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Preface: News articles & forum discussion about the Q3 results (March - May 2024) have already taken place but the Japanese language Q&A is OP worthy as it contains valuable information. Now that TOSE has published the Q3 results in English last week I have posted a summary of the report below. Plus my previous comments on Q2 in the spoiler tag. As for why this OP is a couple weeks late, please understand. It's because I have been waiting for this moment.gif when TOSE IR department would reply to my query for an English language translation of the Q&A. TOSE Computer said 'hahaha...no'. Although it did leave open to the possibility of providing more English language coverage, for now I'll make do with auto-translation with the usual disclaimer its neither official or accurate.
Corporate philosophy:
Building a "company for the ages"
Mission:
Offer Better Products and Services to Contribute to a Sound, Enriched Society
Slogan:
Generate excitement for the world
The concept behind the Tose brand logo
The design of the Tose corporate brand logo depicts a large tree in full and verdant leaf with its roots grounded firmly in the earth.
It expresses our vision: to grow alongside our partners while supporting them from the ground up. The red curve added as a visual accent expresses self-governance and moderation.
Financial Results
Briefing Materials
July 10, 2024
Earnings Highlights
Cancellation of multiple development projects led to major losses in the Digital Entertainment Business. This, combined with the effects of two projects that became unprofitable during the first half, resulted in higher operating loss, ordinary loss, and net loss than in 2Q.
*Several large projects launched around the end of the previous fiscal year are increasingly contributing to sales. However, sales fell sharply year on year due to the cancellation of multiple development projects and the effects of the project that became unprofitable during the first half.
**Sales of the ongoing mobile content operation business showed an increase year on year. At the same time, sales fell year on year due to the extended development timeline of an ongoing smartphone game project that required server expansion and reworking.
Both sales and profits were revised downward.
Both sales and profits were revised downward due to the cancellation of multiple development projects in 3Q and the postponement of the start of certain projects to FY 2025 and beyond. We will strive to achieve restored earnings in FY2025.
*I just want to remind normal, innocent people that, like Naughty NJ Holdings, this chart entry only shows the latest downward revision. It's actually the second in one financial year! Read pages 11-12 here.
We Avoiding unprofitable projects and losses arising from cancelled projects or lost orders
✓ will strengthen restrictions on costs and timeframes allowed for sales activities for specific projects.
✓ We will strengthen management rules to ensure the prompt finalization of contracts and order confirmations.
✓ We will strengthen rules that govern how we respond to customer requests for changes in requirements and in other aspects of ongoing projects.
Promoting risk diversification
✓ We will seek to increase transactions with new customers while continuing to build on our relations of trust with existing customers.
✓ We will expand development projects in non-game fields, thereby broadening our business domains and reducing our exposure to fluctuations within the game industry.
Specific business prospects
✓ Three major game software-related development projects are currently underway. Each is proceeding smoothly and has won high marks in interim evaluations.
✓ We plan to launch major game software development projects in the span from roughly the end of FY2024 through the start of FY2025.
✓ We expect continuing positive performance for the smartphone game projects currently underway.
✓ Of our other businesses, the home karaoke music distribution business is expected to remain stable, including anticipated contributions resulting from measures being implemented for future business, and we plan to launch development projects based on orders from new customers in the SI business.
Corporate Profile
Number of employees (consolidated): 657
...it is I, Starfy! I'm here today on behalf of TOSE to present a TED TALK on why why God why our Legend of Mana tree roots have gotten rotten all of a sudden. But I'm primarily a Japan only Starfish series meaning that my Q&A is for Japanese people only. Filthy barbarians, keep out of my Endless Ocean! Unless you work for TOSE SOFTWARE (HANGZHOU) CO., LTD., or TOSE PHILIPPINES, INC., in which case you're mine kind of foreign starfish! But get back to work! Right let's begin. I've auto-translated each question & answer then post brief thoughts .gifs on what it the ruckus is all about. Cause I'm tired & need a starfish-nap. Hopefully it'll prove of interest & I can return to discuss the subject further with you all but if not, then I'll show you the double barrelled middle fish finger fuck faces!
