1. CFA Institute Research Challenge
hosted by
Local Challenge CFA Society Poland
University of Science and Technology in Cracow
2. 1
WSE Ticker: CDR
CD PROJEKT S.A.
Industry: Computer and video games
Interactive entertainment
Sector: Information technology
Highlights
We issue a buy recommendation with a one-year target price of PLN 18.17
which implies a 10.73% upside from its closing price of PLN 16.41 on
6th
February 2015. In our valuation we used Discounted Free Cash Flow
Method and Multiples Method. We found the Multiples Method misleading
when applied to current results due to high variability of past and forecast
cash flows, therefore we estimated discounted multiple valuations going
forward as a proxy. CD Projekt S.A. is a thriving and innovative company
effectively expanding into international markets. Our valuation does not
include dividends since they appear sporadically in growth companies from
the information technology sector.
Main price growth drivers: (1) Release of a key product - The Witcher 3 on
19th
May 2015 which will result in approximately PLN 222 million of revenue
in second quarter 2015; (2) Weakening Polish currency against the dollar or
the euro will result in higher income since the Company makes its profit
mainly in foreign currencies; (3) Arousing clients’ interest in digital
distribution; (4) Revenues from The Witcher Battle Arena exceeding expected
profit.
Main price decline drivers: (1) Strengthening Polish currency against the
dollar or the euro; (2) Failure of key games and inability to receive foreseen
income; (3) Unsuccessful release of the GOG Galaxy platform.
Sound financial position We estimate that CD Projekt will present good
financial status: (1) D/E equal to 0% in the forecast period; (2) CFO/CAPEX
47% in 2014, 744% in 2016F; (3) Cash ratio 0.45 in 2015E, 8.70 in 2017F.
Main risk issues are: related competition with influence on shaping the
market and substitute products. Regime changes in macroeconomic and
political environment as well as unsuccessful product launches can pose
additional risk.
Recomendation: BUY
Price at 6 Feb 2015 PLN
USD
16.41
4.47
12M price target PLN
USD
18.17
4.95
52-week range PLN
USD
12.96 – 18.40
3.53 – 5.01
Stock data
Market capitalization (PLN) 1.54 billion
Free float (%) 44.24%
WIG 20 (PLN) 2324.02
Average daily volume 120 427
Shares outstanding (%) 0.13%
Shares outstanding 94 950 000
Institutional holdings (%) 19.25%
Key indicators
ROE (%) 54.93%
ROA (%) 54.07%
Net debt/equity 0
Book value/share (PLN) 3.55
Price book (PLN mln) 337
Net interest cover NO DEBT
EBITDA (PLN mln) 216
EBIT margin (%) 40.70%
Comparables
Company’s name P/BV P/EBIT
ACTIVISION BLIZZARD INC 2.2 14.4
ELECTRONIC ARTS INC 5.7 35.0
UBISOFT ENTERTAINMENT 2.0 n.d.
SQUARE ENIX 2.4 22.4
KONAMI CORP 1.3 31.1
BANDAI NAMCO 1.8 10.5
CAPCOM CO LTD 1.8 17.3
TAKE-TWO INTERACTIVE
SOFTWARE
3.3 5.0
Valuation [PLN thousand]
Cost of equity 10.3%
DCF perpetuity growth
(PLN thous.)
1749
DCF terminal multiple
(PLN thous.)
1686
DCF average (PLN thous.) 1717
Multiples average (PLN thous.) 1356
Valuation weights
(DCF/Multiples)
50%/50%
Financial Summary and Implied Multiples
2014F 2015F 2016F
Sales 86 725 531 253 220 973
EBITDA 7 289 216 211 76 554
EBIT 3 748 211 907 71 420
Net profit 5 081 185 206 63 361
Assets 243 185 342 557 314 876
Liabilities 85 857 30 091 88 243
Equity 160 937 337 163 246 986
P/S 12.00 3.70 10.61
P/EBIT 423.12 9.28 32.84
P/E 195.49 10.61 37.01
P/BV 9.85 5.83 9.50
12
13
14
15
16
17
18
19
49 000
50 000
51 000
52 000
53 000
54 000
55 000
56 000
WIG
CDR
Source: www.stooq.pl, Team estimates
Figure 1. Share price vs WIG Index
Source: www.obligacjeskarbowe.pl, Team estimates
3. 2
Business Description
History
The CD Projekt Capital Group (“the Group”) is the largest Polish group in the videogame segment. It
was established in 1994 under the name CD Projekt. In 2010 the Group merged with Optimus S.A.
which acquired 100% of CD Projekt shares. Since then the Group was listed on Warsaw Stock
Exchange (“WSE”) as Optimus S.A. In 2011 the name was changed to CD Projekt RED S.A. Currently it
is listed as CD Projekt S.A. (“the Company”). Structure of the Group is presented on Figure 2.
Core business area
CD Projekt Red Studio - CD Projekt S.A. is one of the world’s leading producer of video and computer
Role Playing Game (“RPG”) games. Game production is realized by CD Projekt Red Studio (“the
Studio”) which was founded in 2002. Until now the main product of the Studio is a series of games
called The Witcher. The first two parts were sold in over 8 million copies around the world. The third
part of The Witcher is currently under preparation. During development of The Witcher 2 the Studio
has created a proprietary advanced videogame engine called REDengine.
Strategy of the Studio:
1. Release of The Witcher 3: Wild hunt game is planned for 19th May 2015. This RPG game
will be available for different platforms such as personal computer (“PC”), Xbox One
(“XOne”) and PlayStation4 (“PS4”). It represents a segment referred to as “triple A games”
(“AAA”) with an extensive development budget, top-of-the-line production values and
industry leading marketing support. The game is going to establish a long-term support.
2. Release of Cyberpunk 2077 game (premiere date to be announced), another AAA RPG
game. The game is based on Cyberpunk® book series which has over 5 million fans of
whom 70% are from USA.
3. Production of two smaller games which will aim to support high production values.
4. Release of a game for mobile devices.
5. Sale of REDengine license.
GOG. Ltd. - GOG. Ltd. (“GOG”)is one of the foremost digital videogame distributors in the world. It
currently distributes over 850 titles originating from more than 290 business partners. The Company
operates on the American and West European market. GOG ranks as the second most popular
independent distribution platform of digital games. In late 2012 the service surpassed 2 million
unique clients mark - measured by monthly logins. GOG distributes games without Digital Rights
Management (“DRM”), a technology to control the use of digital content and devices after sale. It
applies Fair Price Policy - every gamer throughout the world pays the same price for the products of
the Company. Digital distribution of videogames is a dynamic and rapidly evolving sector where
innovation is a crucial aspect (Figure 3.). For this reason GOG has opted not to disclose its strategy
or goals. During its development GOG takes into account gamers’ preferences, who buy games in
digital version more often than in physical. Over recent years the number of digital games recipients
has increased to 53% of all of their customers. It is estimated that until 2017 the share in overall
sales will reach 78%.i Geographical sales distribution of the Company splits between 48% in North
America, 39% in Europe, the Middle East and Africa (EMEA) and 13% in rest of the world (Appendix
21.). Games production and distribution development depends on growth of GOG and the Studio.
