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Kate Burns Econ 357 Presentation #2

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Kate Burns

Econ 357

Presentation #2

WHO IS SUPERCELL?

• Game Development Company• Online Gaming Experience• Tablet, Smartphones, Facebook, Xbox 360,

XBLA, PC, and Mac• Freemium Games• Public Company

FOUNDING OF SUPERCELL• Founded in June 2010 in Helsinki, Finland

• Founded by a team of industry veterans who all have 10+ years of creating successful games and IPs, and have shipped more than 165 games on 12 different platforms

• Mikko Kodisoja- Game Lead

• Ilkka Paananen- CEO

• Niko Derome- Senior Server Engineer

• Visa Forsten- Lead Programmer

• Lassi Leppinen- Game Lead

• Petri Styrman- Senior Game Artist

THE SUPERCELL TEAM

INDUSTRY STRUCTURE

WHAT SUPERCELL BELIEVES

Small is Beautiful

Full Transparency

Zero Bureaucracy

Extreme Independence

Pride in Craft

Take Care of Our Own

• 95 Employees

• Highly Competitive Market

• Bases revenue on a Freemium Pricing Strategy

INDUSTRY STRUCTURE

SUPERCELL IN THE MARKET

As of February 15, 2014

• Public Company

• 95 Employees

• Revenue for 2012 was $100 million and in 2013 reached $892 million

• Pretax income for 2012 was $51 million and in 2013 hit $464 million

• Generated roughly $2.4 million per day from two most popular games in 2013

• Company valued at $3 billion

Funding Total $272 Million

Venture Round $12 MillionAccel Partners

London Venture Partners

Initial Capital

Lifeline Ventures

Cerval Investments

Series B $130 MillionIndex Ventures

Private Equity $130 MillionIndex Ventures

Atomico

Institutional Venture Partners

FINANCIAL INFORMATION

SUPERCELL CONCLUSION• Able to compete with other companies because of big name owners in the game industry

and a constant progression of innovation with games

• Uses a freemium pricing strategy to generate revenue, comparable with the bait and hook as it encourages users to download free games, then extends upgrade wait times as users level up so they spend money to speed up process

• Focusing on providing the most exciting gaming experience for tablets and smartphones

• Growth has been exponential since 2010 when the first game was released