この質疑応答集は、2024 年 7月4 日の決算発表後、アナリストや機関投資家等の皆様から
いただいた主なご質問をまとめたものです。ご理解いただきやすいよう、一部内容の加筆・
修正を行っております。
Q1: 2025 年 8 月期以降の業績回復に向けて、どのような対策を講じていらっしゃるのか 具体的に教えてください。
後者についての見通しは、現在の主軸であるゲームソフト関連の開発では、進行中 の大型案件 3 件は中間評価良好で順調に進んでおり、2025 年 8 月期初頭頃までに 新たに大型案件の立ち上げを予定しています。運営中のスマートフォンゲーム及び 家庭用カラオケ楽曲配信事業は今後も安定した推移が見込まれ、SI 事業では新規顧 客との開発案件の開始を予定しています。それぞれの案件を品質高く着実に進めて まいります。
Q2: 通期業績予想の修正について、主な要因である開発案件の中止や延期は、新規の顧 客であったのかなど、どのような顧客の案件か教えてください。
Q3: 第 3 四半期に発生した開発案件の中止は顧客都合であるとのことですが、顧客都合 である場合、顧客からトーセへの補償はないのでしょうか。
Q4: 第 3 四半期に明らかとなった開発案件の中止や延期が、2025 年 8 月期に及ぼす影 響の現時点での見通しを、具体的にお聞きできますか。
また A1 で述べた通り、個別案件の営業活動に関する費用や期間の制限強化、契約 や正式受注の早期化、開発中に変更があった際の対応ルール厳格化等の取り組みを 進めることで、今後案件の中止や延期が避けられなかった場合にも、大きな損失を 発生させないようにしてまいります。
Q5: 他のゲーム関連企業でも、業績不振やレイオフ等の報告が相次いでいるように見受 けられますが、ゲーム業界全体が停滞している状況とお考えでしょうか。
TOSE got shanked in the back by an unknown assailant in a cowardly shark-suit attack. But it'll take more than that to stop me cause I've been making bank since 1979! There are multiple suspects in this Murder Mashtooth Mystery, it could be anyone, was it you BAMCO? Based on A2, my inference is that it was a Square Enix Shark! in causing problems for contract developers. It goes to show how too much consolidation in the past two decades has left the myriad of small, medium enterprises (SMEs) both private & publicly owned too reliant on a very small number of big publishers. All it takes is a change in one or two of them & the knock on effects are being felt by the likes of NJ Holdings & TOSE. However in the case of TOSE it still has 3 major projects & plans for another lined up to begin post August 2024. As if to prove a point, TOSE posted the following (it also has two open positions in Taguig). So take that you Octo-Ogura Fiend!
I think we all can agree the time has come & so have I, Starfy to embark upon a new, next gen Accident Adventure! Maybe one is already in the waters...now if you don't mind imma go hang with Mermaid_chan.
Building a "company for the ages"
Mission:
Offer Better Products and Services to Contribute to a Sound, Enriched Society
Slogan:
Generate excitement for the world
The concept behind the Tose brand logo
The design of the Tose corporate brand logo depicts a large tree in full and verdant leaf with its roots grounded firmly in the earth.
It expresses our vision: to grow alongside our partners while supporting them from the ground up. The red curve added as a visual accent expresses self-governance and moderation.
3rd Quarter of Fiscal Year Ending August 31, 2024Financial Results
Briefing Materials
July 10, 2024
Earnings Highlights
Cancellation of multiple development projects led to major losses in the Digital Entertainment Business. This, combined with the effects of two projects that became unprofitable during the first half, resulted in higher operating loss, ordinary loss, and net loss than in 2Q.
(Units: millions of Yen)
FY 2023 Q1 - Q3 Actual | FY 2024 Q1 - Q3 Actual | YoY Change (Amount) | YoY Change (%) | |
---|---|---|---|---|
Sales | 4,478 | 3,243 | (1,235) | (27.6%) |
Gross Profit | 1,246 | 174 | (1,071) | (86.0%) |
SGA expenses | 798 | 774 | (24) | (3.0%) |
Operating income | 447 | (599) | (1,046) | -- |
Ordinary income | 464 | (580) | (1,044) | -- |
Net income attributable to owners of the parent | 403 | (367) | (770) | -- |
(page 2)
Digital Entertainment Business (Sales Composition)(Units: millions of Yen)
| FY2023 Q1 - Q3 Actual | FY2024 Q1 - Q3 Actual | YoY Change (%) |
---|---|---|---|
Game Software - related sales* | 2,828 (67.2%) | 1,877 (63.1%) | (33.6%) |
Mobile Content - related sales** | 1,378 (32.8%) | 1,100 (36.9%) | (20.2%) |
Combined Total | 4,206 | 2,978 | (29.2%) |
*Several large projects launched around the end of the previous fiscal year are increasingly contributing to sales. However, sales fell sharply year on year due to the cancellation of multiple development projects and the effects of the project that became unprofitable during the first half.
