unity-technologies
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As gaming’s popularity reaches epic heights, venture investors’ activity in the industry doesn’t seem to equate with the overall size of the games market. Spurred by an unreal year where traditional entertainment has been upended by the COVID-19 pandemic and consumers find unity in virtual worlds like Animal Crossing and Fortnite, gaming has never been more popular.
Late-stage investors have shown that they have a tremendous appetite for businesses in the gaming industry. They’ve been pouring capital into established gaming companies like Scopely, which on Wednesday announced a $340 million investment round at a $3.3 billion valuation. But venture capital simply hasn’t given the gaming industry and the broader synthetic market the attention it deserves given its place in the entertainment and cultural firmament.
Just ask LeBron “Bronny” James Jr., the son of the NBA’s biggest star, who became a professional athlete this week — as a gamer with one of the most popular teams in online gaming, FaZe Clan. Or look at Unity, the creator of a popular game development engine, whose stock price has nearly doubled since its public offering in mid-September. Since opening trading at $56 per share, the stock has nearly doubled in value and is now trading at $100 per share.
In the first half of the year gamers spent $36.8 billion on games through both the Android and iOS app stores, according to data from SensorTower. New game installs are also up for the year. The app analytics company said that new game installs were up to 28.4 billion over the first half of the year. Annually the 15 billion new game downloads in the second quarter represented a 45.2% year-on-year growth in gaming.
Then there’s Bitkraft, one of the only venture firms to focus on the totality of the gaming industry, which announced the close of its most recent fund, a $165 million investment vehicle. The firm, which added a former Goldman Sachs managing director earlier in the year to capitalize on the opportunity in what the firm calls “synthetic reality” investments, raised $25 million more than its $140 million target. One of these things is not like the others.
“I’ve been in the games industry for 23 years now [and] I’ve always had this huge fundamental conviction of video games not only dominating the entertainment industry but sort of taking up a big part of what society is — where video games create the digital identities that define evermore of what we understand of ourselves,” said Jens Hilgers, Bitkraft’s founding general partner. “We feel that these are times of acceleration … it’s great to see how we’re leapfrogging one or two or three years of the games industry in this crisis and it makes it more exciting to invest in these times.”
The Unity public offering, and its emphasis on markets outside of gaming, seems to prove Hilgers point and show just how much opportunity remains around the notion of synthetic reality in business and entertainment.
“Their thesis around democratizing access to gaming tools by letting hobbyists use the tools for free is smart, if you want to win the market,” said Alice Lloyd George, founder of Rogue Ventures, a new investment firm focused on frontier technologies and gaming investments.
Lloyd George compared Unity’s business to its biggest competitor, Epic Games, and noted that both have broad aspirations. “Both of them want to use their game engines beyond pure gaming,” Lloyd George said of the two big new gaming platform developers. “Unity is really well-positioned because they’re so strong on mobile. That positions them well for AR and VR. And you need onramps for the developers for AR and VR.”
When Scopely’s co-chief executive Walter Driver talks about the attraction of gaming properties for players — and the reason investors have been willing to value his Los Angeles-based company in the billions of dollars — he talks about the connections between players. “People have found — and investors looking at the space have found also — that people value the connection they’re getting from interactive experiences. It’s not just our relationship with the players, but their relationships with each other,” Driver said. “Inside of most passively consumed media experiences, you don’t have an identity. You don’t have friends.“
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Whoever said you can’t make money playing video games clearly hasn’t taken a look at Unity Software’s stock price.
On its first official day of trading, the company rose more than 31%, opening at $75 per share before closing the day at $68.35. Unity’s share price gains came after last night’s pricing of the company’s stock at $52 per share, well above the range of $44 to $48 which was itself an upward revision of the company’s initial target.
Games like “Pokémon GO” and “Iron Man VR” rely on the company’s software, as do untold numbers of other mobile gaming applications that use the company’s toolkit for support. The company’s customers range from small gaming publishers to large gaming giants like Electronic Arts, Niantic, Ubisoft and Tencent.
