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Alibaba passes IBM in cloud infrastructure market with over $2B in revenue

When Alibaba entered the cloud infrastructure market in earnest in 2015 it had ambitious goals, and it has been growing steadily. Today, the Chinese e-commerce giant announced quarterly cloud revenue of $2.194 billion. With that number, it has passed IBM’s $1.65 billion revenue result (according to Synergy Research market share numbers), a significant milestone.

But while $2 billion is a large figure, it’s one worth keeping in perspective. For example, Amazon announced $11.6 billion in cloud infrastructure revenue for its most recent quarter, while Microsoft’s Azure came in second place with $5.9 billion.

Google Cloud has held onto third place, as it has for as long as we’ve been covering the cloud infrastructure market. In its most recent numbers, Synergy pegged Google at 9% market share, or approximately $2.9 billion in revenue.

While Alibaba is still a fair bit behind Google, today’s numbers puts the company firmly in fourth place now, well ahead of IBM . It’s doubtful it could catch Google anytime soon, especially as the company has become more focused under CEO Thomas Kurian, but it is still fairly remarkable that it managed to pass IBM, a stalwart of enterprise computing for decades, as a relative newcomer to the space.

The 60% growth represented a slight increase from the previous quarter’s 59%, but basically means it held steady, something that’s not easy to do as a company reaches a certain revenue plateau. In its earnings call today, Daniel Zhang, chairman and CEO at Alibaba Group, said that in China, which remains the company’s primary market, digital transformation driven by the pandemic was a primary factor in keeping growth steady.

“Cloud is a fast-growing business. If you look at our revenue breakdown, obviously, cloud is enjoying a very, very fast growth. And what we see is that all the industries are in the process of digital transformation. And moving to the cloud is a very important step for the industries,” Zhang said in the call.

He believes eventually that most business will be done in the cloud, and the growth could continue for the medium term, as there are still many companies that haven’t made the switch yet, but will do so over time.

John Dinsdale, an analyst at Synergy Research, says that while China remains its primary market, the company does have a presence outside the country too, and can afford to play the long game in terms of the current geopolitical situation with trade tensions between the U.S. and China.

“Alibaba has already made some strides outside of China and Hong Kong. While the scale is rather small compared with its Chinese operations, Alibaba has established a data center and cloud presence in a range of countries, including six more APAC countries, U.S., U.K. and UAE. Among these, it is the market leader in both Indonesia and Malaysia,” Dinsdale told TechCrunch.

In its most recent data released a couple of weeks ago, prior to today’s numbers, Synergy broke down the market this way: “Amazon 33%, Microsoft 18%, Google 9%, Alibaba 5%, IBM 5%, Salesforce 3%, Tencent 2%, Oracle 2%, NTT 1%, SAP 1% – to the nearest percentage point.”

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Pulled Ant Group IPO costs Alibaba nearly $60B in market cap

News today that Ant Group’s IPO is suddenly on hold in both Shanghai and Hong Kong caused a sell-off of Alibaba shares. This afternoon, equity in sister-company Alibaba is off around 8% in the wake of the delayed offering and news that Ant had run into regulatory issues with the Chinese government.

Ant was spun out of Alibaba, which owns a one-third stake in the financial technology powerhouse.

Ant’s IPO was on track to be among the largest in history, perhaps raising as much as $34.5 billion in its dual-listing share sale. The company was going to have little trouble filling that book, with retail demand for its shares at IPO reaching nearly $3 trillion in mainland China alone (it’s not uncommon for popular share issues to have massive oversubscription).

That the IPO was called off is financial news on a scale that is hard to comprehend. Ant would have sported a possible market valuation of more than $300 billion at its IPO price. Such a valuation would rank it amongst the most valuable companies in the world.

Alibaba is worth around $772 billion today after the news, off from a value of around $841 billion yesterday. Ant’s delay has cost its former parent company around $60 billion in market capitalization in a single day.