**Sales of the ongoing mobile content operation business showed an increase year on year. At the same time, sales fell year on year due to the extended development timeline of an ongoing smartphone game project that required server expansion and reworking.
(page 3)
Earnings Forecast for Fiscal Year Ending August 31, 2024Both sales and profits were revised downward.
FY 2023 Actual | FY 2024 Revised Forecast | YoY Change (Amount) | YoY Change (%) | FY2024 Initial Forecast* | Difference | |
---|---|---|---|---|---|---|
Sales | 5,783 | 4,830 | (953) | (16.5%) | 5,520 | (690) |
Operating income | 488 | (450) | (938) | -- | 20 | (470) |
Ordinary income | 531 | (445) | (976) | -- | 20 | (465) |
Net income attributable to owners of the parent | 499 | (296) | (795) | -- | 54 | (350) |
(page 7)
*I just want to remind normal, innocent people that, like Naughty NJ Holdings, this chart entry only shows the latest downward revision. It's actually the second in one financial year! Read pages 11-12 here.
We Avoiding unprofitable projects and losses arising from cancelled projects or lost orders
✓ will strengthen restrictions on costs and timeframes allowed for sales activities for specific projects.
✓ We will strengthen management rules to ensure the prompt finalization of contracts and order confirmations.
✓ We will strengthen rules that govern how we respond to customer requests for changes in requirements and in other aspects of ongoing projects.
Promoting risk diversification
✓ We will seek to increase transactions with new customers while continuing to build on our relations of trust with existing customers.
✓ We will expand development projects in non-game fields, thereby broadening our business domains and reducing our exposure to fluctuations within the game industry.
Specific business prospects
✓ Three major game software-related development projects are currently underway. Each is proceeding smoothly and has won high marks in interim evaluations.
✓ We plan to launch major game software development projects in the span from roughly the end of FY2024 through the start of FY2025.
✓ We expect continuing positive performance for the smartphone game projects currently underway.
✓ Of our other businesses, the home karaoke music distribution business is expected to remain stable, including anticipated contributions resulting from measures being implemented for future business, and we plan to launch development projects based on orders from new customers in the SI business.
(page 9)
Corporate Profile
(As of May 31, 2024)
Representatives: Shigeru Saito: Chairman and CEO Yasuhito Watanabe: President and COONumber of employees (consolidated): 657
(page 13)
Below is a copy of my comments that I made back on July 4, 2024 which review the 1H report for added context - now let's swim onto the main event...the Q&A presented by our very special star(fish) guest!Interviews: Nintendo/TOSE - The Legendary Starfy
The Legendary Starfy developers talk about their upcoming DS platformer.by Corbie Dillard way back (but not waybackmachine) in May 2009
Kazuki Yoshihara: We were kind of worried about the character Moe. We thought he might be a little too Japanese in his style, but during localization we thought he was pretty much okay as he was and there wasn't going to be any significant changes needed.
Behind on the Japanese industry & TOSE discussion from the previous thread so will park the weekly sales results to follow up. Heads up that, TOSE does post English language versions for (some) of its Financial Reports after a few days so we can look at the 3rd quarter results when it does. In the meantime it is worth looks back at the previous results (first quarter here reported similar losses to the second quarter but did not change the annual forecast) ending August 31, 2024 as it went into some detail to help explain why TOSE not the client is on the hook for it.
You can see on page 11-12 this led to a downward revision from 550 to 20 million yen operating income, projecting its Digital Entertainment Business (videogames) will post a loss of 57 million yen. Worth pointing out that on page 18, TOSE employed 631 staff as of February 29, 2024 but this had increased to 657 as per its Corporate information as of May 31, 2024. In other words, the latest downward revision issues today (通期業績予想の修正に関するお知らせ Notice regarding revision of full-year earnings forecast) is the second in the financial year.
