. Slide 25: The Division: a major creation

    THE DIVISION: A MAJOR CREATION STRONG DIGITAL HUGE REACH LIVE SERVICES A MEANINGFUL CONTRIBUTOR TO OUR LONG TERM 25

  26. Slide 26: For Honor: a great live services new creation

    FOR HONOR: A GREAT LIVE SERVICES NEW CREATION SOLO & LONG TAIL H E AV Y P L AY E R M U LT I P L AY E R ENGAGEMENT COMPETITIVE 26

  27. Slide 27: Reaching a wider audience

    REACHING A WIDER AUDIENCE 1. CREATING NEW FRANCHISES IN NEW SEGMENTS 2. WIDENING RAINBOW SIX & GHOST RECON REACH 3. EXPANDING SUCCESSFUL FRANCHISES 4. BROADENING THROUGH WIDER ENTERTAINMENT 27

  28. Slide 28: A proven track record of widening the audience

    A PROVEN TRACK RECORD OF WIDENING THE AUDIENCE # [PLAYERS X3 ] Cry number FarCry Far Players NumberofPlayers FAR CRY 2 FAR CRY 3 FAR CRY 4 28

  29. Slide 29: Bringing Rainbow 6 to a wider audience

    BRINGING RAINBOW 6 TO A WIDER AUDIENCE ON TRACK STRONG MP FOR RECORD R E P U TAT I O N F R A N C H I S E AU D I E N C E 29

  30. Slide 30: Bringing Rainbow 6 to a wider audience

    BRINGING RAINBOW 6 TO A WIDER AUDIENCE # DAILY STREAMS POST LAUNCH 30

  31. Slide 31: Bringing Rainbow 6 to a wider audience

    BRINGING RAINBOW 6 TO A WIDER AUDIENCE 31

  32. Slide 32: Bringing Ghost Recon to a wider audience

    BRINGING GHOST RECON TO A WIDER AUDIENCE MILITARY SHOOTER 4 P L AY E R CO-OP / SOLO MASSIVE OPEN WORLD 32

  33. Slide 33: Reaching a wider audience

    REACHING A WIDER AUDIENCE 1. CREATING NEW FRANCHISES IN NEW SEGMENTS 2. WIDENING RAINBOW SIX & GHOST RECON REACH 3. EXPANDING SUCCESSFUL FRANCHISES 4. BROADENING THROUGH WIDER ENTERTAINMENT 33

  34. Slide 34: Expanding successful franchises

    EXPANDING SUCCESSFUL FRANCHISES THE BIGGEST 3 YEARS AGO NOW & TOMORROW SEGMENTS* RAINBOW SIX FOR HONOR MULTIPLAYER CENTRIC GHOST RECON THE CREW THE DIVISION… ASSASSIN’S CREED WATCH DOGS ASSASSIN’S CREED OPEN WORLDS THE DIVISION FAR CRY GHOST RECON THE CREW ASSASSIN’S CREED ACTION ADVENTURE ASSASSIN’

  35. Slide 35: AC keeps entertainment blockbuster status in 2015

    AC KEEPS ENTERTAINEMENT BLOCKBUSTER STATUS IN 2015 ACTIVE PLAYERS: 28M AC UNIQUE PLAYERS IN 2015 +7% VS 2014 VIDEOS: 738M VIDEO VIEWS WORLDWIDE ON THE BRAND (+ 5% VS 2014) 35

  36. Slide 36: Reaching a wider audience

    REACHING A WIDER AUDIENCE CONTINUOUS INNOVATION UNIVERSAL APPEAL IMMEDIATE FUN MEANINGFUL EXPERIENCES YEAR-ROUND ENGAGEMENT 36

  37. Slide 37: Reaching a wider audience

    REACHING A WIDER AUDIENCE 1. CREATING NEW FRANCHISES IN NEW SEGMENTS 2. WIDENING RAINBOW SIX & GHOST RECON REACH 3. EXPANDING SUCCESSFUL FRANCHISES 4. BROADENING THROUGH WIDER ENTERTAINMENT 37

  38. Slide 38: Broadening through wider entertainment

    BROADENING THROUGH WIDER ENTERTAINMENT MOVIE & TV ASSASSIN’S CREED TOM CLANCY’S RABBIDS THE MOVIE RABBIDS TV SHOW TOM CLANCY’S SPLINTER CELL GHOST RECON WATCH DOGS CONSUMER PRODUCTS THEME PARKS 38