Ant has its roots in Alipay, an online payment service founded in 2004. The company’s Alibaba spin-out came seven years later in 2011, with its former parent company buying 33% of its value in 2018 ahead of its planned IPO. At the time, Ant was valued around $60 billion.

The company’s IPO prospectus details the company’s work in credit, investing, insurance and other fintech-related areas. Ant’s reach has become staggering over time, with Alipay counting over 1 billion annual active users and over 80 million active merchants on the platform.

Ant competes with Tencent’s WePay, amongst other products and services.

As TechCrunch reported this morning, Ant has a history of regulatory issues with the Chinese Communist Party. Precisely what went wrong this time so close to its debut is still not perfectly clear, but news that Alibaba founder and Ant chairman Jack Ma had dinged China’s financial regulation in recent weeks could be part of the issue.

So long as the IPO remains on hold, and a cloud sits atop Mt. Ant, Alibaba shares could remain depressed.

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Tencent claims record 100M daily users on mobile game Honor of Kings

At its five-year anniversary gala graced by celebrities, esports stars and orchestras, Tencent’s mobile game Honor of Kings said it has crossed 100 million daily active users. The title has not only broken user records but generated other unprecedented accomplishments along the way.

For one, it consistently ranks among the top-grossing mobile games worldwide, jostling with PUBG Mobile made by another Tencent studio Lightspeed & Quantum — gaming has long been the cash cow for Tencent, better known for its WeChat messenger. The brain behind Honor of Kings is TiMi Studios, which ramped up hiring in the U.S. this year to further global expansion.

The game is credited for popularizing the multiplayer online battle arena (MOBA) category in China using clever designs like short sessions, friendly controls, esports integration, and social networking leverage, as games analyst Daniel Ahmad pointed out. The title has an unusually high female player base — around 50% — for a genre dominated by males.

TiMi focused on creating a MOBA that was tailored to the expectations of mobile players. Which included shorter session lengths, touch friendly controls and automated systems.

The game is great for beginners to the MOBA genre, but still requires skill to master. Broad appeal. pic.twitter.com/mSqMOKBEIc

— Daniel Ahmad (@ZhugeEX) November 1, 2020

Though not always seen as an original creator, Tencent pioneers monetization models for mobile games and can be Western studios’ sought-after partner. To name one, it helped develop the mobile version of Activision’s Call of Duty, which surpassed 250 million downloads in June.

Controversy has also arisen amid Honor of Kings’ fervor. A state newspaper chastised it for hooking young users and misrepresenting historical events. Tencent has since tightened age verification checks for players, now standard practice in China’s gaming industry.

TiMi unveiled its milestone at a time when Riot Games is testing a mobile version of League of Legends, widely seen as the desktop blockbuster that had inspired Honor of Kings in the first place. The overseas edition of Honor of Kings, called Arena of Valor, has had limited success outside Asia. It now comes the time for Riot, fully acquired by Tencent in 2015, to test its own interpretation, Wild Rift. TiMi told TechCrunch that it’s not involved in the development process of Riot’s new mobile title.

As part of the announcement, TiMi also revealed that it’s capitalizing on Honor of Kings for IP derivative works, including two new games in unspecified new genres, an anime, and a TV series.

“There is still plenty of room to further grow and develop the Honor of Kings IP in China,” Li Min, the game’s director and general manager of TiMi Studios, told TechCrunch. “I want to see it take on a life of its own and continue to resonate with and thrive among players for generations to come.”

“One of our great successes has been capturing historic moments, which were otherwise mostly irrelevant to young people today, and fuse them with modern aesthetics to bring them to life in Honor of Kings,” he added.

The story was updated on November 2, 2020 with comments from TiMi Studios.

 

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Fab founder Jason Goldberg is back with Moxie, a new live-streaming fitness marketplace

Amid a pandemic that has closed down fitness centers worldwide, a spate of companies has muscled their way into the booming at-home fitness market.

