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Why & which game companies
get invested or acquired
Eric Goldberg
Managing Director, Crossover Technologies
17 February 2016
Investment & acquisition triggers
• Need
 Business
 FOMO (Fear Of Missing Out)
 Put money to work
• “Don’t call us, we’ll call you”
• Opportunity aligned with timing
• Invitation to a fire sale
• A champion (from a founder with a controlling stake on down)
Great Expectations->Reality
• Investments and sales happen as a result of great initial optimism for
both investor / buyer and game company
• Once the investor / buyer decides their interest is serious, the
analysis shifts to a ‘downside risk’ scenario
• A disconnect occurs when only the investor / buyer recognizes this
180-degree shift in perspective
• Supporting this shift by directly and pragmatically addressing the
‘glass half empty’ can win or lose a deal for the game company
• Standard compromises include valuation for investment and earnout
for acquisition
Investment Realities (macro)
• The games sector is out of fashion with the institutional venture
firms investing at >$3MM-$5MM (not to mention Series B)
• The upside is capped: game companies with enterprise values
>$500MM command in the 1.5-2x vicinity for trade sales
• The Western institutional VCs with games investment
experience are almost all on the sidelines for 2016
• The strategics have stepped up to replace institutional venture
backing of game companies and, with the Asian wave cresting
2015-16, have exceeded peak institutional venture investment
Investment Realities (micro)
• Europe has a cadre of first-round venture investors that have
games experience and are making multiple game investments
• Tens of exits in the 8- to low 9-figure range are possible for
game studios, which fully supports <$5MM growth investments
• Once a game studio delivers a Top-Grossing title, a next round
is sufficiently “de-risked” to open up financing options
• In the eight-figure range, back-end, service, tools, and analytics
plays reward <$5MM investments (but with fewer total exits)
Ingredients
• Great team
• Greenfield opportunity
• Blue-ish ocean
• Unfair competitive advantage
For extra bonus points: sustainable unfair competitive advantage
• Great game (great game line)
• Sector, game genre or territory
• Infrequently technology
M&A large…
• Buy vs. build
• Acquire a studio or back-end capacity
• Enter a new line of game business, more often as a defensive
move
• Buy an established product line that’s achieved a sustainable
revenue plateau or with material prospects to increase
• To excite or placate Mr. Market (i.e., move the stock price, either
upwards or in hopes of arresting a momentum-driven decline)
…and M&A small
• Buy vs. build – especially in a more favorable geography
(whether cheaper or with talent not readily available to HQ)
• Acquire a studio or back-end capacity
• Enter a new line of game business, often complementary and
usually as a growth strategy
• Stay competitive in a rapidly consolidating market – or, to a
lesser extent, “punch above weight”
“That deal”
As in, “I want one of those deals!”
Investments
• Usually $5MM-$7MM, perhaps with only a PowerPoint
• Team coming together, often with excellent provenances – but
have not worked together as an independent unit
Acquisition
• The stars align: buyer is new entrant into field, pay up front for
success in Next Big (Game) Thing, conviction play
“It’s better to be lucky and to be good”
Valuation (investment)
• In most cases, should allow for company insiders (not just
founders) to retain 50% after next financing (e.g., Series B)
• Greater variable is whether to invest in first place
• Driven by exit prospects
 Later stage: low multiples relative to other sectors at big numbers
 Earlier stage: sky may not be the limit, but cirrus clouds can be
• [For strategics] Price sensitivity drops with ‘first look’ or
distribution rights
Valuation (buy)
• Buyers emphasize lower base price in return for earnout
• Venture investors a minus for most buyers, as price disconnect
(and possibility of misalignment between VCs and company)
• Buy vs. build vs. rent
• Greatest value for great team at lower end, sustained
performance across multiple titles at higher end
• Sharp divide in re games at or approaching a revenue peak
Big Game Hunting
The good news
• [For M&A] The games industry is in a consolidation phase
• Europe has a game superangel and first-round VC ecosystem
that’s superior to both the NA and Asian counterparts
The not-so-good news
• [For investment] The games industry is in a consolidation phase
• It’s long odds against except when:
• you’ve carved out a successful niche; but chiefly when
• buyers or investors come looking for you
Thank you!
