| Latest Forum Topics / WinkingStudios Last:0.22 -- |
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Multi-bagger in the Making
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For_The_Next_Leg
Master |
27-Sep-2024 09:06
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The company collaborates with 22 out of 25 game developers. Consider this: if EA Sports continues to produce FIFA yearly, it would provide the company with a recurring annual income. It' s worth considering the company' s recurring income potential, as this highlights its value and stability.
 
https://links.sgx.com/1.0.0/corporate-announcements/1XM2E5Y3FCNKCX5G/b4e11e7a29bd979aaabd687e1d3b5dccaab150c762c9aea7b06d134042395715
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WBdisciple
Elite |
26-Sep-2024 09:38
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Their slides for UK listing looks good:  https://investor.winkingworks.com/news.html/id/2511170 looking forward to their dual listing. |
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For_The_Next_Leg
Master |
08-Sep-2024 20:39
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https://youtu.be/_1O0yc6KF-g?si=nmVbGkxUYoCpkSiV Watch this youtube to know more about the company! amazing discussion! |
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Joelton
Supreme |
08-Sep-2024 15:57
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Winking Studios Launches GenMotion.AI to Revolutionize 3D Animation Design
 
Winking Studios unveiled its new GenMotion.AI application at the next@acer global press conference in Berlin, Germany. The cutting-edge tool, developed by Winking' s AI Research Lab, is designed for professional animators and game production, leveraging AI to generate 3D game animations using text descriptions.
 
GenMotion.AI streamlines the creation process of detailed 3D art with its advanced customization features tailored to meet specific animation requirements. Future updates will expand the tool' s reach, making it accessible to both seasoned professionals and amateur creators.
 
Key Features of GenMotion.AI:
 
> High-Quality Training Data: GenMotion.AI is powered by high-quality training data, specifically curated to meet the demands of the gaming industry, ensuring precise and accurate animations.
 
> Deep Understanding of Animator Needs: Leveraging Winking' s extensive experience in art production, GenMotion.AI is crafted with a deep insight into animator workflows and requirements, ensuring seamless integration into existing processes to enhance creativity and productivity.
 
> Data Provenance Traceability: All training data are copyright-protected, with the entire motion capture process fully recorded on video and meticulously documented on the blockchain. A renowned law firm has attested to the integrity of the workflow, ensuring security and compliance, allowing creators to use GenMotion.AI confidently without worrying about copyright concerns.
 
Built by creators for creators, GenMotion.AI offers a versatile solution for a wide spectrum of creative needs. The tool is now open for beta testing, with registrations starting on September 4, 2024. Interested parties can sign up at https://www.genmotion.ai/.
 
By introducing this state-of-the-art tool to the animation community, Winking Studios is paving the way for new advancements in AI-driven creative processes.
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Alignment
Elite |
02-Sep-2024 16:59
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What a great game Black Myth: Wukong is. Damn shiok. | ||
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For_The_Next_Leg
Master |
01-Sep-2024 11:09
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The company is strong in China.
 
" The resounding success of Black Myth: Wukong is poised to catalyse a shift in the Chinese gaming industry to invest in AAA game development."
 
More business coming to the company soon.
 
https://www.kgieworld.sg/securities/resources/ck/files/docs/research/KGI%20WINKING%201H24_COMPANY%20UPDATE_FINAL.pdf
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Joelton
Supreme |
27-Aug-2024 11:58
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KGI: Winking Studios Limited (revised target price of S$0.35)
(WKS SP/WKS.SI)
 
We reiterate our OUTPERFORM recommendation and a revised target price of S$0.35 based on a DCF valuation method.
 
Growth through acquisition
 
&bull Continued M& A strategy to drive inorganic growth. Since its IPO, Winking Studios has strategically expanded its presence in Asia through the acquisition of two art outsourcing studios in Taiwan and Malaysia. This aligns with the company&rsquo s broader strategy of utilizing mergers and acquisitions to strengthen its position as a market leader in the art outsourcing industry. Its successful placement of new shares further supports its ongoing efforts to grow its market position through strategic acquisitions.
 
&bull Organic growth in the Japanese market. 1H24 revenue grew 7.1% YoY to US15.2mn from US$14.2mn in 1H23, driven by a surge in orders from both its Art Outsourcing and Game Development segments. Notably, the company&rsquo s business development efforts in Japan have yielded significant results, with revenue from this region increasing nearly threefold to US$1.5mn in the Art Outsourcing segment. This growth has contributed to a more balanced geographical revenue mix, strengthening the company&rsquo s resilience against potential economic fluctuations.
 
&bull Strategic dual-listing on the London Stock Exchange (LSE). Winking Studios is currently pursuing a dual-listing on LSE, which would provide several advantages. Fungible share transfers between the Singapore Exchange (SGX) and LSE would offer greater flexibility for shareholders in both markets. This could potentially increase trading volume and enhance market liquidity.
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Joelton
Supreme |
26-Aug-2024 09:27
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UOB Kayhian: Winking Studios - Game-changing moves ahead to accelerate growth (BUY / TP S$0.38)
 
Game-changing moves ahead to accelerate growth Raise target price by 9%
Analyst: Heidi Mo (UOBKH)
 
1H24 earnings below expectations WKS reported 1H24 revenue of US$15m (+7% yoy) and core net profit of US$1.2m (-34% yoy), forming 47% and 28% of our full year forecasts respectively. 
 