Unity’s IPO comes on the heels of other well-received debuts, including Sumo Logic, Snowflake and JFrog .
TechCrunch caught up with Unity’s CFO, Kim Jabal, after-hours today to dig in a bit on the transaction.
According to Jabal, hosting her company’s roadshow over Zoom had some advantages, as her team didn’t have to focus on tackling a single geography per day, allowing Unity to “optimize” its time based on who the company wanted to meet, instead, of say, whomever was free in Boston or Chicago on a particular Tuesday morning.
Jabal’s comments aren’t the first that TechCrunch has heard regarding roadshows going well in a digital format instead of as an in-person presentation. If the old-school roadshow survives, we’ll be surprised, though private jet companies will miss the business.
Talking about the transaction itself, Jabal stressed the connection between her company’s employees, value and their access to that same value. Unity’s IPO was unique in that existing and former employees were able to trade 15% of their vested holdings in the company on day one, excluding “current executive officers and directors,” per SEC filings.
That act does not seemed to have dampened enthusiasm for the company’s shares, and could have helped boost early float, allowing for the two sides of the supply and demand curves to more quickly meet close to the company’s real value, instead of a scarcity-driven, more artificial figure.
Regarding Unity’s IPO pricing, Jabal discussed what she called a “very data-driven process.” The result of that process was an IPO price that came in above its raised range, and still rose during its first day’s trading, but less than 50%. That’s about as good an outcome as you can hope for in an IPO.
One final thing for the SaaS nerds out there. Unity’s “dollar-based net expansion rate” went from very good to outstanding in 2020, or in the words of the S-1/A:
Our dollar-based net expansion rate, which measures expansion in existing customers’ revenue over a trailing 12-month period, grew from 124% as of December 31, 2018 to 133% as of December 31, 2019, and from 129% as of June 30, 2019 to 142% as of June 30, 2020, demonstrating the power of this strategy.
We had to ask. And the answer, per Jabal, was a combination of the company’s platform strength and how customers tend to use more of Unity’s services over time, which she described as growing with their customers. And the second key element was 2020’s unique dynamics that gave Unity a “tailwind” thanks to “increased usage, particularly in gaming.”
Looking at our own gaming levels in 2020 compared to 2019, that checks out.
This post closes the book on this week’s IPO class. Tired yet? Don’t be. Palantir is up next, and then Asana .
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What can you do with virtual reality when you have complete control of the physical space around the player? How “real” can virtual reality become?
That’s the core concept behind The Void. They take over retail spaces in places like Downtown Disney and shopping malls around the country and turn them into virtual reality playgrounds, They’ve got VR experiences based on properties like Star Wars, Ghostbusters, and Wreck-It Ralph; while these big names tend to be the main attractions, they’re dabbling with creating their own original properties, too.
By building both the game environment and the real-world rooms in which players wander, The Void can make the physical and virtual align. If you see a bench in your VR headset, there’s a bench there in the real world for you to sit on; if you see a lever on the wall in front of you, you can reach out and physically pull it. Land on a lava planet and heat lamps warm your skin; screw up a puzzle, and you’ll feel a puff of mist letting you know to try something else.
At $30-$35 per person for what works out to be a roughly thirty-minute experience (about ten of which is watching a scene-setting video and getting your group into VR suits), it’s pretty pricey. But it’s also some of the most mind-bending VR I’ve ever seen.
The Void reportedly raised about $20 million earlier this year and is in the middle of a massive expansion. It’s more than doubling its number of locations, opening 25 new spots in a partnership with the Unibail-Rodamco-Westfield chain of malls.
I sat down to chat with The Void’s co-founder and Chief Creative Officer, Curtis Hickman, to hear how they got started, how his background (in stage magic!) comes into play here, how they came to work with massive properties like Ghostbusters and Star Wars, and where he thinks VR is going from here.
Greg Kumparak: Tell me a bit about yourself. How’d you get your start? How’d you get into making VR experiences?