  39. Slide 39: Broadening through wider entertainment

    BROADENING THROUGH WIDER ENTERTAINMENT DEC 21, 2016 65M UNIQUE VIEWERS* 39 * Have seen at least 1 episode

  40. Slide 40: How we can reach a wider audience

    HOW WE CAN REACH A WIDER AUDIENCE 1. CREATING NEW FRANCHISES IN NEW SEGMENTS 2. WIDENING RAINBOW SIX & GHOST RECON REACH 3. EXPANDING SUCCESSFUL FRANCHISES 4. BROADENING THROUGH WIDER ENTERTAINMENT 40

  41. Slide 41: Driving engagement with live content & activities

    DRIVING ENGAGEMENT WITH LIVE CONTENT & ACTIVITIES Anne Blondel-Jouin, VP LIVE OPERATIONS 41

  42. Slide 42: The summary

    DRIVING ENGAGEMENT WITH LIVE CONTENT & ACTIVITIES THE SUMMARY 1. FROM A TRADITIONAL APPROACH TO A LIVE DIMENSION 2. FOCUSING THE COMPANY ON LIVE! 3. WHAT WE HAVE ACHIEVED SO FAR 4. IT’S ONLY THE BEGINNING 42

  43. Slide 43: From a traditional approach

    1. FROM A TRADITIONAL APPROACH … MOVING FROM ONE TITLE TO ANOTHER Hit 1 Hit 2 Hit 3 Hit 4 43

  44. Slide 44: From a traditional approach to the live dimension

    FROM A TRADITIONAL APPROACH 1. …TO THE LIVE DIMENSION L EVENTS TOOLS EXPANSIONS CORE GAME Daily, Weekly, Monthly for the community I V UPDATES on the fly CONTINUOUS IMPROVEMENTS … E LONG-LASTING OUTSTANDING ENTERTAINMENT EXPERIENCES 44

  45. Slide 45: The virtuous cycle of live

    1. THE VIRTUOUS CYCLE OF LIVE LIVE CONTENT ACTIVITIES ENGAGEMENT VALUE LC ROI DAU VALUE ARPU E A Time spent 45

  46. Slide 46: Focusing the company on live!

    1. FOCUSING THE COMPANY ON LIVE! G A M E R & C O M M U N I T Y S AT I S FA C T I O N 46

  47. Slide 47: Organization

    2. ORGANIZATION A L L T E A M S I N V O LV E D ROAD TO DEVELOPMENT EDITORIAL ENGAGEMENT MARKETING SALES 47

  48. Slide 48: Organization: one organic & agile live team

    2. ORGANIZATION A L L T E A M S I N V O LV E D ROAD TO DEVELOPMENT INFRASTRUCTURE & ONLINE SERVICES EDITORIAL ENGAGEMENT , MARKETING COMMUNITY TEAMS SALES ONE ORGANIC & AGILE LIVE TEAM 48

  49. Slide 49: Organization: a dedicated live ops team

    2. ORGANIZATION A N D A D E D I C AT E D L I V E O P S T E A M COLLABORATING WITH DEVELOPMENT WEEKLY MONITORING OF KPIS TO TEAMS TO INTEGRATE A LIVE DIMENSION PILOT AND ADJUST LIVE OPERATIONS, INTO THE GAME DNA AND THE BRAND USING BEST PRACTICES FROM ALL OUR PILLARS EXPERIENCES PRE LAUNCH LAUNCH POS

  50. Slide 50: Achievements: non live AAA

    3. ACHIEVEMENTS L O N G E R TA I L 2014 NON 2015 2016 LIVE AAA GAMES 50

  51. Slide 51: Achievements: non live AAA

    3. ACHIEVEMENTS L O N G E R TA I L 2014 NON 2015 2016 LIVE AAA GAMES 51

  52. Slide 52: Achievements: non live AAA

    3. ACHIEVEMENTS L O N G E R TA I L 2014 NON 2015 2016 LIVE AAA GAMES 52

  53. Slide 53: Achievements: year-round content

    3. ACHIEVEMENTS YEAR-ROUND CONTENT 4 SEASON DLCs 53

  54. Slide 54: Year-round content roadmap

    3. ACHIEVEMENTS YEAR-ROUND CONTENT Year 1 roadmap + FRIEND REFERRAL + COME BACK FOR MORE SEASON ONE SEASON TWO SEASON THREE SEASON FOUR OPERATION BLACK ICE TO BE REVEALED TO BE REVEALED TO BE REVEALED Q1 2016 Q2 2016 Q3 2016 Q4 2016 54