Shareholder structure
Shareholders of the Company include three institutional investors (investment and pension funds)
exceeding 5% shareholding, founders, board members and private investors. Since September 2013
PKO TFI holds 9.48% of shares, 5.27% belongs to Amplico PTE and AVIVA OFE has 5.2% of shares. Co-
founders and board members own 35.81% of shares. Free float amounts to 44.24% of shares (Figure
5.).ii Until November 2014 www.cdp.pl - local distributor of games, movies, e-books and audiobooks
- was a part of the Group. The Company decided to focus on a global market and now, after sale and
remission of shares which belonged to the Group, the Company holds only 8.29% of www.cdp.pl
shares.
CDProjectS.A. GOG.Ltd
GOG Poland Sp. z
o.o.
Brand Projekt Sp.
zo.o.
CD PROJEKT Inc.
CD Projekt Brands
S.A.
0
20
40
60
80
2010 2011 2012 2013 2014e
Figure 3. Longterm dynamic
growth of GOG
Net profit Revenues
9.48%
5.27%
5.20%
35.81%
44.24
%
Figure 5. CD Projekt S.A.
shareholders as of January 2015
PKO TFI SA
Amplico PTE
AVIVA OFE
Co- founders & Board Members
Free float
Recentchangeson
GOG.com
GOG Galaxy development and tests
2014/07/25 - Linux games on GOG -
first 50 titles, currently over 130
2014/08/24 - movie section on GOG
2014/08/24 - local payment
methods (Sofort, Yandex,
Webmoney, other)
2014/08/24 - prices in EUR, GBP,
AUD, RUB
2014/08/24 - new version of the
service including new mobile
version
2014/11/07 - first local language
version - French
Figure 2. The CD Projekt Capital
Group Structure
Source: www.cdprojekt.com
Source: Company data, Team estimates
Source: Company data
Source: www.cdprojekt.com
Figure 4. GOG’s recent history
4. 3
Industry Overview and Competitive Positioning
CD Projekt RED Studio
Industry Overview
Global Games Market
In 2013 the Global Games Market amounted to USD 75.5 billion of which 41% (USD 30.8 billion)iii
came from consoles and personal computers. That is the target segment for the Studio with its
flagship product The Witcher 3 which will be issued on three platforms: PC, XOne and PS4. It is
estimated that in 2017 Global Games Market may reach USD 102.9 billion with a forecast 8.1%
Compound Annual Growth Rate (CAGR). Approximately 30% of the market (USD 36 billion )iv will
come from consoles and PC. A reduction in market share is due to a significant increase in the
segment of games for mobile devices. (Figure 6.)
Video and Computer Game Genres in Overall Market
The datav in 2011-2013 (Figure 7.) shows that the genre of RPG, which representative is the Witcher
series, should be approximately 7% and 21% of the shares respectively in the market of video (PS4,
XOne) and computer (PC) games. We estimate that this trend will continue in the coming years. The
decline in the market share of RPG games in 2013 (12%) is due to the lack of new high-end game
releases for this kind of game.vi
Metacritic Scores
Known and respected by players and developers alike the Metacritic website rates games on a scale
of 1 to 100. In recent years, Metacritic has become a determinant of whether a game is worth
purchasing. Numerous players before buying a game often research how it is evaluated by the
Metacritic service. In addition, this assessment is issued before the financial results and hence is
often an indicator of potential sales volumes and a proxy for the future stock market value of the
publisher. The Studio was awarded marks of 86/100 for The Witcher 1 and 88/100 for The Witcher 2
which is a high score suggesting a high sales potential.
Competitive Positioning
One of the Best RPG Developers
The Studio developed its brand strength on the first two editions of The Witcher game selling over
8 million copies and attracting millions of fans of the series worldwide. Previous releases have
received a total of over 200 awards and not yet released The Witcher 3 earned more than 170.vii
Therefore the Studio is seen as one of the best RPG developers in the world on a par with Bethesda
Softworks (The Elder Scrolls), BioWare (Mass Effect, Dragon Age) or FromSoftware (Dark Souls).
(Figure 8.)
The Witcher 3 release on PC, Play Station 4 and Xbox One
The Witcher 3 has been hailed as one of the most anticipated games of the year 2015.viii It is
a production of an AAA ratio, which means games involving large amount of money, focused on high
quality of the final product and using advanced technology. The game is expected to be shocking
with a combination of an unprecedented immersive storyline with an extensive, interactive, open
world. The story contains over 100 hours of non-linear storyline with 36 different endings and 3
different epilogs. In addition, the game offers players a gigantic world to explore, 35 times larger
than the world of The Witcher 2. For the first time The Witcher 3 will be released simultaneously on
three platforms (PC, PS4, XOne) in order to reach out to more customers. A similar situation
occurred with The Elder Scrolls 5: Skyrim game. It was also released on three platforms which
resulted in more than twice the sales of the previous two parts of the series together. We estimate
that this will roughly be replicated in case of The Witcher 3.
Strong Team and Partners
The Studio is composed of an experienced and well coordinated team of over 300 employees.
Additionally, it has concluded profitable agreements with the world's preferred computer giants
such as Warner Bros, Home Entertainment, Namco Bandai or Valve giving the possibility of free
development of the Company.
0
20
40
60
80
100
120
2012
2013
2014E
2015E
2016E
2017E
Figure 6. Market snapshot
Global Games Market 2012-
2017 in billion dollars
MMO's
PC/MAC
Tablets
Smartphones
Consoles
Others(social + handhelds)
Best RPG
Developers
Bethesda
Softworks
SquareSoft
BioWare
Obsidian
Entertainment
CD Projekt
RED
From
SoftWare
21%
28%
12%
21%
27%
28%
28%
25%
38%
1%
0% 0%13%
6% 7%
9% 7% 7%
3% 2% 2%5% 5% 4%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
2011 2012 2013
Figure 7. Computer Game Super Genres by
Units Sold
Role-Playing Casual
Strategy Sport Games
Shooter Adventure
Action Other Games, Compilations
Source: Entertainment Software Association:
Essential facts about computer and video game
industry 2012,2013,2014
Source:Team analysis
Figure 8. Best RPG Developers
Source: Source: The NPD Group/Retail Tracking Service
5. 4
Cyberpunk 2077
In parallel since early 2013 the Studio has been working on a second AAA production Cyberpunk
2077. Based on a series of role-playing games Cyberpunk is set in a futuristic world where modern
technology coexists with a degenerate society. According to the announcement of the authors, it is
meant to be a mature, ambitious title, in which the character development is strongly associated
with a non-linear plot of the history and the different classes of characters. We estimate that
a realistic release date will be in 2017 and the revenues will be similar to the success of The Witcher
3.
The Witcher Battle Arena
Industry Overview
Global Mobile Games Market
The Global Mobile Games Market is the fastest growing industry on the gaming market. In 2013
revenues amounted to USD 17.5 billion. It is estimated that the income from the industry will
double in 2017 and can reach up to USD 35.4 billion in revenues.ix The major mobile operating
systems with the highest number of applications issued are IOS and Android. Figure 9. (markings
NAM – North America, LATAM – Latin America, W –EU – Western Europe, E-EU – Eastern Europe,
MEA – Middle East Asia, APAC – Asia Pacific) shows the increase percentage for the next three years
for Western gamers and developed markets in Asia, Eastern Europe, Middle East Asia and Latin
America combined, which are respectively 18% and 42%. In 2013, the number of mobile players
totaled 1.33 billion and it is estimated that by 2017 this figure will reach 1.82 billion.