In just the last two weeks, three-year Future, which promises at-home customers access to elite training, closed on $24 million in Series B funding; and Playbook, a nearly five-year-old fitness platform that helps personal trainers stream their content (and charge a monthly fee for it), raised $9.3 million in Series A funding.

Now, serial entrepreneur Jason Goldberg — who has founded a number of venture-backed startups — is taking the wraps off another live-streaming platform and marketplace. Called Moxie, it connects fitness instructors of all stripes with existing and new students, then enables them to stream classes on a subscription basis — and to keep 85 percent of the revenue for themselves.

Of course, according to Goldberg, it’s all far more sophisticated than that. Indeed, Moxie’s 45 employees were working on a very different company until COVID-19 took hold in Europe and the U.S., following its initial outbreak in China. (Moxie is based in Berlin.) After some soul-searching, the team pivoted completely to fitness, and they’ve been testing and tweaking Moxie ever since.

It’s a compelling proposition, even while other startup founders are also chasing after it. While a year ago, fitness instructors spent 90 percent of their time in studio settings, they now spend 90 percent of their time teaching online, which means they need really solid tools to do their jobs well.

While earlier in the pandemic, many of them turned to Zoom, emailing students links and taking payments via Venmo, it was a janky experience for everyone involved.

With Moxie, an instructor, says Goldberg, can live stream classes, as well as record them; access playlists that Moxie has already licensed through third parties (and that Moxie can smartly dampen sound while an instructor is talking to students); and access internal customer relationship management tools that make it easy to track and communicate with students, along with automatically collect payment from them.

The benefits are resonating, according to Goldberg. He says that largely by finding and pitching instructors on Instagram, Moxie has already attracted more than 2,000 instructors of yoga, pilates, and barre-centered classes among others, and that they are now teaching more than 6,500 classes for a range of prices that the instructors can set themselves.

Classes on average range in price from $5 to $10. Goldberg says that over the last four weeks, customers have been spending an average of $60 on the platform per month. (Moxie uses Stripe for payments and AWS to store and stream video.)

Investors like Howard Morgan, Geoff Prentice, Allen Morgan who’ve backed Goldberg time and again like the idea, clearly. Along with Tencent, they’ve provided Moxie with $2.1 million in seed funding, and Goldberg suggests he’ll be ready for more capital soon.

Whether new investors will need to be convinced that Moxie is “the one,” given Goldberg’s history, remains to be seen.

As longtime readers might know, Goldberg launched his career as a startup founder with Jobster, a recruiting platform that raised about $50 million before laying off half its staff and selling for undisclosed terms to a site called Recruiting.com.

Goldberg then founded a news aggregation service Social Median, which was was later acquired by a German LinkedIn competitor called XING for undisclosed terms; Fabulis, a social network for the LGBT community that pivoted to become a daily-deals site (and later shut down after spending $1 million in seed funding); and most famously Fab .com, a design-focused e-commerce site that was valued at $900 million by its investors at one point, but later went out of business.

In late 2016, Goldberg launched a messaging app called Pepo that enabled anyone to create and join live messaging communities and that raised around $3 million from investors, including Tencent. Indeed, it was a newer iteration of Pepo that Goldberg and his team decided to abandon in March for Moxie.

Certainly, his various endeavors underscore that Goldberg has no shortage of — dare we say it — moxie.  To many investors, that’s the most crucial ingredient in growing a nascent company.

In any case, he doesn’t seem worried about fitness platform’s prospects. “We have no shortage of people who want to invest in Moxie,” he told us during a call yesterday.

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Tencent leads $100M Series B funding round into China-based esport provider VSPN

Further confirmation that the esports market is booming amid the pandemic comes today with the news that esports “total solutions provider” VSPN (Versus Programming Network) has raised what it describes as “close to” $100 million in a Series B funding round, led by Tencent Holdings . Other investors that participated in the round include Tiantu Capital, SIG (Susquehanna International Group), and Kuaishou. The funding round will go toward improving esports products and its ecosystem in China and across Asia.