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Unity’s private valuation is climbing but it’s growing unclear whether the company’s leadership is planning to take the 15-year-old gaming powerhouse public anytime soon.
The company announced today that is has received signed agreements from D1 Capital Partners, Canada Pension Plan Investment Board, Light Street Capital, Sequoia Capital, and Silver Lake Partners to fund a $525 million tender offer that will allow Unity’s common shareholders — the majority of which are early or current employees — to sell their shares in the company.
The tender offer gives employees “the opportunity for some liquidity,” Unity CFO Kim Jabal says. The total amount raised will depend on the enthusiasm of common shareholders to sell their stakes in Unity.
This event could potentially signify that the company is pushing back its timeline for an IPO, keeping employees that have been sitting on equity for several years happy as Unity labors on in private markets. It’s worth noting that the company has raised hundreds of million previously with the same intent of buying back employee shares.
It was reported earlier this year that Unity was targeting an IPO in the first half of 2020.
The company also confirmed that it wrapped up a $150M Series E funding round in May that doubled the company’s valuation to $6 billion. The announcement confirms the valuation we reported on in May though at a higher amount of capital raised.
SF-based Unity has more than 2,000 employees. The company builds developer tools which are used game studios to create video games across a number of platforms. The company claims that half of all games are created using the company’s game engine.
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As the gaming market continues to boom, billions of dollars are being invested in new games and new streaming platforms vying to own a piece of the action. Most of the value is accruing to the large incumbents in a space, however, and the entrance of Google and other big tech companies makes it difficult to identify where there are compelling opportunities for entrepreneurs to build new empires.
TechCrunch media analyst Eric Peckham recently sat down with Paul Murphy, Partner at European venture firm Northzone, to discuss Paul’s view of the market and where he is focusing his dollars. Below is the transcript of the conversation (edited for length and clarity):
Eric Peckham: You co-founded the hit mobile game Dots before moving to London and joining Northzone last year. Are you still bullish on investment opportunities in mobile gaming or do you think the market has changed?
Paul Murphy: I’m bullish on mobile gaming–the market is bigger than it has ever been. There’s a whole generation of people that have been trained to play games on mobile phones. So those are things that are very positive.
The challenge is you don’t really have a rising tide moment anymore. The winners have won. And so it’s very, very difficult for someone to enter with new content and build a business that’s as big as Supercell or King, regardless of how good their content is. So while the prize for winning in mobile gaming content big, the likelihood is smaller.
Where I’m spending most of my time is not on content, it’s on components within mobile gaming. We’re looking at infrastructure: different platforms that enable mobile gaming, like Bunch which we invested in.
Their product allows you to do live video and audio on top of mobile games. So we don’t have to take any content risk. We’re betting that this great product will fit into a large inventory ecosystem.
Peckham: New mobile game studios that are launching all seem to fall under the sphere of influence of these bigger companies. They get a strategic investment from Supercell or another company. To your point, it’s tough for a small startup to compete entirely on its own.
Murphy: It’s possible in mobile gaming still but it’s really, really hard now. At the same time, what you’ve seen is the odds of winning are lower. It is hard to reach the same scale when it costs you $5.00 to acquire a user today, whereas when Candy Crush launched, it was $0.05 per user. So it’s almost impossible to achieve King-like scale today.
Therefore, you’re looking at similar content risk with reduced upside, which makes that equation less attractive for venture capital. But it might be perfectly fine for an established company because they don’t need to do the marketing, they have the audience already.
The big gaming companies all struggle with the challenge of how to create the next hit IP. They have this machine that can bring any great game to market efficiently, with a large audience they can cross promote from and capital they can invest to build a big brand quickly. For them, the biggest challenge is getting the best content.
So it’s natural to me that the pendulum has swung towards strategic investors in mobile gaming content. Epic has a fund that they set up with Improbable, Supercell is making direct investments, Tencent has been making investments for years. Even from a content perspective, you’re probably going to see Apple, Google, and Amazon making more content investments in mobile gaming.