Competitive Positioning
Low Barriers to Entry
There are very low barriers to enter games industry for IOS, smartphones, tablets due to the ease
and low cost of setting up a small development company than before. The average cost of creating
a dedicated console game amounts to approximately USD 20 million while anyone can create a new
mobile game and post it for a small fee on the market.x
Difficulty in Reaching the Customer
With such a low barrier to entry, the market is flooded with new applications, so it is very difficult to
reach the customer. It is easier to succeed for games that come with a reliable and recognizable
brand or that often appear on the sales lists. The Witcher Battle Arena (“TWBA”) refers to the well-
known and popular game series. Moreover, The Witcher is characterized by high quality
workmanship. An important aspect is the Free-To-Play model with micropayments, which enjoys the
greatest popularity and profitability of mobile games. In addition, for years the Studio has been
focusing on building a strong and lasting relationship with their customers, which is why it is highly
likely that many of them will try the game out on their mobile devices. To summarize all aspects,
TWBA is an opportunity for the Company for a new place of growth and a chance to increase their
profits.
GOG.com
Industry Overview
In the video game industry digital distribution is the process of delivering video games in the form of
digital information without purchase or replacement of any physical media.
Low Barriers to Entry, Strong Competition
Starting a business by the establishment of a new distribution platform involves considerable
financial outlay. Furthermore, this market is characterized by high competition. Since 2004 the
supreme market leader is a private company Valve with its Steam platform. Due to lack of data, it is
estimated that it represents approximately 50-70% of market shares in the digital distribution of
video games. The other significant competitors are Electronic Arts (Origin) and Ubisoft (Uplay), but
in contrast to Steam, these platforms generate profits primarily from the distribution of its own
production of video games. It is estimated that both have approx. 10% of market shares.xi To enter
the market and attract customers a new company must demonstrate the competitiveness of
services and an unique sales approach of to be successful.
Unique
approach to
client
No DRM
No copy
protection
No online
verification
Just
download and
install
Qualitative
approach
Bonus
content
offered with
each game
And
thoroughly
tested
Carefully
selected
games
Players come
first
In-house
customer
service
30 days
Money Back
Guarantee
Fair price
301 355
1029
1463
0
500
1000
1500
2000
2013 2017E
Figure 9. Mobile gamers 2013-2017 in
milions
LATAM, E-EU, MEA, APAC
NAM, W-EU, OCEANIA
1.33Bn
1.82Bn
7
13 15
22
2
5
6
13
0
5
10
15
20
25
30
35
40
2012 2013 2014E 2017E
Figure 10. Global mobile games revenue in
milions of dollars
Smartphones Tablets
Figure 11. GOG’s client approach
Source: Newzoo 2014 Global Games Market Report &
Service
Source: Company data
Source: Newzoo 2014 Global Games Market
Report & Service
6. 5
Unique Approach to the Market
At the beginning of its operations, GOG focused on niche in older, classic games, which often were
not compatible with the latest operating systems. In addition, the company established good
relations with customers, which is reflected in the lack of existence of DRM protection in offered
products. Typically, they limit the use of a legally acquired game, which to a large extent,
discourages potential customers from purchases in this form. Moreover, the Company has a policy
of fair price (Fair Price Policy), which means that the game is offered for the same price regardless of
the country of origin of the customer. With an innovative equitable approach (Figure 11.) the digital
distribution service GOG has been recognized by "Time" magazine as one of the top 50 websites in
the world in 2013.xii
Development of Digital Distribution
An increasing percentage of digital sales in total sales is recorded annually.xiii In 2013, the
distribution of video games in digital was greater than traditional/physical. It is estimated that by
2017 it will reach 78% of total distribution.xiv The increase is due to the fact that digital distribution is
cheaper in terms of manufacturing, logistics and warehousing. In the coming years the demand for
physical retail boxed games is likely to shift to digital platforms. (Figure 12.)
Competitive Positioning
Difficulty in Estimating Market Share in Digital Distribution
Most companies in the industry do not publish financial results, hence, estimation of a market share
for individual companies is extremely difficult. We are however able to make estimates when a
game developer publishes its profits from sales of each platform. In an article in September 2011, PC
Gamer presented digital sales statistics for The Witcher 2 (Figure 13.).xv It shows that Direct2Drive,
Impulse and GamersGate sold together 10 000 copies (4%), GOG had sold 40 000 copies (16%),
while at the same time Steam has sold 200 000 copies (80). On 20th February 2013 the creator of the
game "Defender's Quest" Lars Doucet posted revenues of the game for the first three months
obtained from six different digital distribution platform containing four main distributors of video
games and 2 methods of purchasing and downloading games directly from the developer (Figure
14.).xvi The results showed that GOG has obtained the second highest revenue of 4 used digital
distribution platforms, behind only Steam. Game developer Lars Doucet said that "for the major
[digital game distributors] GOG's star is clearly rising. Even under direct competition, GOG generated
14.5 % as much revenue as Steam. [...] Steam enjoys a captive market of ardent loyalists, but GOG is
swiftly becoming an attractive alternative and gaining loyalists of its own, especially in the anti-DRM
crowd. "
Based on the available information, it appears that GOG is the second largest independent digital
distributor worldwide. We estimate that it has approximately 10% of market shares, while Steam,
EA and Ubisoft have respectively approximately 65%, 10% and 10% (Figure 15.).xvii
GOG business expansion
Every year the Company is expanding its range of services. In the third quarter of 2014 GOG
expanded the business of selling movies. Currently, the Company offers more than 876 titles on
three operating systems on PC, Mac and Linux, allows payment in a growing number of currencies
(USD, EUR, GBP, AUD, RUB) and adds another language versions of the website (French).
GOG Galaxy launch
The next milestone in the development of digital distribution will be the implementation of the GOG
Galaxy platform. This will be the equivalent of the platform offered by Valve allowing, inter alia, a
game play in multiplayer mode through which the range of offered games will extend by the
growing number of games incorporating this mode. In addition, GOG Galaxy will be able to connect
to servers on other platforms such as Steam via cross-play technology. With this solution, users who
have numerous friends using other platforms will be able to communicate and play with them from
the GOG Galaxy platform. In addition, an important advantage is the lack of online activation which
allows players to play even without access to the Internet. It happens very often that competing
platforms do not allow to play in single player mode, when a person does not have an Internet
connection, which further discourages them from using such services. Another issue that
disheartens some customers is the compulsion to use the platform to install the game. GOG once
again shows how to manage its relationship with customers through the promotion of Freedom of
Choice allowing the use of their services without being forced to install additional software.
80%
16%
4%
Figure 13. Digital sales of The
Witcher 2 in first 6 months
Steam
GOG.com
Direct2Drive, Impulse Gamersgate
71% 68%
59%
47% 39% 33% 27% 22%
29% 32%
41%
53% 61% 67% 73% 78%
Figure 12. Video games distribution
split by channel
Digital distribution
Physical distribution
86%
14% 0.3%
Figure 14. Digital sales of Defender's
Quest in first 3 months
Steam GOG.com Impulse, Desura
Source: PC Gamer
Source: PC Gamer
Source: Newzoo, 2014 Global Games Market
Report
7. 6
Investment Summary
We issue a buy recommendation for CD Projekt S.A. with a one-year target price of PLN 18.17. It
implies a 10.73% upside from current price level. The Company is a thriving and innovative group
effectively expanding into national markets. In addition, it actively runs marketing campaigns to
encourage more clients, especially in North America. Even though generated income is not stable
we forecast the growth of the stock price in next year due to new projects. The operational cash
flow is estimated to be around PLN 187 million.