Eric Goldberg
Crossover Technologies
egoldberg@crossover.com
europe.casualconnect.org/content.html?speaker=ericgoldberg

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Optimizing User Acquisition Spend for an App Portfolio | Eric Seufert

  • 1. Why & which game companies get invested or acquired Eric Goldberg Managing Director, Crossover Technologies 17 February 2016
  • 2. Investment & acquisition triggers • Need  Business  FOMO (Fear Of Missing Out)  Put money to work • “Don’t call us, we’ll call you” • Opportunity aligned with timing • Invitation to a fire sale • A champion (from a founder with a controlling stake on down)
  • 3. Great Expectations->Reality • Investments and sales happen as a result of great initial optimism for both investor / buyer and game company • Once the investor / buyer decides their interest is serious, the analysis shifts to a ‘downside risk’ scenario • A disconnect occurs when only the investor / buyer recognizes this 180-degree shift in perspective • Supporting this shift by directly and pragmatically addressing the ‘glass half empty’ can win or lose a deal for the game company • Standard compromises include valuation for investment and earnout for acquisition
  • 4. Investment Realities (macro) • The games sector is out of fashion with the institutional venture firms investing at >$3MM-$5MM (not to mention Series B) • The upside is capped: game companies with enterprise values >$500MM command in the 1.5-2x vicinity for trade sales • The Western institutional VCs with games investment experience are almost all on the sidelines for 2016 • The strategics have stepped up to replace institutional venture backing of game companies and, with the Asian wave cresting 2015-16, have exceeded peak institutional venture investment
  • 5. Investment Realities (micro) • Europe has a cadre of first-round venture investors that have games experience and are making multiple game investments • Tens of exits in the 8- to low 9-figure range are possible for game studios, which fully supports <$5MM growth investments • Once a game studio delivers a Top-Grossing title, a next round is sufficiently “de-risked” to open up financing options • In the eight-figure range, back-end, service, tools, and analytics plays reward <$5MM investments (but with fewer total exits)
  • 6. Ingredients • Great team • Greenfield opportunity • Blue-ish ocean • Unfair competitive advantage For extra bonus points: sustainable unfair competitive advantage • Great game (great game line) • Sector, game genre or territory • Infrequently technology
  • 7. M&A large… • Buy vs. build • Acquire a studio or back-end capacity • Enter a new line of game business, more often as a defensive move • Buy an established product line that’s achieved a sustainable revenue plateau or with material prospects to increase • To excite or placate Mr. Market (i.e., move the stock price, either upwards or in hopes of arresting a momentum-driven decline)
  • 8. …and M&A small • Buy vs. build – especially in a more favorable geography (whether cheaper or with talent not readily available to HQ) • Acquire a studio or back-end capacity • Enter a new line of game business, often complementary and usually as a growth strategy • Stay competitive in a rapidly consolidating market – or, to a lesser extent, “punch above weight”
  • 9. “That deal” As in, “I want one of those deals!” Investments • Usually $5MM-$7MM, perhaps with only a PowerPoint • Team coming together, often with excellent provenances – but have not worked together as an independent unit Acquisition • The stars align: buyer is new entrant into field, pay up front for success in Next Big (Game) Thing, conviction play “It’s better to be lucky and to be good”
  • 10. Valuation (investment) • In most cases, should allow for company insiders (not just founders) to retain 50% after next financing (e.g., Series B) • Greater variable is whether to invest in first place • Driven by exit prospects  Later stage: low multiples relative to other sectors at big numbers  Earlier stage: sky may not be the limit, but cirrus clouds can be • [For strategics] Price sensitivity drops with ‘first look’ or distribution rights
  • 11. Valuation (buy) • Buyers emphasize lower base price in return for earnout • Venture investors a minus for most buyers, as price disconnect (and possibility of misalignment between VCs and company) • Buy vs. build vs. rent • Greatest value for great team at lower end, sustained performance across multiple titles at higher end • Sharp divide in re games at or approaching a revenue peak
  • 12. Big Game Hunting The good news • [For M&A] The games industry is in a consolidation phase • Europe has a game superangel and first-round VC ecosystem that’s superior to both the NA and Asian counterparts The not-so-good news • [For investment] The games industry is in a consolidation phase • It’s long odds against except when: • you’ve carved out a successful niche; but chiefly when • buyers or investors come looking for you
  • 13. Thank you! Eric Goldberg Crossover Technologies egoldberg@crossover.com europe.casualconnect.org/content.html?speaker=ericgoldberg