  55. Slide 55: Achievements: DAU after 2 months

    3. ACHIEVEMENTS DAU AFTER 2 MONTHS NON LIVE *at scale 55

  56. Slide 56: Achievements: closed beta median daily playtime

    3. ACHIEVEMENTS CLOSED BETA MEDIAN DAILY PLAYTIME

  57. Slide 57: Achievements: The Division closed beta

    3. ACHIEVEMENTS T H E D I V I S I O N C L O S E D B E TA

  58. Slide 58: Entertaining all types of gamers thanks to esports

    3. REINFORCING GAMERS’ GLOBAL EXPERIENCE ENTERTAINING ALL TYPES OF GAMERS THANKS TO ESPORTS 58

  59. Slide 59: Entertaining all types of gamers

    3. REINFORCING GAMERS’ GLOBAL EXPERIENCE E N T E R TA I N I N G A L L T Y P E S O F G A M E R S PRO CASUAL PLAYER PLAYER STREAMER / EVENT BROADCASTER ORGANIZER 59

  60. Slide 60: Esports market, broadcasters and unique viewers

    3. REINFORCING GAMERS’ GLOBAL EXPERIENCE E N T E R TA I N I N G A L L T Y P E S O F G A M E R S $2B 35,610 188M $ MARKET BROADCASTERS UNIQUE VIEWERS 2018 Nov15 2015 60

  61. Slide 61: Reinforcing gamers' global experience

    3. REINFORCING GAMERS’ GLOBAL EXPERIENCE E N T E R TA I N I N G A L L T Y P E S O F G A M E R S SINCE 2003 2015WC 150K LIVE STREAM SESSIONS 950K TRACKS SHARED >100K LIVE SPECTATORS 18 M >1 M PLAYERS PEOPLE REACHED ONLINE 61

  62. Slide 62: Reinforcing gamers' global experience

    3. REINFORCING GAMERS’ GLOBAL EXPERIENCE E N T E R TA I N I N G A L L T Y P E S O F G A M E R S SINCE 2003 2015WC 150K LIVE STREAM SESSIONS 950K TRACKS SHARED >100K LIVE SPECTATORS 18 M >1 M PLAYERS PEOPLE REACHED ONLINE 62

  63. Slide 63: Esport-ainement

    3. REINFORCING GAMERS’ GLOBAL EXPERIENCE E N T E R TA I N I N G A L L T Y P E S O F G A M E R S $100k prize pool GRASSROOTS PRO TOURNAMENTS ESPORT-AINEMENT 63

  64. Slide 64: Conclusion

    4. CONCLUSION THIS IS JUST THE BEGINNING STRATEGY COLLABORATION EXPERTISE PORTFOLIO 64

  65. Slide 65: Medium Term Plan

    MEDIUM TERM PLAN Alain Martinez, CFO 65

  66. Slide 66: Significant topline & profit growth ahead

    SIGNIFICANT TOPLINE & PROFIT GROWTH AHEAD REVENUES: 2.2BN€, +60% NON-IFRS OPERATING INCOME MARGIN: 20% FY19 X~3 in absolute value FREE CASH FLOW: ~300M€ 66

  67. Slide 67: FY19 top line assumptions: how many games?

    FY19 TOP LINE ASSUMPTIONS HOW MANY GAMES? 5 AAAs BASED ON ESTABLISHED FRANCHISES 67

  68. Slide 68: Great focus driving strong execution

    GREAT FOCUS DRIVING STRONG EXECUTION STRONG CONCENTRATION 56 37 34 TOTAL NUMBER OF GAMES 21 15 14 12 FY10 FY11 FY12 FY13 FY14 FY15 FY16 *excluding F2P titles 68