Valuation Methods
We estimated target price by combining DCF Method and Multiples Method which we balanced
with equal importance. To obtain the most reliable result in the first method we have taken into
account different approaches. Using the second method we decided to choose the peer group by
focusing on the companies whose income is generated from developing and distribution of video
and computer games. We believe that this careful choices will let us estimate presumable target
price.
Debt Capacity, Dividend Yield
Young, innovative and rapidly developing companies, which include CD Projekt S.A., finance projects
mainly with retained earnings and they are disinclined to pay big dividends. Since generated income
is unstable and any tax shield may not make any profit the Board is not interested in incurring any
debts and announces that this will not change. An insignificant number of 0.016% of the Company’s
capital value is debt. This is why in further calculations we assume it is equal to zero. Moreover,
during the last four years the Company was focused on paying off debts generated by Optimus and
was not expected to pay any dividends to its shareholders.
New Projects are the Triggers
Releasing AAA games stimulates rapid growth of income. There are two big projects in progress: The
Witcher 3 and Cyberpunk 2077. The first one is already a well-known brand and a release on three
different platforms is going to exceed recent incomes multiple times. The second is aimed mainly at
Americans where Cyberpunk series is very popular. The Company is expected to earn many new
customers. Other actions such as production of a board game or a game dedicated for mobiles
strengthen the brand.
Possible Investment Risks
Beyond obvious threats connected with market, such as strengthening Polish currency or adverse
changes in macroeconomic situation, investors should be aware of other risk factors such as
consolidation of the competition, unsuccessful product launches or instant development of devices
what may require thorough changes of the production system.
CAPM
Risk free rate rf 3%
Coefficient β 1.20
Market risk premium rm – rf 6.05%
Cost of equity r 10.3%
65%
10%
10%
10%
5%
Figure 15. Market share in digital
video game distribution
Valve GOG.com
Origin Uplay
Other
0
2
4
6
8
10
12
14
16
18
20
Shareprice[PLN]
The Witcher 2
release
The Witcher 2
XBOX 360 release
1st delay in
release The
Witcher 3
2nd delay in
release The
Witcher 3
The Witcher 3
announcement
-50 000
0
50 000
100 000
150 000
200 000
250 000
[PLNthousand]
Source: PC Gamer
Source: Team computations, Appendix 12
Source: Company’s data, Team estimates
Figure 18. CD Project share prices and news flow
Figure 16. CAPM summary
Figure 17. Capital Group net income
Source: Team estimates
8. 7
Source: Company data, Team estimates
Valuation
To compute present value of the Group we used two most common methods in contemporary
financial analysis:
1. Discounted Free Cash Flow Method (“DCF”) based on Free Cash Flows to Equity
In applying DCF Method we divided the Group into four components: the Studio, GOG, CD Projekt
Invest (Brands). We forecasted future cash flows of all components using two-stage growth method.
First phase includes thorough quarterly anticipation of future financial results until 2017. In second
phase since 2018 we take an average level of cash flows in 2016 and 2017 and assume its constant
growth. We sum up anticipations of all components and discount them to their present value. Based
on this approach current value of the Company is about PLN 1774 thousand.
CD PROJEKT RED Studio
Financial future of the Studio depends mainly on the success of The Witcher 3 (“W3”).
• Sales revenues - Due to the specific revenues structure which differs according to
releasing new games we approach the problem by three different ways. (Appendix 13)
• Cost of products, goods and materials sold, selling costs - We computed an average
proportion of costs to revenues which stays at the level of about 55%.
• Income tax - We assume that the Company will pay efficient income tax at the average
level from past years equal to 13.26% of operating income.
That brings us to the following results:
Table 21.
[PLN thousand] 2014 2015 2016 2017
Sales revenues 29 043 467 433 153 109 518 094
Net income 243 177 491 54 956 197 240
Source: Team Estimates
GOG.com
Despite of its dependence from The Witcher games behavior of GOG’s finances is much more stable
than the Studio’s.
• Sales revenues - We assume a stable growth of sales revenues of 5%, which is
conservative assumption looking at revenues in the past years which have increased
respectively 298%, 166%, 138% year to year since 2011.
• Cost of revenues - Basing on financial results (Appendix 7) we can see that costs of
revenues are slightly rising. Moreover, logarithmic trend line helps us estimate this value
on level 66%. Costs will rise because GOG constantly adds to its offer new games, which
have bigger margins.
• Income tax - Computed average effective income taxes amount to 11%.
• Other - Further we assume that marketing and administrative costs will stay at the
average level from the past years. The same assumption we take for financial cost and
revenues.
Since nowadays there is a trend to buy games in digital version rather than in physical GOG has a big
chance to increase its revenues. The same positive trend we see in GOG’s share of whole market of
digital distribution which is actually about 15%. Moreover, revenues in the past years have increased
respectively 298%, 166%, 138% year to year since 2011. Finally we get:
Table 22.
[PLN thousand] 2014 2015 2016 2017
Sales revenues 67 738 74 905 78 650 82 582
Net income 7 744 9 420 9 978 10 565
Source: Team Estimates
The component will stay at approximately the same average level as in the past years. More in
appendices 8-9. When we sum up all data we have:
Table 23.
[PLN thousand] 2014 2015 2016 2017
Sales revenues 86 725 531 253 220 973 589 762
Net income 8 111 185 206 63 361 206 170
Source: Team Estimates
Figure 24. GOG -
Proportion of cost to sales revenues
0 5 000 10 000 15 000
2011
2012
2013
[PLN thousand]
Figure 20. GOG
Profit before taxation
Income tax
10%
11%
13%
0
2000
4000
6000
8000
10000
12000
14000
16000
18000
The Witcher 3 PC+PS4+XBOX One [thous. of units]
The Witcher 2 X360 [thous. of units]
The Witcher 2 [thous. of units]
The Witcher 1 [thous. of units]
Figure 19. The Witcher’s sales
Source: Company data
Source: Company data, Team estimates
9. 8
Source: Team estimates
Table 29.
Table 26.
Table 24.
Table 27.
Source: Team estimates
Table 25.
Estimating value
Using the FCFE forecast (Appendix 22) it is possible to estimate present value of the Company (Table
24 and Table 26). We used two methods to find residual value (perpetuity growth method and
terminal multiple method). Taking the average we get the value at the level PLN 1774 thousand.
2. Multiples method
The method started by calculating the median for each factor separately for our peer group
consisting of 8 companies with similar business. Received we used the median to estimate the value
of the company in relation to a given factor in the period considered. We found the Multiples
Method misleading when applied to current results due to high variability of past and forecast cash
flows, therefore we estimated discounted multiple valuations going forward as a proxy. Moreover
we are comparing a minority shareholding of listed company to other listed companies therefore no
liquidity or control discount or premium was applied. Current research shows that the size premium
is no longer present in valuations. Consequently as the value of the company in the audited year we
assumed the median of the values obtained in relation to the company's individual coefficients.
Then, the results were discounted at the present time. Finally, as the result of the comparative
method we found the arithmetic average of the discounted results for each year. Ultimately, the
estimated value of the company amounted to PLN 1 355 578 (USD 369 367).
Results
By taking average value from these two methods we get a value of the Company PLN 1568
thousand, so actually it is undervalued. By computations we find out that one year target price
should be PLN 1817 thousand.
Financial analysis
The main source of income of the Company is game production. At the time of a release of new
game there is an increase in revenue. CD Projekt recorded big profits in the first quarter of 2011 due
to the premiere of The Witcher 2 on PC, which turned out to be very successful. Another increase in
profits can be noticed in the second quarter of 2012. It was about the time when The Witcher 2 was
released on Xbox360. In these periods we see a significant growth in EBIT Margin. After these
events, the Company's profits fall due to the diminishing interest in the issued game and
preparation of the next release.