TOSE is now expecting a post an operating loss of 450 million yen due to cancelled & delayed projects. The note underneath does reinforce the Bloomberg editorial as it mentions that TOSE expects this current situation to continue in the next financial year & beyond. Japanese publishers uses sub-contractors to minimise exposure to economic downturns but the pain is still felt by the contractors as shown above. Most are privately owned but some are publicly listed so it is worth paying attention to the likes of TOSE, NJ Holdings & YUKE'S CO., Ltd. as they will publish regular updates. NJ Holdings downgraded its forecast due to delays in securing new orders & reduced staff at Wit One Okinawa significantly over the past year. Yuke's reported a 36 million yen profit in the first quarter of the financial year having previously secured funding with the Notice of Conclusion of Commitment Line Contract (May 17, 2024).
I don't think the Bloomberg editorial had enough substance (a single analyst quote) to be taken at face value. Nor do I understand the reference to Acquire when it was sold by Gungho Online Entertainment to Kadokawa Corporation (further details can be found in my post here). But combined with other sources it does line up with my recent posts on how the contracted studios are in a weaker position so publishers can request they accept worse terms, delay or cancel projects altogether. This is why I made a point of asking NJ Holdings about its plan to self-publish to be less reliant on publishing deals. On that note, Game Studio Inc., is confirmed to be present at both Bit Summit Drift & TGS 2024 with UNDERGROUNDED set to fucking return at the former event.
That being said, a breakdown in communication between TOSE & the client over compensation is surprising to read about from a contracted studio with decades or experience. Personal reasons meant I've not been able to keep track of financial reports but once the 3rd quarter English translation is available, might send a query to its investor relations (IR) department to learn more.
First Half of Fiscal Year Ending August 31, 2024
Financial Results
Briefing Materials
April 18, 2024
Financial Results
Briefing Materials
April 18, 2024
Sales declined year on year; deficits grew due to cumulative cost increases.
Two development projects in the Digital Entertainment Business experienced development delays due to unexpected problems. Significant increases in development costs added to deficits since the end of the first quarter.
(page 3)
Regarding two development projects affected by unexpected problems
Game software-related project:
Work increased suddenly in the final development stage of a software title for home video game consoles due to an uptick in development requirements as we worked with the customer to improve game quality.
Impact on Sales
There has been no increase in sales through the second quarter.
- We are currently in the negotiation process with the customer regarding compensation for the work increase.
Impact on profits
- Decline in sales due to delays in starting other development projects
Background and measures
- Significantly higher development costs
- Lost opportunities due to delays in starting other development projects
> We will strengthen and rigorously enforce project management rules, in addition to enhancing development project management standards.
- Inadequate communication and confirmation with the customer regarding compensation
Click to expand...
(page 4)
Mobile content-related project:
A major server expansion became necessary during the development of a smartphone game, accompanied by some rework.
Impact on Sales
Impact on profits
- As we receive no compensation for the expansion work, we will seek to recoup the costs through the operation service. [this is another example of what I mean by power relationships]
> Members from a studio which has long been involved in development and operation of social network games and has high skills and knowhow have joined to provide support toward resolution.
- Significantly higher development costs
(page 5)
You can see on page 11-12 this led to a downward revision from 550 to 20 million yen operating income, projecting its Digital Entertainment Business (videogames) will post a loss of 57 million yen. Worth pointing out that on page 18, TOSE employed 631 staff as of February 29, 2024 but this had increased to 657 as per its Corporate information as of May 31, 2024. In other words, the latest downward revision issues today (通期業績予想の修正に関するお知らせ Notice regarding revision of full-year earnings forecast) is the second in the financial year.
(2)修正の理由 当第3四半期に、顧客の方針転換に伴う当社の業績への影響が明らかとなりました。当連結会計年度
(2) Reason for the revision During the third quarter, the impact of a change in the client's policy on our business performance became apparent.