Founded in 2016 and headquartered in Shanghai, VSPN was one of the early pioneers in esports tournament organization and content creation out of Asia. It has since expanded into other businesses, including offline venue operation.

In a statement, Dino Ying, CEO of VSPN (see also our exclusive interview) said: “We are delighted to announce this latest round of funding. Thanks to policies supporting Shanghai as the global center for esports, and with Beijing, Chengdu, and Xi’an expressing confidence in the development of esports, VSPN has grown rapidly in recent years. After this funding round, we look forward to building an esports research institute, an esports culture park, and further expanding globally. VSPN has a long-term vision and is dedicated to the sustainable development of the global esports ecosystem.”

Dino Ying, VSPN CEO

Dino Ying, VSPN CEO. Image via VSPN

Mars Hou, general manager of Tencent Esports, commented: “VSPN’s long-term company vision and leading position in esports production are vital for Tencent to optimize the layout of the esports industry’s development.”

We had a hint that Tencent might invest in VSPN when, in March this year, Mark Ren, COO of Tencent Holdings, made a public statement that Tencent would provide more high-quality esports competitions in conjunction with tournament organizers like VSPN.

As we observed in August, Tencent, already the world’s biggest games publisher, said that it would consolidate Douyu and Huya, the previously competing live-streaming sites focused on video games.

In other words, Tencent’s investment into VSPN shows it is once again doubling-down on the esports market.

This Series B funding round comes four years after VSPN’s 2016 Series A funding round, which was led by Focus Media Network, joined by China Jianteng Sports Industry Fund, Guangdian Capital and Averest Capital.

Now, VSPN has become the principal tournament organizer and broadcaster for PUBG MOBILE international competitions, and China’s top competitions for Honor of Kings, PUBG, Peacekeeper Elite, CrossFire, FIFA, QQ Speed and Clash Royale. This will tally-up 12,000 hours of original content. The company has partnered with more than 70% of China’s esports tournaments.

In March, another huge esports player, ESL, joined forces with Tencent to become a part of the PUBG Mobile esports circuit for 2020.

In addition to its core esports tournament and content production business, VSPN has branded esports venues in Chengdu, Xi’an and Shanghai. In May, VSPN launched its first overseas venue, V. SPACE in Seoul, South Korea.

And even offline events are coming back. VSPN hosted the first large-scale esport event with offline audiences in August this year. And the LOL S10 event will open 6,000 tickets. However, all tournaments will operate under strict COVID-19 prevention measures and approval processes by the Chinese government, and not all esports events are allowing offline audiences.

VSPN said it will continue to focus on building an esports short-form video ecosystem, improving the quality of esports content creation, and reaching more users via different channels. VSPN currently houses more than 1,000 employees in five business divisions.

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Ant Group could raise as much as $34.5B in IPO in what would be world’s largest IPO

The long-anticipated IPO of Alibaba-affiliated Chinese fintech giant Ant Group could raise tens of billions of dollars in a dual-listing on both the Shanghai and Hong Kong exchanges.

Shares for the company formerly known as Ant Financial are expected to price at around HK$80, or roughly 68 to 69 Chinese Yuan. The company is selling around 134 million shares in the Hong Kong portion of its debut, worth around $17.25 billion American dollars at HK$80 apiece.

Given that the share sale is expected to raise a similar amount of money from its Shanghai listing, the company’s IPO could raise as much as $34.5 billion. That tally would make the debut the largest in history, besting the recent Aramco IPO that raised around $29.4 billion.

Alibaba owns a 33% stake in Ant Group. At its currently expected share price, Ant Group would be worth as much as $310 billion, according to The New York Times, or $313 billion per CNBC.

Ant Group’s huge IPO fits its own epic scale. As TechCrunch reported in July, Ant had around 1.3 billion annual active users in March of this year, a number that could have risen in recent quarters. Ant’s Alipay competes with Tencent’s WeChat Pay in the huge and lucrative Chinese market.