Based on the analysis of previous periods, the Company showed a low ROE. In 2011 it was about
20%. Over the years, this indicator has fallen. Since then the Company did not deliver any new
products because of a preparation of a new game - The Witcher 3, the final premiere has been
scheduled for May 2015. In our opinion, in 2015 ROE will reach the level of 54%. It will be caused by
increasing EBIT and profit from sales of this new product. DuPont analysis suggests that EBIT’s value
has a big impact on changes of ROE. Another component that has an influence on ROE is asset
turnover which describes a good use of the resources of the Company.
In previous periods, the Company’s ratio of CFO/CAPEX declines. This results in lower revenues from
the production and sales. CD Projekt in the forecast period will reach a significant increase on the
coefficient in the second quarter of 2015. Later, there will be a fall until the next release of new
product on the market. This situation will repeat on a regular basis. We can see that the company is
periodic. Assuming regularity in the premieres of new products we estimated that a similar situation
will be repeated every two years.
Perpetuity growth method
Terminal growth rate
(Polish inflation target)
2.5%
PV of residual value
[thousand PLN]
1 470
% of valuation in residual
value 79.0%
Value of 100% equity
[PLN million]
1 862
FCFE valuation 2014 2015 2016 2017
FCFE [PLN thousand] -37 008 244 279 26 565 303 508
Cost of equity 10.3% 10.3% 10.3% 10.3%
Discount factor 0.91 0.82 0.75 0.68
DCF [PLN thousand] -33 565 200 946 19 820 205 380
DCF total [PLN thousand] 392 580
Terminal multiple method
[PLN million]
Terminal EBITDA multiple –
Long-term based in Global Peer
Group
12.0
Length of forecast 4
PV of residual value
[PLN thousand]
1 294
% of valuation in residual value 76.8%
Value of 100% equity
[PLN thousand]
1 686
Global Peer Group
[PLN million]
Terminal EBITDA multiple –
Long-term based in Global Peer
Group
12.0
Length of forecast 4
PV of residual value 1 294
% of valuation in residual value 76.8%
Value of 100% equity 1 686
Summary of valuations
[PLN million]
PLN USD
DCF Valuation (Perpetuity
growth model) 1 862 507
DCF Valuation (Terminal
multiple method) 1 686 459
Comparative valuation
Global Peers 2014F 146 40
Disc. comparative
valuation Global Peers
2015F 2 353 641
Disc. comparative
valuation Global Peers
2016F 756 206
Disc. comparative
valuation Global Peers
2017F 2 168 591
DCF average 1 774 483
Multiples average 1 356 369
Overall average: 50% DCF,
50% Comparables
1 568 377
Source: Team estimates
Source: Team estimates
Source: Team estimates
10. 9
Major source of revenues of the Company is production of their own games and distribution in
digital and physical versions. We anticipate that the newest game The Witcher 3 will be a success
because of the popularity of the previous parts of the game. We estimate that in 2015 the game will
sale in 5.3 million copies in the whole world at prices set by CD Projekt. This will bring the Company
profit of PLN 533 million. Another major production is Cyberpunk 2077, which has already earned
positive reviews. We estimate its premiere in 2017 and expect it to have the same success as The
Witcher 3 because of the amount of the capital the Company has invested in the product.
Global interest in digital games can contribute to the success of GOG. In 2012, GOG gained PLN 46
million from sales. Last year resulted in PLN 63 million of revenue what implies a 38% upside in
comparison to previous year. We estimate that revenues in 2017 will exceed PLN 80 million. GOG
profits will go up to 30% of all revenues from products involving income changes depending on the
period. In addition, GOG sells games created by CD Projekt Red Studio what is profitable for the
Company.
The company is developing, has no dividend policy leads, does not have long term loans. The
Management Board avoids this types of commitment. Therefore, we do not assume that this
situation will change in the future. We also believe that the Company will not start paying dividends.
To develop itself the Company uses internally generated funds only.
Investment Risks
Probability and impact of the following factors are presented in Appendix 19.
1. Strategic Risk:
Unsuccessful product launches: The Company will not obtain the foreseen income from new
products if they do not meet tastes or expectations of the customers. To reduce the risk the
Company focuses on maintaining and taking care of present customers, who usually are strong fans
of their products, by offering numerous bonuses or on encouraging new buyers by free samples. The
Group concentrates on evolving long-term relationships with the clients what reduces unsuccessful
launches.
Wrong estimation of future sales: Before releasing a product the Company has to predict the value
of sales and prepare enough copies. In real life there are significant differences between the
possible income of various products. The Company tries to foresee the future sales value by
commercial potential of a product but it is impossible to eradicate the risk.
Delays in release dates of products: Since developing a game is a complex process, there are many
possible problems to occur. In video games market it is common to reschedule the release date
because it is very hard to evaluate how long will the creation of a game last. Moreover, financial
problems or others connected with programming can appear. The Company has no influence on
whether the suppliers providing a game finish on time but the Studio can try to minimize the risk of
not keeping to a schedule with their own production.
Game defects: Launching faulty products can harm Company’s image and discourage clients.
Establishing complex games makes them more likely to have errors. It is very hard to avoid defects,
even if the game is thoroughly tested. The Group policy is to give the customers who have already
bought the latest version of the game an enhanced version of the same game for free.
Stronger competition: Good financial situation of other companies can pose a threat to the Group
in terms of gaining rights for publishing, distribution of games or marketing campaigns. To avoid
being outperformed by the competition the Company puts an emphasis on innovative ideas because
unique and outstanding concepts will dominate and encourage more buyers. Additionally, they pay
attention to maintain good relations with present and possible partners.
Consolidation of companies: Among companies publishing video games it is very common to merge
with bigger suppliers. Such actions can lead to taking over the market by only few big providers or
can cause an end of a cooperation. The Company maintains good relations with suppliers and is
always looking for diversified sources.
2. Legal Risk:
Law regulations: Conducting economic activity all over the world exposes the Company to many
frequent legislative changes connected with tax rules, commercial law, intellectual property or legal
USA
39.3%
Germany
11.5%
Great
Britain
9.2%
Australia
4.7%
Canada
4.4%
France
2.8%
Sweden
2.3%
Finland
2.2%
Poland
2.1%
Norway
1.7%
Netherlands
1.6%
Other
18.2%
Figure 34. Geographical sales of GOG
between 1 of Jan and 30 June 2014
3.16% | 52.59%
ROE
2.09% | 52.28%
ROA
5.86% | 34.96%
NI/Sales
35.66% | 149.54%
Sales/Asset
151.11% | 100.61%
Asset/Equity
2014 | 2017
Legend
-20 000
-10 000
0
10 000
20 000
30 000
2011 2012 2013 2014
Source: Company data
Figure 32. Cash flow pattern
CFO CFI CFF
0
50000
100000
150000
200000
250000
0,00%
10,00%
20,00%
30,00%
40,00%
50,00%
2011 2013 2015E 2017E
Source: Company data, Team estimates
Figure 31. Stable Margins
Revenues EBIT Margine
EBITDA Margine
0%
20%
40%
60%
80%
100%
2011 2013 2015E 2017E
Figure 30. Relation of CAPEX to CFO
CFO CAPEX
Figure 33. DuPonta Analysis.