  69. Slide 69: Building on blockbuster brands

    BUILDING ON BLOCKBUSTER BRANDS 69

  70. Slide 70: FY19 top line assumptions: unit assumptions

    FY19 TOP LINE ASSUMPTIONS ARE UNIT ASSUMPTIONS AGRESSIVE? 40 MILLION UNITS 70

  71. Slide 71: FY19 top line assumptions: new markets

    FY19 TOP LINE ASSUMPTIONS NEW MARKETS 71

  72. Slide 72: Impact from recurring players investment

    FY19 TOP LINE ASSUMPTIONS IMPACT FROM RECURRING PLAYERS INVESTMENT? 17% OF TOTAL REVENUES 72

  73. Slide 73: FY19 top line assumptions: releases

    FY19 TOP LINE ASSUMPTIONS FY15 FY16FY16 FY17FY17 FY18FY18 FY19 FY19 RELEASES 4 to 5 5 BIG TITLES BIG TITLES NEW AAA LIVE NEW AAA LIVE = RECURRING REVENUES 73

  74. Slide 74: Digital share of total revenues FY16 to FY19

    FY19 TOP LINE ASSUMPTIONS FY16 FY19 DIGITAL 30% DIGITAL 45% OF TOTAL REVENUES OF TOTAL REVENUES 21% 28% 70% 9% 55% 74 17% % Physical Digital Distribution XXX Player recurring investment* * Includes ingame items, DLCs/season pass, subscription & advertising 74

  75. Slide 75: Profitability assumptions

    PROFITABILITY ASSUMPTIONS GROSS MARGIN EXPANSION? YES, >80% OPERATING LEVERAGE? YES 75

  76. Slide 76: Cash flow assumptions

    CASH FLOW ASSUMPTIONS INVESTMENT GROWTH & NEW RECRUITMENTS? YES CASH USE? RETURN TO SHAREHOLDERS & INVEST FOR THE FUTURE 76

  77. Slide 77: A different positioning, a different organization

    A DIFFERENT POSITIONING, A DIFFERENT ORGANIZATION We create our own Brands (IPs) internally MAJOR BENEFITS BETTER LONG-TERM VISIBILITY ON PIPELINE NO NEED FOR EXPENSIVE M&A OR EXTERNAL TEAMS MEANINGFUL TEAMS FOR THE XXX LONG-TERM BENEFIT OF OUR SHAREHOLDERS 77

  78. Slide 78: Big M&A is expensive

    M&A ACTIVITY OF MAIN INDUSTRY PLAYERS OVER THE LAST 10 YEARS BIG M&A IS EXPENSIVE ($bn) 15,0 Cumulated M&A expenditure 12,0 9,0 CUMULATED M&A (3) 6,0 > $13BN 3,0 (2) n.a. n.a. n.a. n.a. n.a. - (1) (1) 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 ($bn) 3,0 Cumulated M&A expenditure 2,5 2,0 1,5 C

  79. Slide 79: Open worlds, a major growth driver

    A DIFFERENT POSITIONING, A DIFFERENT ORGANIZATION OPEN WORLDS, A MAJOR GROWTH DRIVER OPEN WORLDS SHARE OF TOTAL MARKET* FY08 FY15 7% 33% *NPD, GFK, value, physical sales 79

  80. Slide 80: Only Ubisoft can regularly deliver open worlds

    A DIFFERENT POSITIONING, A DIFFERENT ORGANIZATION ONLY UBISOFT CAN REGULARLY DELIVER OPEN WORLDS UBISOFT EA ATVI TTWO KONAMI CD PROJECT WARNER FY14 AC 4 GTA V BATMAN AC UNITY FAR CRY 4 FY15 DRAGON AGE DESTINY WATCH_DOGS THE CREW AC SYNDICATE METAL THE BATMAN FY16 FAR CRY PRIMAL GEAR WITCHER MAD MAX

  81. Slide 81: Why 9000 studio employees?

    A DIFFERENT POSITIONING, A DIFFERENT ORGANIZATION WHY 9000 STUDIO EMPLOYEES? To create G R E AT N E W I P S To take advantage of O P E N W O R L D G R O W T H To have better L O N G - T E R M V I S I B I L I T Y O N O U R P I P E L I N E To come back S T R O N G O N T H E M U LT I P L AY E R F R O N

Ubisoft Entertainment — Investor Day (February 2016) on 6ix