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Fortnite phenomenon becomes epic game developer to billionaire | business

Tim Sweeney made Fortnite a phenomenon of doing something that sounds crazy. He gave it away.

This strategy has made him a billionaire.

In an industry shock-a-block with monster hits, such as Candy Crush and Pokemon Go, Fortnite popularity is not surprising. Its revenue is. Between the release of the current version in September and the end of May, Fortnite brought in more than $ 1.2 billion, according to SuperData Research. From the beginning of June it has been played by 125 million people.

It has run an income sweep on Epic Games, the company Sweeney created in the parents' basement 27 years ago. Fortnite alone is on track to generate $ 2 billion this year, making Cary, North Carolina-based gamemaker worth $ 5 billion to $ 8 billion, according to the Bloomberg Billionaires Index. Sweeney, 47, is the controlling shareholder.

Fortnite is a global phenomenon played obsessively by children, rappers, professional athletes and middle aged accountants. It's a cartoon-like, last characteristic battle-to-death-match royal where players battle each other in a battle for weapons, resources and survival on a shrinking, big-city island.

Instead of shelling in addition to $ 40 for the game, players purchase online V-bucks, a virtual currency they can trade during game for outfits, called skins, celebrating dances or special quests that can cost as much as $ 20 each .

"On the revenue side, you've done something very unique, something that has come up with an opinion of exclusivity," said Michael Pachter, analyst at Wedbush Securities. Many accessories in the Fortnite store are available in a limited manner, which allows players to buy before sought after items disappear from virtual shelves. "If you see another player in a leopard skin and go to the store and see that it is no longer available, you think," Shoot, I have to move it next time. " "

All that trade translates into some of the highest rates of revenue per user in the industry and operating margins north of 50 percent, according to analysts.

" Epics valuation has exploded with Fortnite's success, "said Timothy O & # 39; Shea, who is playing games at the Jefferies Financial Group.

Based on trading multiples of peerless Electronic Arts and Activision Blizzard, Epic could be worth as much as $ 1

4 billion, but potential e buyers would require a discount because of whether Fortnite could maintain revenue growth, said O & # 39; Shea. . Even though sales could fall to $ 1 billion a year – half of the current estimate – the company could still reasonably commend NOK 7.5 billion in a sale, said Pachter.

There is a bonanza for Sweeney and Chinese internet behemoth Tencent Holdings, which purchased 40 percent of Epic in 2012 of $ 825 million valuation. It is still unclear what Fortnite has had on Tencent's balance sheet. Three analysts covering the Shenzen-based company said they had not yet entered the game in their sum-of-the-party valuations.

While most games hit top popularity shortly after launch, Fortnite continued to spend millions of new users six months, thanks to a broad appeal aesthetics that are more comical than graphic violence. Celebrity fans like rapper Drake and Los Angeles Lakers "Josh Hart have pushed it further into common consciousness. French football star Antoine Griezmann celebrated a goal in the World Cup final this month by performing the game's Take-the-L dance.

As a game that is social, easy to play and hard to master, there has been a special hit with school-age children, claiming concerns from teachers and parents reporting obsessive play during class.

Fortnite is no bolt from the blue for Epic. The developer's biggest previous hit was Gears of War, a best-selling Microsoft Xbox 360 franchise. Epic also owns the Unreal Engine, one of two used operating systems based on development systems, relying on building games. Initially, epic customers are required to use the software. The sale took off when Sweeney made the product for free and instead began collecting a royalty on sales from games made using the software, which included such hits as Mass Effect and Batman: Arkham.

Fortnite also started as a paid product. Launched in July 2017 as a $ 40 version where players built fast to defend themselves against zombie hordes, the game really took off after Epic made it free and put the multi-combatant style into play.

Its success even surprised Epic. In last year's E3, the industry's major fair show, Epic showed a few reporter games hidden in a meeting room. At this year's convention, the Epic stand was completely devoted to Fortnite, with a copy of the bus that players enter the beginning of the game and opportunities for fans to stop in videos dancing and swinging. That week, Epic staged his first Fortnite Celebrity Pro-Am with guests as comedian Joel McHale and professional gamer Ninja (real name Tyler Blevins) competing in a football stadium. In May, Epic announced that it would provide $ 100 million to fund prize money for Fortnite competitions.

At Epic's office, located in a suburb of Raleigh, North Carolina around the corner from a mall, employees have choice of free ice cream and heat pockets. There is a game room, a slide between two floors and giant sculptures of some of the company's video game ratings.

Growed in the suburb of Potomac, Maryland, Sweeney showed early game design and business. At 11 o'clock he learned to program using the family's Apple computer and did a hobby about dissecting electronics. At 15 o'clock he left his job at a hardware store after noting that everyone was doing the same hourly salary no matter how hard they worked. Instead, he borrowed his father's tractor and began to trim the neighbor's lawns, substituting professional landscapers, according to an interview for 2011 with game site Kotaku. Sweeney started designing their own games at age 21, packing them on floppy disks and sending them via mail.

"Tim Sweeney is a legendary character," said Joost van Dreunen, general manager of SuperData Research Holdings, which gives market intelligence to the gaming industry. "He is a hard-working, pronounced person with a clear vision of what he will do."

Despite the captivating millions of players, Sweeney is not much of a player himself. He is an avid conservationist and one of the largest private landowners in North Carolina. After the financial crisis he bought thousands of hectares, mainly in the mountains, with the aim of creating nature reserves.

Sweeney often walks the Epic office and leaves large soda cups in his jaw. He favors a self-composed of 60 percent water and 40 percent Diet Coke from the company's fountains.

In a 10 year old video posted online, Sweeney gives a tour of her sprawling home. The lifelong bachelor says he had never eaten in the elegant dining room and preferred Burger King takeaway. He once owned several sports cars, including a Lamborghini, but he sold most of them. He runs a 2019 Corvette.

"Getting a fast car is an excellent hobby when you're a workforce, because even when you do not have free time you can always go to work," he said. 19659002] – – –

With the help of Krista Gmelich.


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