The Ant Group IPO could be viewed as a moment in which the United States stock markets showed weakness. When Alibaba went public back in 2014, it did so via the New York Stock Exchange. The Chinese tech giant later dual-listed on the Hong Kong exchange. To see Ant Group dual-list on the Hong Kong and Shanghai indices without a float in New York shows what is possible outside of the United States when it comes to capital financing.

Fintech startups have broadly seen their fortunes rise during 2020 as the global pandemic changed consumer behavior and moved more commerce and payments into the digital realm. And IPOs have generally performed strongly as well, meaning that Ant Group could find a few tailwinds for its equity when it begins to trade.

Ant has not been content to stick to its knitting, keeping itself busy by investing in other startups. The company took a small stake in installment-payment service Klarna earlier this year, for example.

At a valuation of more than $310 billion, Ant Group would be worth about as much as JPMorgan Chase, the most valuable American bank today. It would also best U.S.-based digital payments leader PayPal, which is currently valued at $236 billion, as well as Square, which is valued at $77 billion.

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Supercell’s CEO talks about its majority owner Tencent, finding its next hit and more

Mobile games maker Supercell has been one of the great, understated breakthroughs of the European startup world. The Helsinki-based mobile games maker built an empire out of Clash of Clans, raking in tons of money and catching the eye of world-class investors and eventually a new strategic majority shareholder in the form of Tencent at a $10.2 billion valuation.

That was in 2016. So how does a hot startup keep its edge?

As part of this year’s virtual Disrupt, we sat down to talk with the company’s founder and CEO, Ilkka Paananen, about that and the other challenges and opportunities facing the company, and asked for his tips and opinion on spinning up and running startups in Europe today.

Times are definitely not easy right now: all of us are living through a global health pandemic, and economies as a result of that are teetering; and there is an interesting sea change happening as gaming companies (along with other content makers) face off against big tech, where there’s a question of whether platforms or the games themselves have the upper hand. (The most visible and recent example of that: the counter-lawsuits between Epic and Apple over in-app payments.)

For Supercell specifically, its majority owner, Tencent, is in hot water in the U.S. (a major market for Supercell); and it’s sitting on a still-popular but now-ageing game franchise that you could argue is in the middle of its own Battle Royale against the many other big games that are vying for people’s attention (and spending power to keep playing and levelling up). In short, the company itself, now 10 years old, may itself be facing more existential questions of who are we now, and what comes next?

As you’ll see in the video below, Paananen is very sanguine and calm, which is to say quite Finnish, about a lot of this.

Even without the experience thus far of Supercell under his belt, he has been in the industry for years. Supercell is his second big hit company: before that he founded Sumea, which was acquired by Digital Chocolate, where he became president in the now-defunct bigger studio’s heyday. And, he has been and is an investor, too: most recently Paananen backed Zwift, the gamefied home fitness startup, in its most recent, $450 million round, which included him joining the company’s board. All of this is to say that he can see the bigger picture.

The Tencent issues in the U.S., he said, are something that the company is watching. But not only are they unresolved — indeed just this week, ahead of any proposed bans on Tencent properties and WeChat in particular, the U.S. government issued more clarification on how people are liable for using WeChat. In any case, Paananen said in the interview that he believes that Supercell doesn’t fall under the U.S. executive order to be shut down, because Tencent is only a shareholder, not a full owner. He’s still waiting to see how it all plays out.

“Our current understanding [is that] it’s about WeChat not Tencent as a whole,” he said, “and that it doesn’t apply to Tencent-invested companies like Supercell.” (Also: one of the good things to have come out of not getting fully acquired, it seems.)

Similarly, Paananen is not overly concerned about the fact that its big hit, while still one of the highest-grossing apps globally, is getting on and slowly bringing in fewer revenues.

Judging by the fact that Supercell has yet to follow up with another successful franchise, and has killed quite a few attempts in the meantime, the process to produce a hit, in fact, still seems to be as elusive to a company that has produced a hit already as it is to those that have not.