の期初から制作を進めていたゲームソフト関連の一部の案件が中止となり売上が見込めず、大きな損失 を計上する事態となりました。また、当連結会計年度中に受注を見込んでいた案件の一部は失注し、一 部は顧客からの発注が想定よりも遅れ着手が 2025 年8月期以降にずれ込むこととなりました。これら の状況から、売上高並びに、営業利益、経常利益、親会社株主に帰属する当期純利益が、前回予想を下 回る見込みです。
Some of the game software-related projects that had been in the making since the beginning of the fiscal year were canceled, and sales were not expected, resulting in the recording of a large loss. In addition, some of the projects that were expected to be ordered during the current consolidated fiscal year were lost, and orders from some customers were delayed more than expected, resulting in the start of work being pushed back to the fiscal year ending August 2025 or later. As a result of these circumstances, sales, operating income, ordinary income, and net income attributable to owners of parent are expected to fall short of the previous forecast.
2025 年8月期以降も、顧客における事業の方針転換等の影響による、当社の受注や開発進行が従前よ りも不透明な状況が一部継続することが見込まれますが、プロジェクト管理ルールの強化と徹底に取り 組んでおり、現在予定している案件を着実に立ち上げ、業績を回復させてまいります。
Even after the fiscal year ending August 2025, it is expected that the Company's orders and development progress will remain less clear than before due to the impact of changes in business policies at clients, etc. However, we are working to strengthen and thoroughly implement project management rules, and will steadily launch currently scheduled projects and recover our performance.
(Google Translate)
TOSE is now expecting a post an operating loss of 450 million yen due to cancelled & delayed projects. The note underneath does reinforce the Bloomberg editorial as it mentions that TOSE expects this current situation to continue in the next financial year & beyond. Japanese publishers uses sub-contractors to minimise exposure to economic downturns but the pain is still felt by the contractors as shown above. Most are privately owned but some are publicly listed so it is worth paying attention to the likes of TOSE, NJ Holdings & YUKE'S CO., Ltd. as they will publish regular updates. NJ Holdings downgraded its forecast due to delays in securing new orders & reduced staff at Wit One Okinawa significantly over the past year. Yuke's reported a 36 million yen profit in the first quarter of the financial year having previously secured funding with the Notice of Conclusion of Commitment Line Contract (May 17, 2024).
I don't think the Bloomberg editorial had enough substance (a single analyst quote) to be taken at face value. Nor do I understand the reference to Acquire when it was sold by Gungho Online Entertainment to Kadokawa Corporation (further details can be found in my post here). But combined with other sources it does line up with my recent posts on how the contracted studios are in a weaker position so publishers can request they accept worse terms, delay or cancel projects altogether. This is why I made a point of asking NJ Holdings about its plan to self-publish to be less reliant on publishing deals. On that note, Game Studio Inc., is confirmed to be present at both Bit Summit Drift & TGS 2024 with UNDERGROUNDED set to fucking return at the former event.
That being said, a breakdown in communication between TOSE & the client over compensation is surprising to read about from a contracted studio with decades or experience. Personal reasons meant I've not been able to keep track of financial reports but once the 3rd quarter English translation is available, might send a query to its investor relations (IR) department to learn more.
この質疑応答集は、2024 年 7月4 日の決算発表後、アナリストや機関投資家等の皆様から
いただいた主なご質問をまとめたものです。ご理解いただきやすいよう、一部内容の加筆・
修正を行っております。
This Q&A is a compilation of the main questions received from analysts, institutional investors, and others after the announcement of our financial results on July 4, 2024. Some content has been revised and edited to make it easier to understand.
A1: 業績回復に向けては、当第 3 四半期までに発生したような想定外の不採算案件や案 件の中止・失注・延期等による損失の発生を防止すること、また付加価値の高い開 発案件を進行させ、売上・利益を積み上げることの両面が不可欠です。 前者については、個別案件の営業活動に関する費用や期間の制限強化、契約や正式 受注の早期化、開発中に変更があった際の対応ルール厳格化を進め、損失の発生防 止を徹底してまいります。Q1: Could you please tell us specifically what measures you are taking to recover your business performance from the fiscal year ending August 2025 onwards?
