Nitro Games Oyj (NITRO) Earnings Call Transcript
August 23, 2021
Earnings Call Speaker Segments
Good morning [Foreign Language]
Good morning. [Foreign Language]
Greetings from Nitro Games. I'm Jussi Tahtinen, the CEO and Co-Founder. And with me today, I have...
I'm Antti Villanen, another Co-Founder and CSO.
Indeed, indeed. And we are here to deliver you an update about what's cooking in the world of Nitro after a fantastic summer and our first half year report that we just put up. So without further ado, let's get on with it. Just as a quick recap, if you are new to Nitro Games, we are a Finnish mobile games company. We do free-to-play mobile games, and we are focused in the category of shooter and action games on mobile.
We have a global team with the capability for multi-project model and multiple revenue streams and that have been heavily utilized during this first half and especially on summer.
Exactly. Yes, exactly. And earlier this year, what we have seen is our record order intake. We've been pretty active in the field of business development and quite a few deals.
Yes, that was especially during the summer and the late first half. We were successful of signing several new orders and that will lead into the wonderful projects and the team is excited. And there are also many of those projects, I think, that might have something new future after the first projects.
Yes. Indeed, indeed. All of this is super well in line with our strategy where we focus on offering our services to partners, which obviously gives us shorter-term revenues, great partnerships, but certain type of long-term opportunities as well. And then we also work on our own games, which is obviously the hit-driven part of our business where we see further scalable revenues. And overall where we stand now? We're in a pretty happy place. We have 7 projects in total, which is quite a lot for Nitro. And this means that, thanks to our scalable foundation that we built last year, but especially put into use this year, we are now able to expand our resource and establish...
And I think that's a good sign of that we are capable of running the multi-project model and create multiple revenue streams for ourselves.
Yes, yes. It helps to control the downside, while still without not giving up the upside. Okay. let's check about our team. Then, we've been talking a lot about that. So Nitro is a Finnish company. We have 2 studios in Finland. Obviously, as a result of COVID, we like everybody else is more or less in a remote working mode where we don't really need to pay that much attention to where people are actually physically because everything happens digitally and online. And in our Finnish studios, we have 40 professionals in-house, and that covers everything from management to business development to game development and publishing. And where we see scalabilities are external...
Yes. Alongside with our internal team, we have our external development network that we've been building for years. And with that partnership network, we are able to create those scalable external opportunities with a cost-efficient way. We can run the multiple projects. We can create ourselves multiple revenue streams and use the special guys in the special occasions when we need some certain kind of talent. We have those talent pools available and partners in place.
Yes, yes. And it works in so many fantastic ways, like we've been using outsourced services for -- since we started basically because we were a small studio located in Finland, and we need a lot of talent that wasn't available in Finland back then. So we found the ways of working pretty well, and now we are able to flexibly work on multiple time zones and all that. And the beautiful part of this process is that it also means that we're doing constant due diligence to new studios we partner with. And also that means that sometimes you find more strategic partnerships where you cooperate with somebody for a really long term from 1 project to another...
Yes. Of course, in a couple of cases, we are closer into the partnership and the outsourcing. Even we are paying for those services, but still it's more like a partnership kind of.
Indeed. Good times on that front. And if we look at the key people in Nitro in-house, the way that we work is that we are seeking to keep fixed costs and fixed in-house head count more or less stable, which means that we do recruitment basically all the time, but we focus on recruiting key people into the staff that then again are able to run the show and run different projects or more customer management and things like this. And that's why we've split our organization into basically 3 pieces. So we have our internal operations where we do the stuff that we do in-house, in our 2 studios in Finland. And then we have management and shared services where we have a lot of different processes and technologies that we share throughout Nitro so that the external side...
And building the scalable base for all the operations on there. And on our external operations side, we are, on the one hand, looking for those business opportunities; and on the other hand, keeping those partners, also service those companies and guys happy and outsource the -- partially the projects or sometimes even the whole projects to our partners.