Image via Getty Images / aurielaki
Peckham: Does this same market dynamic apply to PC games and console games? Do you see a certain area within gaming where there’s still opportunity for independent startups to create the game itself and find success at a venture scale?
Murphy: The reason we made our investment in Klang Games, which is building an MMO called Seed that people will primarily play through PC, is that while there is content risk–you’re never going to get rid of the possibility that the IP doesn’t fly–if it works, it will be massive…an Earth-shattering level of success. If their vision comes to life, it will be very, very big.
So that one has all the risks that you’d have in any other game studio but the upside is exponentially larger, so the bet makes sense to us. And it so happens that it’s going to be on PC first, where there’s certainly a lot of competition but it’s not as saturated and the monetization methods are healthier than in mobile gaming. In PC, you don’t have to do free-to-play tactics that interfere with the gameplay.
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Unity Technologies, the company behind one of the world’s most popular game engines, could nearly double its reported valuation in a new round of funding.
The company has filed to raise up to $125 million in Series E funding according to a Delaware stock authorization filing uncovered by Prime Unicorn Index and reviewed by TechCrunch. If Unity closes the full authorized raise it will hold a valuation of $5.96 billion.
A Unity spokesperson confirmed the details of the document.
The SF company builds developer tools that allow game-makers to build titles and deploy them on consoles, mobile and PC. More than half of all new games are built using the platform. Customers pay for the platform per developer once their projects reach a certain scale.
Unity’s competitors include Fortnite-maker Epic Games, which has been able to rapidly acquire startups and game studios in the past two years fueled by the profits of their blockbuster hit.
Unity most recently closed $400 million in Series D funding led by Silver Lake, a “big chunk” of which went toward purchasing the shares of longtime employees and earlier investors. The round left the company’s valuation north of $3 billion. The company, founded in 2003, has raised more than $600 million to date.
The company’s previous backers include Sequoia, DFJ Growth and Silver Lake Partners.
Earlier this year, Cheddar reported that Unity was eyeing a 2020 IPO, though the company did not comment on the report.
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It takes a lot more than a good idea and the right timing to build a billion-dollar company. Talent, focus, operational effectiveness and a healthy dose of luck are all components of a successful tech startup. Many of the most successful (or, at least, highest-valued) tech unicorns today didn’t get there alone.
Mergers and acquisitions (M&A) can be a major growth vector for rapidly scaling, highly valued technology companies. It’s a topic that we’ve covered off and on since the very first post on Crunchbase News in March 2017. Nearly two years later, we wanted to revisit that first post because things move quickly, and there is a new crop of companies in the unicorn spotlight these days. Which ones are the most active in the M&A market these days?
Before displaying the U.S. unicorns with the most acquisitions to date, we first have to answer the question, “What is a unicorn?” The term is generally applied to venture-backed technology companies that have earned a valuation of $1 billion or more. Crunchbase tracks these companies in its Unicorns hub. The original definition of the term, first applied in a VC setting by Aileen Lee of Cowboy Ventures back in late 2011, specifies that unicorns were founded in or after 2003, following the first tech bubble. That’s the working definition we’ll be using here.
In the chart below, we display the number of known acquisitions made by U.S.-based unicorns that haven’t gone public or gotten acquired (yet). Keep in mind this is based on a snapshot of Crunchbase data, so the numbers and ranking may have changed by the time you read this. To maintain legibility and a reasonable size, we cut off the chart at companies that made seven or more acquisitions.

As one would expect, these rankings are somewhat different from the one we did two years ago. Several companies counted back in early March 2017 have since graduated to public markets or have been acquired.
Dropbox, which had acquired 23 companies at the time of our last analysis, went public weeks later and has since acquired two more companies (HelloSign for $230 million in late January 2019 and Verst for an undisclosed sum in November 2017) since doing so. SurveyMonkey, which went public in September 2018, made six known acquisitions before making its exit via IPO.