後者についての見通しは、現在の主軸であるゲームソフト関連の開発では、進行中 の大型案件 3 件は中間評価良好で順調に進んでおり、2025 年 8 月期初頭頃までに 新たに大型案件の立ち上げを予定しています。運営中のスマートフォンゲーム及び 家庭用カラオケ楽曲配信事業は今後も安定した推移が見込まれ、SI 事業では新規顧 客との開発案件の開始を予定しています。それぞれの案件を品質高く着実に進めて まいります。
A1: In order to recover our business performance, it is essential to prevent losses from unexpected unprofitable projects, cancellations, lost orders, postponements, etc., as occurred up until the third quarter, and to proceed with development projects with high added value and accumulate sales and profits. Regarding the former, we will thoroughly prevent losses from occurring by strengthening restrictions on expenses and periods related to sales activities for individual projects, accelerating contracts and formal orders, and tightening rules for handling changes during development.
Regarding the latter outlook, in game software-related development, which is currently the core of our business, three large ongoing projects have received favorable interim evaluations and are progressing smoothly, and we plan to launch a new large project by around the beginning of the fiscal year ending August 2025. Our currently operating smartphone games and home karaoke music distribution businesses are expected to remain stable, and in the SI business we plan to start a development project with a new client. We will steadily advance each project with high quality.
A2: 第 3 四半期に中止や延期が発生した開発案件は、当社の以前からの主要な顧客との ものです。顧客にて中長期的な事業成長のための方針見直しや組織再編がなされ、 それに伴ってゲームソフトの開発計画が変更となったため、当社と開発を予定して いた複数のゲームソフトにも一部中止や開発延期の影響がありました。当該顧客か らの開発案件は現在進んでいるものもありますので、今後はこれまで以上に顧客の 方針に寄り添った付加価値の高いご提案に努め、パートナー企業としてより良い関 係の構築を続けていけるよう働きかけてまいります。Q2: Regarding the revision of the full-year forecast, the main reason for the cancellation or postponement of development projects is that they were with new clients. Could you please tell us what kind of clients these projects were with?
A2: The development projects that were canceled or postponed in the third quarter were with our long-standing major clients. The clients revised their policies and restructured their organizations for mid- to long-term business growth, which led to changes in their game software development plans, which affected the cancellation and postponement of some of the games that we had planned to develop with our company. Some of the development projects with these clients are currently progressing, so going forward we will strive to make proposals with high added value that are more in line with our clients' policies than ever before, and work to continue building better relationships with them as partner companies.
A3: 当第 3 四半期に発生した開発案件の中止は、まだ企画立案段階であったことなどか ら、顧客からの補償は見込んでおりません。 トレンドや技術が目まぐるしく変化する近年、大型化・複雑化しているゲーム開発 では開発途中で計画に見直しを余儀なくされることも増えています。そのため当社 では、日頃から顧客との情報交換を密にし慎重に進行することはもちろん、開発段 階を細分化し段階毎に契約を締結することによって開発が進行したところまでは対 価が保証されるよう対策しております。顧客側の都合で進行中の開発案件が中止と なった場合、開発が終わっているところまでは対価が支払われる契約とするケース がほとんどですが、今後は取りこぼしがないよう従来からの取引の慣例を見直し、 管理の強化を進めております。Q3: I understand that the cancellation of the development project that occurred in the third quarter was due to customer reasons. If this is due to customer reasons, will there be no compensation from the customer to TOSE?
A3: We do not expect any compensation from the customers for the development projects that were cancelled in the third quarter, as they were still in the planning stage. In recent years, trends and technologies have changed rapidly, and game developments that are becoming larger and more complex are increasingly being forced to revise plans midway through development. For this reason, we not only closely exchange information with our customers and proceed carefully, but also take measures to ensure that payment is guaranteed up to the point where development has progressed by dividing the development stage into smaller stages and concluding contracts for each stage. In most cases, if a development project is cancelled due to the customer's circumstances, the contract stipulates that payment is to be made up to the point where development is completed, but we are reviewing our existing transaction practices and strengthening management to ensure that no projects are overlooked in the future.
A4: 当連結会計年度中に進行・開始を予定していた複数の開発案件が中止・着手延期と なりましたが、2025 年 8 月期初頭頃までにゲームソフト関連の新しい大型案件が立 ち上がることを予定しています。このことから、2025年8月期前半の稼働低下は最 小限に抑えていけると考えております。Q4: Could you please tell us in detail about the current outlook for the impact that the cancellations and postponements of development projects revealed in the third quarter will have on the fiscal year ending August 2025?