Yes. Indeed. Yes. And I think it's a good foundation to have because it means that we are, by no means, not done yet when it comes to the amount of project that we can handle in a scalable fashion. And if we look at the foundation still, the owners and strategy of Nitro, Nordisk Games has been on board with Nitro now for quite a while since spring 2020 as our leading investor. And we've earlier been discussing about how great of a support we've received not just in the form of the funding, but overall being part of this Nordisk Games family, of course.
I would say that, that starting to be even more valuable nowadays than just a pure investment side of things. But being a part of the family, sharing the resources, sharing the know-how, having some collaboration projects and -- it's increasingly important for us also to be part of the family.
Yes. And it also helps when we are expanding our business, whether it's through seeking for partners in the development side or new partners, studios and stuff, or whether it's about seeking new business opportunities being part of a larger group of companies and therefore, having more muscle and firepower there as well, of course, it helps.
And also sharing the best practices and know-how and information and even sometimes like, [ be the ] deals and that kind of things.
Indeed. Indeed. And thanks to the good ownership, we have been able to pursue and think about the execution of our strategy long time now. We understand that things that we have done earlier this year have not yet really materialized in our P&L, so they're not visible in our financials per se. But in terms of what we've achieved on the operations side, we are starting to see how the strategy actually comes together. So we've been able to build more and more opportunities into our game portfolio, more and more new upcoming launches. Well at the same time, we've been able to expand our business that we do with partners.
Yes. On the Service business side, we have gotten some very good new clients. And also, we've been serving our existing clients and finding new opportunities from those sides. And with the partners on our client side, of course, we are looking for stability in the form of the revenues and multiple revenue streams, but also the kind of back-end deals are something that we are always looking for and scalable revenues on that area also.
Yes. Yes. Basically, the dynamics are pretty similar despite the big difference in deal term. But if you look at our own games and the process we do with partners, free-to-play mobile gaming is a hit-driven business. So not every game is going to fly, not every project is going to succeed. So that's why you have this approach of multiple opportunities on both sides of the strategy. And let's then look at how this translates into our project portfolio at the moment. We've been using this term multi-project approach a lot recently, and this slide basically visualizes all that. So we have 7 opportunities ongoing, 7 projects going on, ranging from different games with upcoming events to different projects that have -- some of which have just started, as we speak more or less, as well as all sorts of things brewing in the background all the time. So from time to time, in addition to the ones that we have announced, we have smaller service projects in the background under Nitro Labs brand that we built, where we do things here and there, smaller and shorter projects typically, as well as we have the constant game concepting flow as part of our MVP process where we come up with new things and do market testing with those. And every now and then, we find something that's strong enough to be added into our portfolio.
Yes. And every now and then, some of our clients are interested about those same process of finding the scalable free-to-play game through the same process that we are using for our own games, and we've been able to sell that services also for some of the clients.
Yes. A good example is the project that we have with the U.K.-based PC and console games developer where what we're doing right now is basically offering exactly that game, prototyping and concepting and marketability testing. And that's what's basically covered under the existing order and obviously, should things go well and there's an opportunity to maybe continue together forward with one of those concepts or and we must just conclude that [indiscernible] and we do something else.
Also what we have gained, kind of new areas for us, for example, to Snap as a channel, like instant or chat game or how you want to define that, but that is a little bit new area of gaming for us, but still it seems that there is a continuous project possibilities on that area also. And it seems that some of the companies in the industry have found a way of delivering continuously games into the channel. And this -- all of this, instant gaming or chat gaming platforms are quite interesting.
Yes. Indeed. Indeed. I've been personally really proud about how the collaboration with Snap has started with the first game that we have now. I think our guys and the team has been super clever about how to bring our expertise on action and shooting to the new instant gaming platform. And I think we've already gone through enough of milestones, and we are at a point with the project where I think we've succeeded in impressing Snap as well, pretty good so far. So really looking forward to see how these things unfold one by one as we move forward. But overall, we call it expanded project portfolio, and this is the mindset that we are thinking moving forward within the long run as well. So we are looking to keep adding quality projects into our portfolio, whether they are in the opportunity of new games where we have new opportunities in terms of upcoming launches, all new projects with partners where we have different type of dynamics, typically increase in revenues and some longer-term opportunities on the strategic side.