Which companies are still in the top ranks? Travel accommodations marketplace giant Airbnb jumped from number four to claim Dropbox’s vacancy as the most acquisitive private U.S. unicorn in the market. Airbnb made six more acquisitions since March 2017, most recently Danish event space and meeting venue marketplace Gaest.com. The still-pending deal was announced in January 2019.
WordPress developer and hosting company Automattic is still ranked number two. Automattic href=”https://www.crunchbase.com/acquisition/automattic-acquires-atavist–912abccd”>acquired one more company — digital publication platform Atavist — since we last profiled unicorn M&A. Open-source software containerization company Docker, photo-sharing and search site Pinterest, enterprise social media management company Sprinklr and venture-backed media company Vox Media remain, as well.
There are some notable newcomers in these rankings. We’ll focus on the most notable three: The We Company, Coinbase and Lyft. (Honorable mention goes to Stripe and Unity Technologies, which are also new to this list.)
The We Company (the holding entity for WeWork) has made 10 acquisitions over the past two years. Earlier this month, The We Company bought Euclid, a company that analyzes physical space utilization and tracks visitors using Wi-Fi fingerprinting. Other buyouts include Meetup (a story broken by Crunchbase News in November 2017) reportedly for $200 million. Also in late 2017, The We Company acquired coding and design training program Flatiron School, giving the company a permanent tenant in some of its commercial spaces.
In its bid to solidify its position as the dominant consumer cryptocurrency player, Coinbase has been on quite the M&A tear lately. The company recently announced its plans to acquire Neutrino, a blockchain analytics and intelligence platform company based in Italy. As we covered, Coinbase likely made the deal to improve its compliance efforts. In January, Coinbase acquired data analysis company Blockspring, also for an undisclosed sum. The crypto company’s other most notable deal to date was its April 2018 buyout of the bitcoin mining hardware turned cryptocurrency micro-transaction platform Earn.com, which Coinbase acquired for $120 million.
And finally, there’s Lyft, the more exclusively U.S.-focused ride-hailing and transportation service company. Lyft has made 10 known acquisitions since it was founded in 2012. Its latest M&A deal was urban bike service Motivate, which Lyft acquired in June 2018. Lyft’s principal rival, Uber, has acquired six companies at the time of writing. Uber bought a bike company of its own, JUMP Bikes, at a price of $200 million, a couple of months prior to Lyft’s Motivate purchase. Here too, the Lyft-Uber rivalry manifests in structural sameness. Fierce competition drove Uber and Lyft to raise money in lock-step with one another, and drove M&A strategy as well.
With long-term business success, it’s often a chicken-and-egg question. Is a company successful because of the startups it bought along the way? Or did it buy companies because it was successful and had an opening to expand? Oftentimes, it’s a little of both.
The unicorn companies that dominate the private funding landscape today (if not in the number of deals, then in dollar volume for sure) continue to raise money in the name of growth. Growth can come the old-fashioned way, by establishing a market position and expanding it. Or, in the name of rapid scaling and ostensibly maximizing investor returns, M&A provides a lateral route into new markets or a way to further entrench the status quo. We’ll see how that strategy pays off when these companies eventually find the exit door .
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1. Facebook mulled multi-billion-dollar acquisition of gaming giant Unity, book claims
Less than a year after making a $3 billion investment into the future of virtual reality with the purchase of Oculus VR, Facebook CEO Mark Zuckerberg was considering another multi-billion-dollar bet by buying Unity, the popular game engine that’s used to build half of all gaming titles.
At least, that’s the claim made in a new book, “The History of the Future,” by Blake Harris, which digs deep into the founding story of Oculus and the drama surrounding the Facebook acquisition, subsequent lawsuits and personal politics of founder Palmer Luckey.
2. Alibaba’s Ant Financial buys UK currency exchange giant WorldFirst reportedly for around $700M
Although the companies were relatively quiet about the deal, it could end up being pretty significant, showing both the market connections between China and Europe and the margin pressures that many smaller remittance companies are under in the wake of larger companies like Amazon building their own money-moving services.
3. Nintendo makes the old new again with Mario, Zelda, Tetris titles for Switch
We round up everything Nintendo announced yesterday, from Super Mario Maker 2 to the unexpected remake of Game Boy classic Link’s Awakening.