“It would be nice to be always on this kind of a growth curve, but the reality is… it’s very much about hits or misses,” he said.

“Sometimes figures go up, and sometimes they go down [so] what’s your time horizon? We never ever think about the next quarter, and very, very rarely think about it and maybe next year, I think that’s a target in itself, you know. We try to think in decades. Our dream is to build a game so as many people as possible will play for a very long time. We are inspired by companies like, say, Nintendo. And if you’re going to take that… then that changes your perspective.”

The company has been building out its options, though, making about three investments a year in other gaming startups, and some full acquisitions of studios, to diversify the team and bring in more options for new games in the future. Later in the Q&A with viewers, Paananen said Supercell has no plans yet for anything in AR or VR, with a firm belief that mobile, and the mechanics of a touch screen, are the best for what it’s building.

It seems the most valuable lesson Paananen has learned, it turns out, is the thing that continues to be his top priority: building the right team for the long haul.

Making sure you have a group that can work together, inspire each other and be productive has been the constant, one that perhaps means even more as the company grows bigger and we continue to work under very decentralised circumstances.

“We are currently on the look-out for people from all around the world to join Supercell to build the best teams and then of course the best games,” he said.

Hear about all this, plus Paananen’s opinion on raising money, and more, below.

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Daily Crunch: India bans PUBG and other Chinese apps

India continues to crack down on Chinese apps, Microsoft launches a deepfake detector and Google offers a personalized news podcast. This is your Daily Crunch for September 2, 2020.

The big story: India bans PUBG and other Chinese apps

The Indian government continues its purge of apps created by or linked to Chinese companies. It already banned 59 Chinese apps back in June, including TikTok.

India’s IT Ministry justified the decision as “a targeted move to ensure safety, security, and sovereignty of Indian cyberspace.” The apps banned today include search engine Baidu, business collaboration suite WeChat Work, cloud storage service Tencent Weiyun and the game Rise of Kingdoms. But PUBG is the most popular, with more than 40 million monthly active users.

The tech giants

Microsoft launches a deepfake detector tool ahead of US election — The Video Authenticator tool will provide a confidence score that a given piece of media has been artificially manipulated.

Google’s personalized audio news feature, Your News Update, comes to Google Podcasts — That means you’ll be able to get a personalized podcast of the latest headlines.

Twitch launches Watch Parties to all creators worldwideTwitch is doubling down on becoming more than just a place for live-streamed gaming videos.

Startups, funding and venture capital

Indonesian insurtech startup PasarPolis gets $54 million Series B from investors including LeapFrog and SBI — The startup’s goal is to reach people who have never purchased insurance before with products like inexpensive “micro-policies” that cover broken device screens.

XRobotics is keeping the dream of pizza robots alive — XRobotics’ offering resembles an industrial 3D printer, in terms of size and form factor.

India’s online learning platform Unacademy raises $150 million at $1.45 billion valuation — India has a new startup unicorn.

Advice and analysis from Extra Crunch

The IPO parade continues as Wish files, Bumble targets an eventual debut — Alex Wilhelm looks at the latest IPO news, including Bumble planning to go public at a $6 to $8 billion valuation.

3 ways COVID-19 has affected the property investment market — COVID-19 has stirred up the long-settled dust on real estate investing.

Deep Science: Dog detectors, Mars mappers and AI-scrambling sweaters — Devin Coldewey kicks off a new feature in which he gets you all caught up on the most recent research papers and scientific discoveries.

(Reminder: Extra Crunch is our subscription membership program, which aims to democratize information about startups. You can sign up here.)

Everything else

‘The Mandalorian’ launches its second season on Oct. 30 — The show finished shooting its second season right before the pandemic shut down production everywhere.

GM, Ford wrap up ventilator production and shift back to auto business — Both automakers said they’d completed their contracts with the Department of Health and Human Services.