また A1 で述べた通り、個別案件の営業活動に関する費用や期間の制限強化、契約 や正式受注の早期化、開発中に変更があった際の対応ルール厳格化等の取り組みを 進めることで、今後案件の中止や延期が避けられなかった場合にも、大きな損失を 発生させないようにしてまいります。
A4: Although several development projects that were scheduled to begin during this consolidated fiscal year have been canceled or postponed, we expect to launch new large-scale games software-related projects by the beginning of the fiscal year ending August 2025. As a result, we believe we will be able to minimize the decline in operations in the first half of the fiscal year ending August 2025.
As mentioned in A1, we will take measures such as strengthening limits on expenses and periods related to sales activities for individual projects, accelerating contracts and formal orders, and tightening the rules for dealing with changes during development, in order to prevent large losses even if we are forced to cancel or postpone projects in the future.
A5: コロナ禍の巣ごもり需要の反動もあり一時的に少し停滞している感じはあるかもし れませんが、ゲーム業界はまた盛り上がりを見せ活性化していくものと考えていま す。任天堂社の次世代ゲーム機の発表時期が明言され期待は一段と高まっており、 またグローバルのデジタルエンタテインメント市場は拡大を続けています。テクノ ロジーの進歩によりデジタルエンタテインメントの多様化も進むと考えられます。 当社では先進技術の研究開発を含め開発力と品質の向上に努め、今後もユーザーの 皆様に楽しんでいただけるデジタルエンタテインメントコンテンツを企画・開発し、 業績を回復、拡大させてまいります。Q5: It seems that other game-related companies are also reporting poor performance and layoffs one after another. Do you think that the game industry as a whole is in a slump?
A5: There may be a temporary sense of stagnation due to the backlash from stay-at-home demand during the COVID-19 pandemic, but I believe the game industry will pick up steam and become more active again. Expectations are rising as Nintendo has made clear the timing of its next-generation game console announcement, and the global digital entertainment market continues to expand. Advances in technology are expected to lead to greater diversification of digital entertainment. We will continue to work to improve our development capabilities and quality, including research and development of advanced technologies, and plan and develop digital entertainment content that users can enjoy, in order to recover and expand our business performance.
[Additional recruitment decided] Pre-applications are now being accepted for additional recruitment of new graduates for 2025!
2024年8月1日(木)より、以下の職種で新卒採用を追加募集いたします。
募集職種別の「あさがくナビ2025」のページより、ぜひプレエントリーをお願いいたします。プレエントリーいただくと、エントリー受付開始日にご案内を差し上げます。
※2025年度前期選考の内容を記載しております。
詳細は決定次第更新いたしますので、少々お待ちください。
・ゲームプログラマー/サーバーエンジニア/WEBエンジニア
プレエントリーはこちらから。
・プランナー
プレエントリーはこちらから。
・アーティスト
プレエントリーはこちらから。
・サウンドクリエーター
プレエントリーはこちらから。
・ビジネスプランナー
プレエントリーはこちらから。
募集職種別の「あさがくナビ2025」のページより、ぜひプレエントリーをお願いいたします。プレエントリーいただくと、エントリー受付開始日にご案内を差し上げます。
■募集職種:From Thursday, August 1, 2024, we will be recruiting new graduates for the following positions.
Please pre-apply on the "Asagaku Navi 2025" page for each position. If you pre-apply, you will be notified on the application start date.
※2025年度前期選考の内容を記載しております。
詳細は決定次第更新いたしますので、少々お待ちください。
・ゲームプログラマー/サーバーエンジニア/WEBエンジニア
プレエントリーはこちらから。
・プランナー
プレエントリーはこちらから。
・アーティスト
プレエントリーはこちらから。
・サウンドクリエーター
プレエントリーはこちらから。
・ビジネスプランナー
プレエントリーはこちらから。
■Recruitment positions:
*The details of the selection process for the first half of 2025 are listed below.
Details will be updated as soon as they are decided, so please wait a little while.
・Game programmer/server engineer/web engineer
Pre-apply here.
・Planner
Pre-apply here.
・Artist
Pre-apply here.
・Sound creator
Pre-apply here.
・Business planner
Pre-apply here.
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