And I think one key thing here is that even though we are only roughly 40 guys internally, still we are capable of running the multi-project model because of our extensive partner network, and we can get the scalability on that way.
Indeed. Indeed. And if we look at the financials for the first half of the year. As we mentioned earlier, a lot of things that we've done this year doesn't yet materialize in our financials other than new projects that we have started. Some of those materialize costs, obviously. But if we look at the way that we work, you can see the sort of same mindset here in the financials as well. So these external development partners, these are not fixed cost for us, but they are temporary costs, which you can see materializing on the materials and services, which is a number that leaves by the amount of projects we have. Whereas, the staffing expenses and everything, those are obviously part of our fixed costs for the in-house projects. But like said, we signed the biggest process that we have just before the end of the first half of the year and some of the stuff we have signed after that period. So like said, most of the new things are not yet visible in our P&L for the first half of the year. If we look at the development from revenue and EBITDA point of view with a little bit of longer horizon, recent few quarters, we've been able to increase our revenues. But obviously, we are still talking about levels that we are, by no means, happy with. But a bigger horizon and the direction where we're seeing in the go is obviously increasing our revenues step by step moving forward and improving our EBITDA to get this company towards profitability. And if we look at the bigger picture in terms of our road map, this stuff looks more or less the same, that it has looked pretty much this whole year. And that's a good thing because we haven't had really the need to change anything in our road map because we've been pretty dam happy with how we've been clocking actions this year step by step. We understand that it takes a little while until all of those actions actually materialize in our P&L. But then again, we are very well funded, supported by good owners, we have a strategy that's started really well now. So the road map overall looks pretty healthy for us.
And I'd say that the foundation is solid. And step-by-step approach feels right for us that we don't try to jump over some steps, but we are going step by step towards the profitability. And now the latest multi-project model has been proven to work, and I think that is something that we will definitely leverage into the future and look for the growth paths from that area.
Indeed. Yes. Definitely. And then in the little bit longer horizon, our vision, we want to be the household name in the category of shooter games. And what we've been seeing recently is everything supports this. We are seeing more and more interest in terms of the IP coming to mobile. We are happy to see the company as sort of consolidation thing going on in gaming. That's obviously building opportunities for Nitro as well, assuming we continue forward with our sequential improvements, that means that we also unlock new opportunities for Nitro to grow. And everything we're doing at the moment supports that really well. So as of now, it looks pretty good moving forward. Indeed. Yes. Thank you all for joining on this fantastic Monday morning. That's all in terms of an update from us. And now we are happy to hear if there's any questions or comments. We are here. Thank you.
We are here. Thank you.
[Operator Instructions]
Parallel to waiting for that, I'm checking my inbox if there's any questions via e-mail, but none so far. Looks like we've been pretty self-explanatory.
We have 1 question from the line of Danesh Zare from Redeye.
[Foreign Language] Yes, so I had a couple of questions. Could you maybe give a brief update on the internal development projects? Are you still expecting to soft launch Lootland, the Nerf game and the Snap Games in 2021?
Yes. So here comes an update. I also will change the slide to visualize that. So indeed, with our own projects, things are progressing really well. Lootland is actually something that we've just recently signed with an external development studio. So since Nitro signed so many new projects earlier this year where we assigned some of our in-house resources, we decided that it's best to take the next steps with Lootland with an external development partner. And that obviously has an impact on schedules a little bit with that project because we did our jobs well, we did due diligence with a few different partners and listened with a few different ideas. So obviously, those things take a little bit of time. But that said, overall, with all of our things, we have been already doing test launches earlier this year because following our process, we are pretty much more or less live all the time one way or another and testing...
At least, at least gathering the market data.
Yes, yes. And even if we don't want to go into specific details about the exact dates for soft launch because we don't set those in advance, all the projects that we have are still in the market testing phase this year, and all of them have already gone through first steps one way or another. So all of those expectations are still pretty much there.