Source: Company data, Team estimates
Source: Company data, Team estimates
Source: GOG’s data
11. 10
provisions. Any misinterpretation can have some negative results on the Company financial situation
or decision making.
Market Risk:
Exchange rate risk: Only 2.1% of customers of the Company are from Poland (Figure 34.). That
induces strong dependence on foreign currencies exchange rate in sales. Furthermore, domestic
transactions are also connected with currency exchange, because Polish prices are based on
European prices in EUR. Therefore, the exchange rates of USD/PLN and EUR/PLN have a strong
influence on the size of income in sales in PLN. GOG’s income is mainly in USD but generates costs in
USD, PLN and EUR. Strengthening polish currency has a negative influence on revenues and vice
versa (Figure 35.).
Changes in general macroeconomic situation: Political and economic crisis or any results of bad
condition of global economy have a negative impact on the activity and financial situation of the
Company. Negative economic situation can cause a loss of clients or difficulties in gaining financial
assets. The Company tries to react as soon as possible to any possible changes in order to minimize
possible loss of income.
3. Operational Risk:
IT and communication system failure: A proper performance of all of the IT or communication
systems is essential for GOG. Any inaction may cause a great fall in revenues. To avoid this situation
the Company maintains and updates IT systems.
Intellectual property: The Company is trying to eradicate illegal distribution by offering good quality
of products in affordable prices. They do not use copy protection such as DRM because the
publishers have no control over illegal sharing.
Increase in materials and components costs: Over a half of the video games distribution is
performed digitally. Thus, any increase in materials and components costs will have a margin impact
on the Company’s income.
Loss of important suppliers: GOG and the Studio rely on successful cooperation with other
companies, such as producers of applications and computer programs, publishers from whom they
obtain products, rights to publish, distribute and sell. To trivialize the risk the Company maintains
good relations with the suppliers. In addition, the Company is continuously searching for new
solutions, sources and is eager to adapt new measures.
Loss of important employees: Knowledge, experience and qualifications of members of the Board,
managers, workers and co-workers have huge importance in Company’s prosperity. Losing any of
them can have an unfavorable impact on the activity and financial results. In 2012 the Company
started an incentive program, based on the Group’s stock prices, to encourage the most important
employees. Moreover, the Company offers competitive remuneration with bonuses and good
working conditions.
Liquidity risk: The Company focuses on executing precise plans and ideas scheduled for the year.
They verify the fulfillment of it every month. The Company constantly monitors receivable accounts
and in difficult cases uses the help from experts. Moreover, the Group actively manages its financial
assets taking into account current and future outcomes.
Outdated or new platforms: Quick progress of technology is not favorable for the creators of video
games. New devices which clients are using appear, new generation consoles are getting more
popular, the Company has to adjust the production and distribution to the requirements of the
market. Until now the Company has been corresponding with customers’ requirements.
0.02
0.03
0.04
0.05
Tytułosi
euro dollar
Figure 35. EUR/PLN and USD/PLN
Exchange rate
0
1
2
3
4
5
Threath of
New
Entrants
Threat of
Substitute
Products
Bargaining
Power of
Buyers
Bargaining
Power of
Suppliers
Competition
in the
Industry
Figure 37. Five forces analysis for GOG Ltd.
4.5
3.5
2.5
1.5
0
1
2
3
4
5
Threath of
New Entrants
Threat of
Substitute
Products
Bargaining
Power of
Buyers
Bargaining
Power of
Suppliers
Competition
in the
Industry
Figure 36. Five forces analysis for CD Projekt
Red Studio
Legend
0 - No threat to the business
5 - High threat to the business
Source: Team estimates – Appendix 18
Source: Team estimates – Appendix 17
Legend
0 - No threat to the business
5 - High threat to the business
Source: National Polish Bank Website –
www.nbp.pl, Team estimates
23. 22
Appendix 12. DCF assumptions
1. CAPM
Table 1.
CAPM
Risk free rate rf 3% 11 Jan 2015 10-year Polish Government Bond
Coefficient β 1.20 Computed by team. We have taken as a benchmark MSCI World Index, which includes a collection of
stocks of all the developed markets in the world as appropriate for the market on which the Group
operates.
Market risk premium rm – rf 6.05% Computed by team as an average market risk of all 23 countries included in MSCI World Index. Market
risks from texts A. Damodaran
Cost of equity r 10.3% r=rf+β(rm-rf)
Source: http://pages.stern.nyu.edu/~adamodar/New_Home_Page/datafile/ctryprem.html, www.obligacjeskarbowe.pl
Table 2.
Country RISK premium Weight Country Risk premium Weight
USA 5.75% 58.38% 3.36% Israel 7% 1.06% 0.07%
Japan 7% 7.98% 0.56% Russia 8.60% 1.06% 0.09%
United
Kingdom
6% 7.93% 0.48% Netherlands 5.75% 1.06% 0.06%
Canada 5.75% 3.98% 0.23% New Zealand 5.75% 1.06% 0.06%
France 6.50% 3.65% 0.24% Norway 5.75% 1.06% 0.06%
Belgium 6.50% 1.06% 0.07% Portugal 9.50% 1.06% 0.10%
Austria 6% 1.06% 0.06% Singapore 5.75% 1.06% 0.06%
Finland 5.75% 1.06% 0.06% Spain 8% 1.06% 0.09%
Denmark 5.75% 1.06% 0.06% Sweden 5.75% 1.06% 0.06%
Hong kong 6.50% 1.06% 0.07% Switzerland 5.75% 1.06% 0.06%
Ireland 8.00% 1.06% 0.09% Germany 5.75% 1.06% 0.06%
Weighted average 6.05%
Source: http://pages.stern.nyu.edu/~adamodar/New_Home_Page/datafile/ctryprem.html,
www.msci.com
Source: http://pages.stern.nyu.edu/~adamodar/New_Home_Page/datafile/ctryprem.html, www.msci.com
2. WACC
Since there is almost 0% (0.016%) debt in the structure of capital value in further calculations we assume that: WACC = Cost of capital
y = 1.1079x + 0.0089
R² = 0.2214
-30%
-20%
-10%
0%
10%
20%
30%
40%
-12% -10% -8% -6% -4% -2% 0% 2% 4% 6% 8%
WeeklyreturnCDR
Weekly return MSCI
Figure 1. Beta estimation
24. 23
Table 4
Table 5
Source: Team Estimates
Appendix 13. Forecasting of sales revenues of the Studio
1. According to Table 1 we can see that production capacity is about 20% per quarter, so we can predict how many games will be
produced before the release of W3. Using the proportion of production in progress in quarter before release of The Witcher 2 (“W2”)
on Xbox360 to quarter before W3 (Table 2) we estimate sales revenues of W3 in Q2.2015 at the level of almost PLN 92.5 million.
Table 1
Source: Team Estimates
Table 2
Source: Team Estimates
2. Next attempt was to compare liabilities which consist of advances from distributors. We analyze quarter before W2 on Xbox 360
release and quarter before W3 release. Using this proportion we get the amount of almost PLN 130 million of sales revenues.
Table 3.
3. We can compare The Witcher to Elder Scrolls. According to the data presented in Figure 1 we can foresee the total amount of units
of W3 sold about 13.9 million in first three years. Of course Elder Scrolls is much bigger production than The Witcher so we have to
deal with this number carefully.
Figure 1.