The Daily Crunch is TechCrunch’s roundup of our biggest and most important stories. If you’d like to get this delivered to your inbox every day at around 3pm Pacific, you can subscribe here.

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Unity’s IPO numbers look pretty … unreal?

Unity, the company founded in a Copenhagen apartment in 2004, is poised for an initial public offering with numbers that look pretty strong.

Even as its main competitor, Epic Games, is in the throes of a very public fight with Apple over the fees the computer giant charges developers who sell applications (including games) on its platform (which has seen Epic’s games get the boot from the App Store), Unity has plowed ahead, narrowing its losses and maintaining its hold on over half of the game development market.

For the first six months of 2020, the company lost $54.2 million on $351.3 million in revenue. The company narrowed its losses compared to 2019, when the company lost $163.2 million on $541.8 million in revenue, and 2018 when the company lost $131.6 million on $380.8 million in revenue. As of June 30, 2020 the company had total assets of $1.29 billion and $453.2 million in cash.

Increasing revenue and narrowing losses are things that investors like to see in companies that they’re potentially going to invest in, as they point to a path to profitability. Another sign of the company’s success is the number of customers that contribute more than $100,000 in annual revenue. In the first six month of the year, Unity had 716 such customers, pointing to the health of its platform.

The company will trade on the NYSE under the single-letter ticker “U”. The NYSE only has a few single letters left to offer, although Pandora gave up the letter P when it was bought by Liberty Media back in 2018.

Unlike Epic Games, Unity has long worked with the major platforms and gaming companies to get their engine in front of as many developers and gamers as possible. In fact, the company estimates that 53% of the top 1,000 mobile games on the Apple App Store and Google Play Store and over 50% of mobile, personal computer and console games were made with Unity.

Some of the top titles that the platform claims include Nintendo’s Mario Kart: Tour, Super Mario Run and Animal Crossing: Pocket Camp; Niantic’s Pokémon GO and Activision’s recent Call of Duty: Mobile are also Unity games.

The knock against Unity is that it’s not as powerful as Epic’s Unreal rendering engine, but that hasn’t stopped the company from making forays into industries beyond gaming — something that it will need to continue doing if it’s to be successful.

Unity already has a toehold in Hollywood, where it was used to recreate the jungle environment used in Disney’s “Lion King” remake (meanwhile, much of “The Mandalorian” was created using Epic’s Unreal engine).

Of course, Unity’s numbers also reveal that the size of its business is currently a bit smaller than its biggest rival. In 2019, Epic said it had earnings of $730 million on revenue of $4.2 billion, according to VentureBeat . And the North Carolina-based game developer is now worth $17.3 billion.

Still, the games market is likely big enough for both companies to thrive. “Historically there has been substantial industry convergence in the games developer tools business, but over the past decade the number of developers has increased so much, I believe the market can support two major players,” Piers Harding-Rolls, games analyst at Ampere Analysis, told the Financial Times.

Venture investors in the Unity platform have waited a long time for this moment, and they’re certainly confident in the company’s prospects.

The last investment round valued the company at $6 billion, with the secondary sale of $525 million worth of the company’s shares.

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Will China’s coronavirus-related trends shape the future for American VCs?

Rocio Wu
Contributor

Rocio Wu is a second-year MBA candidate at Harvard Business School and a venture capitalist.

For the past month, VC investment pace seems to have slacked off in the U.S., but deal activities in China are picking up following a slowdown prompted by the COVID-19 outbreak.

According to PitchBook, “Chinese firms recorded 66 venture capital deals for the week ended March 28, the most of any week in 2020 and just below figures from the same time last year,” (although 2019 was a slow year). There is a natural lag between when deals are made and when they are announced, but still, there are some interesting trends that I couldn’t help noticing.

While many U.S.-based VCs haven’t had a chance to focus on new deals, recent investment trends coming out of China may indicate which shifts might persist after the crisis and what it could mean for the U.S. investor community.

Image Credits: PitchBook

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