Okay. So if I understood you correctly, the migration from in-house to external development for Lootland will maybe cause some delays, but you're still targeting 2021?
Yes. The thing is that like there might be certain things that they bring into the table in terms of new ideas and how much it will take time to implement those and stuff like that. Those are things that we obviously don't know. But at the same time, we continue forward with this data-driven mindset. So we keep testing things on the market as we go, like we have done so far. So overall, the schedules haven't really moved anywhere.
Okay. And a follow-up question on the Lootland partner. Could you tell us maybe anything about the partner without, of course, going into any specifics maybe, but...
Yes. So about the partner for Lootland, that follows the same mindset that we've had with a few different projects in the past where we work with external studios around the world. And in terms of the partner for Lootland, that was a result of us selecting from a few different opportunities we had. We spoke with a few different candidates, and these guys are a European studio. They are a studio where we have a relationship with them for several years now. So we know the people already very well. So it's not a new partner in that sense for Nitro. And they are a studio, which has very similar data-driven mindset compared to what we have, and they are a studio who can really put stuff on screen and on devices to be tested with this data-driven mindset.
Quite fast to first to market [ and a lot ] they have also.
Yes, without sacrificing the quality of the thing. And the things we were really the most impressed with was that how the ideas that they brought to the table, like what's happening in the category right now and how to finalize the game, but also how to further develop it for years to come moving forward. And those were the things that impressed us the most in this case. So European studio, who we've known for a while and really happy to cooperate with them.
Okay. Very interesting. And speaking about the shooter category for mobile and free-to-play, so you're up against industry giants in that category with PUBG and Fortnite, CALL OF DUTY and so forth. And there's no price segmentation in free-to-play. So how do you -- what's your view on that market and competing against those giants? And how do you sort of filter through the noise or stick out in that market?
Pretty good one. Well, let's first bring 1 terminology to the table. We like to talk about shooter and action games these days. And the reason for that is that a lot of the shooter games coming to mobile do not come in the form of like first person shooter, for example, that they might come down as a top-down shooter thing, like don't just hit the test markets recently and the top-down shooter can...
Shooter category on mobile is starting to feel so big that there is niches inside of the genre already, and all of them are not realistic first person CALL OF DUTY kind of or PUBG bind of experience. And I think the IPs are something that can drive the business and having a nerve on one of our IPs, one of our games, is one avenue that could differentiate us from the market.
Yes. And it's basically twofold, the answer. So with our own titles, it's like -- is that we can take a lot of leverage from the IP, which gives us solutions to discoverability and visibility and attention and all that, and ensures that we have a product to customer fit really well honed because if you know the brand, you know what to expect from the game and so on. But then on the other side of the coin, it's not just about competing with the big ones, but also working together with them. Like, for example, Digital Extremes are one of the big companies in the industry, backed up by even larger companies, and they have an insane track record for tens of years, bringing some of the best games in this category on the market, the PC and console. So it's not always about us competing against that giants, but sometimes maybe we work together with them and help to bring their stuff to mobile.
Okay. Great answer. And a final question. So working with a lot of external development partners, have you thought about any sort of acquisition strategy, maybe acquiring some partners that you're really pleased with or other studios or...
Yes, we have obviously thought about those things, and we have been pretty open about saying that it's definitely an opportunity for Nitro when the time is right. And like said, when we are choosing the partners for our collaboration projects, obviously, we do due diligence very much similar to the things that you would do if you were to acquire the studio or partner or something. So obviously, the screening process is ongoing all the time.
All the time.
Yes. And with Nitro having this mindset now that we do sequential improvements in the right direction and keep improving our business towards profitability step by step, obviously, that means that there's, at some point, a day when Nitro is in good position and maybe we already have the partners for at that point.
And there are no further questions. So I will hand it back to the speakers.
Okay. Thank you. In this case, it sounds like we are done.
Thank you so much.
Thank you so much for tuning in and look forward to a great second half for Nitro. Thank you. Bye-bye.
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