4. Tesla ‘Dog mode’ and ‘Sentry mode’ are now live to guard your car and pets
Dog mode is meant to accomplish two things: to keep dogs (or perhaps a hamster or cat) in a climate-controlled environment if left unattended in a vehicle, and to let passersby know their status.
5. Happy Valentine’s Day: your dating app account was hacked, says Coffee Meets Bagel
Users of the dating app Coffee Meets Bagel woke up this morning to find an email in their inboxes warning that their account information had been stolen by a third-party who gained unauthorized access to the company’s systems.
6. Apple is selling the iPhone 7 and iPhone 8 in Germany again
Apple was forced to pull the iPhone 7 and iPhone 8 models from shelves in the country last month, after chipmaker Qualcomm posted security bonds to enforce a December court injunction.
7. Malt raises $28.6M for its freelancer platform
Malt has created a marketplace for companies and engineers working as freelancers. There are currently 100,000 freelancers on the platform and 15,000 companies using Malt regularly.
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Game engine maker Unity believes voice communications are going to grow to become a critical part of gaming across platforms, and it’s buying one of the top companies in the space to bolster what its customers can build on its platform.
Unity has acquired Vivox, a company that powers voice and text chat for the world’s most massive gaming titles, from Fortnite to PUBG to League of Legends. The company’s positional voice chat enables gamers to hear other players chatting around them directionally in 3D space. The company also provides text-based chat. No details on deal terms.
“We thought, I thought, that voice is just one of those things that we should offer our customers,” Unity CEO John Riccitiello tells TechCrunch. “There are just a lot of places to innovate there and I was excited by the roadmap of Vivox .”
Unity plans to use its cross-platform support expertise to make it easier for developers on platforms traditionally underserved by voice chat tools, like mobile, to take advantage of the deeper communication that’s made possible by Vivox. As Unity looks toward new customers beyond gaming, this acquisition has broader reach, as well.
“We’re increasingly supporting industries like architecture, engineering, construction and the auto industry and they talk a lot about collaborating and communicating,” Riccitiello says.
Vivox was founded in 2005 and raised more than $22 million in venture funding from firms like Benchmark and Canaan Partners before it struck hard times some time after its last reported funding in 2010. The startup’s name and some of its assets were acquired by a new entity, Mercer Road Corp, we are told. The company has maintained much of the original leadership during this time; founder and CEO Rob Seaver will continue on with the company after its acquisition.
For his part, Riccitiello doesn’t seem to have immediate plans to shake things up at the Massachusetts-based company, which will maintain its offices and 50+ employees situated in The Bay State. Seaver will report directly to Riccitiello.
Though the company’s previous customers include studios like Unity-rival Epic Games that used the tool to bolster voice chat in Fortnite, there don’t seem to be any plans to cut off non-Unity customers from using the service. “Nothing is changing,” Riccitiello tells TechCrunch.
“It can be nerve-racking to count on something from a smaller company when they might get acquired by a competitor or might go out of business,” he says. “I don’t think anyone is worried about Unity going out of business and I don’t think anyone is worried about Unity being bad hands, we’re sort of Switzerland in our world, we support all platforms and virtually every publisher in the world.”
Asked whether he felt the company’s status as an open platform had been harmed by recent feuds with U.K.-based cloud-gaming startup Improbable, Riccitiello minimized the issue, saying it was a skirmish based on “them claiming a partnership that didn’t exist,” reiterating that “relative to developers, I think they can count on us morning, noon and night to do the right things for them.”
Unity has raised more than $600 million and is valued at north of $3 billion.
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Unity Technologies, a 13-year-old, San Francisco-based company that makes development tools for video game creators, has raised $400 million in fresh funding from the private equity firm Silver Lake. A “big chunk” of the round went toward purchasing the shares of longtime employees and earlier investors, CEO John Riccitiello told Bloomberg earlier today, explaining that he thinks… Read More
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