Source: Team Estimates, VGChartz, Statisticbrain.com, Elderscrolls.com
Data in the table on the left lets us predict the volume of sales The
Witcher 3 in second quarter 2015 with an amount of 4.4 million of
units, which would give about PLN 450 million of revenue.
Method Proportion of production Proportion of advances Comparison to Skyrim
Revenues in Q2.2015 [PLN thousand] 92 500 130 000 450 000
Wages 33 % 33% 33%
Average result 222 000
Source: Team Estimates
Since there are moderate reviews and comments about The Witcher Board Game we do not add any value from this investment. We do the
same with The Witcher Battle Arena released on Android’s and iOS, which by now was installed more than 100 thousands time, but has low
rates (3.5/6 on play.google.com).
Games development Q1.2014 Q2.2014 Q3.2014 Q4.2014F Q1.2015F
Production in progress [PLN thousand] 49 031 59 395 71 393 85 671 102 865
Games development Q1.2012 Q1.2015F
Production in progress [PLN thousand] 25 525 102 865
Sales revenues quarter later [PLN thousand] 22 948 92 481
Games development Q1.2012 Q1.2015F
Advances [PLN thousand] 11 645 65 878
Sales revenues quarter later [PLN thousand] 22 948 129 821
Game Percentage of units sold in 1st month
Witcher 1 23.08 %
Witcher 2 PC 28.47 %
Witcher 2 X360 27.15 %
Elder Scrolls V 50.00 %
AVG 32.18 %
0
5
10
15
20
25
W1 ES III W2 ES IV W3 ES V
Millionsofunits
Source: Team Estimates, VGChartz, Statisticbrain.com,
25. 24
Our next assumption is that the second game - Cyberpunk 2077 will be released in 2017 and will have the same scale like The Witcher 3. It is
very possible because the book is very popular. Moreover teaser released on Youtube.com had by now more than 7 million views, while the
Company assumed that they will make this game, if a number of views will cross one million.
We can’t also predict how will look the situation about currency prices. That is why we assume that will this changes will not influence at the
Company and averagely will neither harm and help the Company.
Appendix 14. Methodology for Selecting Peers
Local comparables
On WSE the only company dedicated to creating and publishing video games except CD Projekt S.A. is CI Games. However, the market
capitalization of this company is low in comparison to the Company, which is why this company is not a good candidate to compare.
Company Market Capitalization (PLN thousand)
CD Projekt 1 523 948
CI Games 112 016
Source: Warsaw Stock Exchange Website – www.gpw.pl
Region comparables
A similar situation occurs globally. Companies with market capitalization similar to the Company are usually private, therefore the choice of
comparison group was mainly based on the selection of companies whose main source of income is the creation and distribution of computer
and video games. These are Activision Blizzard Inc. (USA), Electronic Arts Inc. (USA), Take-Two Interactive Software (USA), Square Enix (Japan),
Konami Corp. (Japan), CapCom Co. Ltd. (Japan), Namco Bandai (Japan), and Ubisoft Entartainment (France).
Source: Team analysis based on historic TTM data
Comparable P/BV P/EBIT P/S P/E EV/EBITDA EV/EBIT EV/S
ACTIVISION BLIZZARD INC 2.2 14.4 3.2 23.4 11.1 14.4 3.2
ELECTRONIC ARTS INC 5.7 35.0 3.7 44.1 22.9 35.0 3.7
UBISOFT ENTERTAINMENT 2.0 n.d. 1.7 n.d. 5.3 n.d. 1.7
SQUARE ENIX 2.4 22.4 1.9 31.3 22.7 22.4 1.9
KONAMI CORP 1.3 31.1 1.4 57.6 12.7 31.1 1.4
BANDAI NAMCO 1.8 10.5 1.0 19.5 11.2 10.5 1.0
CAPCOM CO LTD 1.8 17.3 1.7 70.0 19.5 17.3 1.7
TAKE-TWO INTERACTIVE SOFTWARE 3.3 5.0 1.1 8.9 3.5 5.0 1.1
26. 25
Appendix 15. Market multiples method and comparison to 2014-2017 forecast
We are comparing a minority shareholding of listed company to other listed companies therefore no liquidity or control discount or premium
was applied. Current research shows that the size premium is no longer present in valuations.
Comparable valuation Global Peers - 2014F EOY results
P/BV P/EBIT P/S P/E EV/EBITDA EV/EBIT EV/S
ACTIVISION BLIZZARD INC 2.2 14.4 3.2 23.4 11.1 14.4 3.2
ELECTRONIC ARTS INC 5.7 35.0 3.7 44.1 22.9 35.0 3.7
UBISOFT ENTERTAINMENT 2.0 n.d. 1.7 n.d. 5.3 n.d. 1.7
SQUARE ENIX 2.4 22.4 1.9 31.3 22.7 22.4 1.9
KONAMI CORP 1.3 31.1 1.4 57.6 12.7 31.1 1.4
BANDAI NAMCO 1.8 10.5 1.0 19.5 11.2 10.5 1.0
CAPCOM CO LTD 1.8 17.3 1.7 70.0 19.5 17.3 1.7
TAKE-TWO INTERACTIVE SOFTWARE 3.3 5.0 1.1 8.9 3.5 5.0 1.1
Median 2.1 17.3 1.7 31.3 12.0 17.3 1.7
BV EBIT S E EBITDA EBIT S
Company (2014 EOY forecast) 160 937 3 748 86 725 5 081 7 289 3 748 86 725
Comparative valuation 342 314 64 676 146 346 158 983 87 451 64 676 146 346
PLN USD
Median 100% value of equity 146 346 39 876
Comparable valuation Global Peers - 2015F EOY results
P/BV P/EBIT P/S P/E EV/EBITDA EV/EBIT EV/S
Median 2.1 17.3 1.7 31.3 12.0 17.3 1.7
BV EBIT S E EBITDA EBIT S
Company (2015 EOY forecast) 337 163 211 907 531 253 185 206 216 211 211 907 531 253
Comparative valuation 717 146 3 657 113 896 475 5 794 581 2 594 004 3 657 113 896 475
PLN USD
Median 100% value of equity 2 594 004 706 813
Discounted 100% value of equity 2 352 704 641 064
Comparable valuation Global Peers - 2016F EOY results
P/BV P/EBIT P/S P/E EV/EBITDA EV/EBIT EV/S
Median 2.1 17.3 1.7 31.3 12.0 17.3 1.7
BV EBIT S E EBITDA EBIT S
Company (2016 EOY forecast) 246 986 71 420 220 973 63 361 76 554 71 420 220 973
Comparative valuation 525 339 1 232 579 372 886 1 982 398 918 461 1 232 579 372 886
PLN USD
Median 100% value of equity 918 461 250 262
Discounted 100% value of equity 755 534 205 868
27. 26
Comparable valuation Global Peers - 2017F EOY results
P/BV P/EBIT P/S P/E EV/EBITDA EV/EBIT EV/S
Median 2.1 17.3 1.7 31.3 12.0 17.3 1.7
BV EBIT S E EBITDA EBIT S
Company (2017 EOY forecast) 391 999 236 047 589 762 206 170 242 171 236 047 589 762
Comparative valuation 833 782 4 073 724 995 207 6 450 490 2 905 458 4 073 724 995 207
PLN USD
Median 100% value of equity 2 905 458 791 678
Discounted 100% value of equity 2 167 727 590 661
Summary of valuations
PLN USD
DCF Valuation (Perpetuity growth model) 1 862 247 507 424
DCF Valuation (Terminal multiple method) 1 685 564 459 282
Comparative valuation Global Peers 2014F 146 346 39 876
Discounted comparative valuation Global Peers 2015F 2 352 704 641 064
Discounted comparative valuation Global Peers 2016F 755 534 205 868
Discounted comparative valuation Global Peers 2017F 2 167 727 590 661
DCF average 1 773 906 483 353
Comparables average 1 355 578 369 367
Overall average: 50% DCF, 50% Comparables 1 564 742 426 360
Source: Team analysis
29. 28
Appendix 17. Porter’s Five Forces Analysis of CD Projekt RED
Threat of New Entrants [Low]
1) high absolute cost
2) existence of economies of scale
3) high equity and customer loyalty to established brands
4) high costs for research and development
5) high industry profitability
Threat of Substitute Products or Services [Average]
1) high buyer propensity to substitute
2) high perceived level of product differentiation
3) ease of substitution
4) low buyer switching costs
5) fast quality depreciation
Bargaining Power of Buyers [Average]
1) independence upon existing channels of distribution
2) low buyers’ switching costs relative to firm switching costs
3) low buyers’ threat of backward integration
4) high availability of existing substitute products
5) opinion on social networks
Bargaining Power of Suppliers [Insignificant]
1) high supplier switching costs relative to firm switching costs
2) low employee solidarity
3) specialized labour force required
4) low impact of inputs on differentiation
5) presence of substitute inputs
Intensity of Competitive Rivalry [High]
1) high level of advertising expense
2) economies of scale
3) high product differentiation
4) powerful competitive strategy
Source: Team analysis
0
1
2
3
4
5
Threath of
New Entrants
Threat of
Substitute
Products
Bargaining
Power of
Buyers
Bargaining
Power of
Suppliers
Competition
in the
Industry
Legend
0 No threat to the business
1 Insignificant threat to the business
2 Moderate threat to the business
3 Significant threat to the business
4 High threat to the business
5 Very high threat to the business
30. 29
Appendix 18. Porter’s Five Forces Analysis of GOG Ltd.