Core earnings miss came from weaker margins (-3ppt yoy) from post-acquisition integration and higher marketing exp (+86% yoy). Excluding acquisitions, GPM was stable yoy at 30%.
 
Revenue grew 11% yoy in local currencies from increased orders across both Art Outsourcing (+7% yoy) and Game Development (+8% yoy) segments.
 
Robust 2H24 pipeline with ~US$10m of indicative bookings as of 13 Aug to be fulfilled by end-24.
 
S$26.5m net proceeds from Jul placement to fund future acquisitions WKS has completed 2 earnings-accretive acquisitions in 1H24. We expect a larger acquisition upcoming to boost 2025-26 earnings.
 
Exploring dual listing on LSE' s AIM which will provide WKS access to a more diverse investor base and additional funding source. Its LSE-listed peer, Keywords Studios has also reportedly agreed to a takeover bid implying a > 100x PE valuation, a positive for WKS.
 
Maintain BUY with higher TP of S$0.38, pegged to 22x 2025F PE. WKS is currently trading at a deep 50% discount of 15x vs peers&rsquo average of 29x despite its higher net margin and ROE.
 
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tedlim
Veteran |
23-Aug-2024 10:36
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UOB KH - Winking Studios (WKS SP/ BUY / TP S$0.38) Game-changing moves ahead to accelerate growth Raise target price by 9% Analyst: Heidi Mo (UOBKH) 1H24 earnings below expectations WKS reported 1H24 revenue of US$15m (+7% yoy) and core net profit of US$1.2m (-34% yoy), forming 47% and 28% of our full year forecasts respectively.  Core earnings miss came from weaker margins (-3ppt yoy) from post-acquisition integration and higher marketing exp (+86% yoy). Excluding acquisitions, GPM was stable yoy at 30%. Revenue grew 11% yoy in local currencies from increased orders across both Art Outsourcing (+7% yoy) and Game Development (+8% yoy) segments. Robust 2H24 pipeline with ~US$10m of indicative bookings as of 13 Aug to be fulfilled by end-24. S$26.5m net proceeds from Jul placement to fund future acquisitions WKS has completed 2 earnings-accretive acquisitions in 1H24. We expect a larger acquisition upcoming to boost 2025-26 earnings. Exploring dual listing on LSE' s AIM which will provide WKS access to a more diverse investor base and additional funding source. Its LSE-listed peer, Keywords Studios has also reportedly agreed to a takeover bid implying a > 100x PE valuation, a positive for WKS. Maintain BUY with higher TP of S$0.38, pegged to 22x 2025F PE. WKS is currently trading at a deep 50% discount of 15x vs peers&rsquo average of 29x despite its higher net margin and ROE. https://research.uobkayhian.com/content_download.jsp?id=80631& h=92a4841c9f86965effbc29fa6eae9f77 |
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WBdisciple
Elite |
23-Aug-2024 10:35
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Monkey business? China employees given time off to play new Black Myth: Wukong video game
Black Myth: Wukong has raked in more than 400 million yuan (S$73 million) in pre-sales, shattering records for Chinese domestic games.
PHOTO:  Game Science Interactive Technology
PUBLISHED ONAugust 22, 2024  8:49 AMByIan Cheng
 
 
 
 
 
 
Some employees in China are up to a little monkey business, and their employers are all for it. These companies have given their employees time off to play the newly launched, Chinese-developed video game Black Myth: Wukong, with some even subsidising employees&rsquo purchases of the game. Black Myth: Wukong was released on Aug 20, and is already hailed as one of the most successful Chinese-made ventures in gaming.  
Inspired by the classic 16th-century Chinese epic novel Journey To The West, the game has raked in more than 400 million yuan (S$73 million) in pre-sales alone, shattering records for Chinese domestic games. Sun Wukong, otherwise known as the Monkey King, is a monkey born from a stone who attains powers rivalling that of the gods, eventually becoming a deity himself after undergoing a journey fraught with tribulation. It is considered the first Chinese-developed &ldquo Triple A&rdquo title &ndash a term used to describe major, high-budget, stand-alone games. According to Malaysia&rsquo s Chinese-language news outlet Oriental Daily, Chinese firm Sichuan Muziyang Technology gave all its employees a day off to experience the new game.  
 
