TAKE TWO INTERACTIVE SOFTWARE INC quarterly report, Q2 FY2015

Take-Two Interactive Software, Inc. — Q2 FY2015 Form 10-Q

Reporting period: Quarter and six months ended September 30, 2014. Amounts below are in U.S. dollars; financial statement figures are in millions unless stated otherwise. The company develops and publishes interactive entertainment through Rockstar Games and 2K and reports one operating segment.

Financial performance

MetricQ2 FY2015Q2 FY2014Six months FY2015Six months FY2014
Revenue$126.3$148.8$251.7$291.5
Gross profit / margin$74.3 / 58.8%$56.4 / 37.9%$145.5 / 57.8%$105.2 / 36.1%
Operating loss$(48.5)$(117.9)$(81.7)$(167.5)
Net loss$(41.4)$(124.1)$(76.8)$(186.0)
Diluted loss per share$(0.51)$(1.40)$(0.96)$(2.12)
  • Q2 revenue fell 15.2% year over year; six-month revenue declined 13.7%. Lower sales of several prior-year releases were partly offset by higher Grand Theft Auto franchise sales.
  • Gross margin expanded substantially, reflecting lower development costs and product costs as a share of revenue, partly offset by higher internal royalties tied to Grand Theft Auto.
  • Operating expenses were $122.8 million in Q2, down 29.5%, mainly because prior-year selling and marketing included substantial Grand Theft Auto V advertising. Six-month operating expenses decreased 16.6% to $227.3 million.
  • The company recorded a $19.0 million pretax gain from its September sale of its Twitch investment. Q2 tax expense was $4.3 million, primarily associated with that gain.
  • Six-month operating cash flow was $(131.8) million, versus $135.1 million provided in the prior-year period. Management attributed the outflow mainly to payment of year-end accrued liabilities and investment in software development, partly offset by restricted-cash funding and increased deferred revenue.

Liquidity, debt, and balance sheet

  • At September 30, 2014, cash and cash equivalents were $754.4 million, short-term investments $49.4 million, and restricted cash $77.6 million. Cash and cash equivalents had been $935.4 million at March 31, 2014.
  • Current assets were $1.267 billion and current liabilities $379.1 million. The company said available cash, investments, projected operating cash flow, and credit availability were expected to meet working-capital, capital-expenditure, and commitment needs for at least 12 months.
  • Balance-sheet long-term debt was $464.9 million, primarily convertible notes. The notes’ aggregate principal was $537.5 million: $250 million of 1.75% notes due 2016 and $287.5 million of 1.00% notes due 2018. The reported debt carrying value reflects unamortized discounts.
  • The amended revolving credit facility runs to August 2019, had no borrowings outstanding, and had $98.3 million available; $1.7 million of letters of credit were outstanding. The company reported compliance with its credit-facility and convertible-note covenants.
  • Six-month investing cash outflow was $50.7 million, including fixed-asset purchases and short-term investment purchases, partly offset by proceeds from the Twitch investment sale. Financing cash inflow was $4.8 million.

Material changes and business drivers

  • Q2 revenue declined as sales of Borderlands 2, Civilization V: Brave New World, BioShock Infinite, The Bureau: XCOM Declassified, and other earlier releases were lower; Grand Theft Auto V and Grand Theft Auto Online provided a partial offset. The six-month comparison showed the same pattern.
  • Digital online channels generated 63.9% of six-month revenue, up from 55.7%; recurrent consumer spending was 47.9% of digital online revenue. Console products represented 70.5% of revenue, compared with 65.9%.
  • Grand Theft Auto products accounted for approximately 40% of six-month revenue. The filing noted that release timing can cause significant quarterly and annual fluctuations.
  • The company released no key titles during the six months ended September 30. Subsequent scheduled or recently released titles included NBA 2K15, Borderlands: The Pre-Sequel, Civilization: Beyond Earth, WWE 2K15, and planned next-generation and PC versions of Grand Theft Auto V.
  • Five largest customers generated 64.7% of six-month revenue, up from 57.7% a year earlier, and represented 76.4% of gross receivables at quarter-end. Management cited trade-credit insurance and ongoing credit monitoring.

Outlook, risks, and contingencies

  • The filing provides no quantified financial guidance. Management stated that liquidity should be sufficient for at least the next 12 months and described a product pipeline, while emphasizing that results depend on release timing and commercial success.
  • Key risks include dependence on a concentrated set of customers, significant Grand Theft Auto contribution, consumer acceptance and transition between gaming hardware platforms, product development and launch execution, used-game sales, foreign-exchange movements, and seasonal demand. Holiday-quarter shipments are typically higher.
  • Foreign operations generated 50.7% of six-month revenue. Management’s sensitivity analysis estimated that a hypothetical 10% U.S. dollar appreciation against all currencies would reduce revenue by 5.1%, with some offset expected from local-currency costs.
  • Routine litigation and claims, including intellectual-property matters, were described as not material; the company noted losses above accrued amounts were reasonably possible but not expected to be material. No material changes to previously reported commitments or risk factors were disclosed.
  • The company reported effective disclosure controls and no material change in internal control over financial reporting during the quarter.

Important facts for investors to verify

  • Whether the strong gross-margin improvement is sustainable as upcoming releases and their associated development, marketing, and royalty costs affect results.
  • Revenue and cash-flow performance after the release of the titles identified in the pipeline, including the timing and performance of Grand Theft Auto releases and online spending.
  • Customer concentration, receivable collection, and the extent to which trade-credit insurance mitigates exposure.
  • Cash use, software-development investment, and the company’s ability to maintain liquidity while servicing convertible notes and meeting credit-facility covenants.
  • The recurring earnings impact of the one-time Twitch sale gain and the potential effects of tax assessments, foreign exchange, and litigation contingencies.