Threat of New Entrants [Insignificant]
1) building a distribution channel
2) economies of scale
3) high product differentiation
4) very high equity and customer loyalty to established brands
5) high industry profitability
6) high costs for research and development
Threat of Substitute Products or Services [Average]
1) very low buyers’ propensity to substitute
2) relative price performance of substitute
3) very low buyer switching costs
4) very large number of substitute products available in the market
5) ease of substitution
Bargaining Power of Buyers [Low]
1) widely dispersed buyers
2) differential advantage
3) low buyers’ force to down prices
4) vast availability of buyers’ information
Bargaining Power of Suppliers [Average]
1) no presence of substitute inputs
2) low employee solidarity
3) high supplier competition
4) specialized labour force required
Intensity of Competitive Rivalry [High]
1) economies of scale
2) relatively large competitors
3) moderate level of advertising expense
4) sustainable competition through innovation
Source: Team analysis
0
1
2
3
4
5
Threath of
New
Entrants
Threat of
Substitute
Products
Bargaining
Power of
Buyers
Bargaining
Power of
Suppliers
Competition
in the
Industry
Legend
0 No threat to the business
1 Insignificant threat to the business
2 Moderate threat to the business
3 Significant threat to the business
4 High threat to the business
5 Very high threat to the business
31. 30
Appendix 19. Impact and probability of risk - matrix.
Unsuccessful
product
launches
Changes in
general
macroeconomic
situation
Exchange
rate risk
Liquidity risk
Loss of
important
employees
Stronger
competition
Outdated or
new
platforms
Consolidation
of companies
IT and
communication
system failure
Law
regulations
Game defects
Wrong
estimation
of future
sales
Delays in
release
dates of
products
Increase in
materials and
components
costs
Loss of
important
suppliers
Intellectual
property
LowMediumHigh
ImpactofRisk
Low Medium High
Probability of occurence
Source: Team estimates
Legend
Strategic Risk
Legal Risk
Market Risk
Operational Risk
33. 32
Appendix 22. DCF Valuation
FCFE valuation [PLN thousand] 2014 2015 2016 2017
EBIT 3 748 211 907 71 420 236 047
Tax 1 638 28 117 9 475 31 293
EBIT after tax 2 110 183 791 61 946 204 755
- Interest -12 -3 -3 -3
+ Net borrowing 7 4 4 4
+ Depreciation 3 542 4 304 5 134 6 124
- CAPEX 6 121 8 093 9 836 11 956
- Change in receivables -36 925 49 216 -49 216 49 216
- Change in inventory -1 333 1 311 -6 126 -1 544
+ Change in liabilities -10 517 -2 436 4 990 31 804
FCFE -37 008 244 279 26 565 302 311
Cost of equity 10.3% 10.3% 10.3% 10.3%
Discount factor 0.91 0.82 0.75 0.68
DCF -33 565 200 946 19 820 204 569
DCF total 391 770
Terminal growth method [PLN thousand]
Terminal growth rate (inflation target) 2.5%
Length of forecast 4
PV of residual value 1 470 477
% of valuation in residual value 79.0%
Value of 100% equity PLN 1 862 247
Value of 100 % equity USD 507 424
Terminal EBITDA multiple [PLN thousand] 12.0 (Longterm based in Global Peer
Group)
Length of forecast 4
PV of residual value 1 293 794
% of valuation in residual value 76.8%
Value of 100% equity PLN 1 685 564
Value of 100% equity USD 459 282
Multiples 2014 2015 2016 2017
Summary of valuations PLN USD
DCF Valuation (Perpetuity growth model) 1 862 247 507 424
DCF Valuation (Terminal multiple method) 1 685 564 459 282
Comparative valuation Global Peers 2014F 146 346 39 876
Discounted comparative valuation Global Peers 2015F 2 352 704 641 064
Discounted comparative valuation Global Peers 2016F 755 534 205 868
Discounted comparative valuation Global Peers 2017F 2 167 727 590 661
DCF average 1 773 906 483 353
Comparables average 1 355 578 369 367
Overall average: 50% DCF, 50% Comparables 1 564 742 426 360
Source: Team analysis
Source: Team computations
34. 33
Appendix 23. References
iIHS Technology Website
iiCD Project, 2014 3rd Quarter Corporate Report
iii Newzoo, 2014 Global Games Market Report
iv Newzoo, 2014 Global Games Market Report
v The NPD Group/Retail Tracking Service
vi Metacritic Website, Team estimates
vii CD Projekt
viii http://www.gamespot.com
ix Newzoo, 2014 Global Games Market Report
x http://www.canadianbusiness.com/technology-news/rise-of-mobile-gaming-surprises-big-video-game-developers/
xi
http://www.gadgetreview.com/2013/11/steam-vs-origin-vs-uplay-comparison, Team estimates
xii
http://techland.time.com/2013/05/06/50-best-websites-2013/
xiii
The NPD Group/Games Market Dynamics: U.S., IHS Technology/Worldwide PC game download-to-own market forecast
xiv
https://technology.ihs.com/445938/
xv
http://www.pcgamer.com/gog-release-witcher-2-sales-stats-steam-dominates-all-competitors-combined/
xvi
http://www.gamasutra.com/view/feature/186940/Defenders_Quest_By_the_Numbers_Part_2.php
xvii
http://www.pcgamer.com/gog-release-witcher-2-sales-stats-steam-dominates-all-competitors-combined/, http://www.gamasutra.com/view/feature/186940/Defenders_Quest_By_the_Numbers_Part_2.php
35. 34
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