An image purportedly of a notice from the company was also shared on social media, with Reddit users expressing envy at the move. ![]() Chinese company Sichuan Muziyang Technology reportedly gave all employees a day off to experience the new game. PHOTO: BAIDU Singapore&rsquo s Chinese-language daily Lianhe Zaobao reported that the company made the move as a show of support for China&rsquo s games industry, and for employees to share the gaming experience with colleagues and friends. Also, Shanghai-based indie game publisher Gamera Games reportedly gave each of its employees a digital version of Black Myth: Wukong, while Chinese game strategy platform Game Teahouse gave its employees a half-day off to play it, and paid them back the money they used to buy copies of the game. Commenting on Black Myth: Wukong&rsquo s popularity, its producer, Mr Feng Ji, reminded players to play in moderation and to take breaks while playing. &ldquo Play slowly, don&rsquo t rush to complete the game. Even if you finish it, there&rsquo s nothing better after that,&rdquo he said. The digital version of the game on the Sony PlayStation 5 platform costs $81.39 in Singapore, while the digital deluxe version &ndash featuring extra in-game items and a soundtrack &ndash is priced at $99.74. On digital video game distribution service Steam, the game costs $79.90 for the regular version, and $94.90 for the deluxe. There is no physical release of the game, with developer Game Science citing a lack of resources required to produce, export and distribute discs while simultaneously launching it online. It is, however, exploring the option of releasing the game physically in the future. Estimates by third-party organisations put the number of copies sold across all platforms at more than 1.2 million so far, reported Lianhe Zaobao. Within 50 minutes of the game&rsquo s launch on Aug 20, the number of simultaneous online players on Steam exceeded 1.22 million.  
   
  Black Myth: Wukong began development in 2018, and was first announced in August 2020. Awed by the game&rsquo s initial trailer, gamers were left waiting four whole years, with some giving up hope that the title would ever be released until an announcement in January 2023 revealed that it would be released the following year |
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Joelton
Supreme |
15-Aug-2024 11:37
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Winking Studios Continues Track Record of Profitability with Revenue Growth of 7.1% in 1H2024 A Stronger Pipeline of Projects is Expected in 2H2024
 
&bull   Driven by growth from Arts Outsourcing and Game Development segments, the Group&rsquo s recorded revenue growth of 7.1% versus 1H2023, while the revenue growth is 10.5% in 1H2024 assuming on a constant currency basis(1) by converting local currency in operating markets to the reporting currency in USD
 
&bull   Recorded gross profit of US$4.2 million with a gross margin of 27.9% in 1H2024. Excluding the effects of the integration of two newly-acquired art studios, gross profit remains stable at 30.0% in 1H2024
 
&bull   Profit before tax of US$1.0 million in 1H2024 despite increased marketing and promotional expenses of US$0.5 million, and ongoing listing expenses on the SGX of US$0.2 million recognised in 1H2024
 
&bull   Generated increased cash flow of US$0.9 million from operating activities during 1H2024
 
&bull   Healthy balance sheet with cash and cash equivalents and bond investments of US$13.1 million, and zero borrowings as at 30 June 2024
 
&bull   Customer base that includes 21 of the top 25 game publishers in the world, with the majority of ongoing projects being currently new and ongoing updates of games with online connectivity (such as mobile, console and PC) 
 
&bull   Strong pipeline of projects in 2H2024 from indicative bookings of the Group&rsquo s artists by customers of at least US$10.1 million as at 13 August 2024 (subject to changes depending on the final confirmation from customers) 
 
&bull   Completed a share placement in July 2024 raising gross proceeds of S$27.0 million in July 2024 to accelerate the Group&rsquo s growth plans and global M& A strategy 
 
Executive Chairman and Chief Executive Officer, Mr Johnny Jan (詹 承 翰 ), said, &ldquo Coupled with increased investments in marketing and promotional initiatives, the Group&rsquo s revenue growth in 1H2024 highlights the potential of the fast-growing gaming services industry globally. 
 
Since our IPO listing on the Catalist Board of the SGX in November 2023, we have taken definitive steps to execute our business strategies and growth plans. We have already acquired two art outsourcing studios to enlarge our presence in Asia and completed our recent placement to strengthen our business foundation for the next phase of our growth.
 
Combined with our accelerated M& A strategy, we will continue to focus on serving our blue-chip clientele with excellence and dedication by expanding our resources and service offerings in the gaming services industry, particularly in games with online connectivity that currently accounts for majority of our projects.  
 
With deep involvement in popular online mobile games such as Dungeons & Fighters and Genshin Impact, we look forward to better supporting our customers as they introduce new updates regularly to enhance the gaming experience for their customers.
 
With our global ambitions, we aim to strengthen our value propositions so as to harness the latent opportunities within the global gaming services industry.&rdquo
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Alignment
Elite |
11-Aug-2024 13:59
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You are totally right. Its a bit like when microsoft excel first came out back in the day. At the time there were 400k accountants in the US and many people thought most of them would be replaced and lose their jobs. There are now over 1.2m accountants as the cost of doing accounting collasped and hence demand skyrocketed for their services.
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tedlim
Veteran |
08-Aug-2024 17:31
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Winking Studios Raises S$26.5 Million In Net Proceeds To Accelerate Growth Plans:  https://notice.shareinvestor.com/email/2024_INVEST_SG/Issue103/Issue103-August.pdf | ||
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For_The_Next_Leg
Master |
06-Aug-2024 22:14
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I totally disagree with articles that state AI will take over video game industry. Basically, AI will only enhanced the outsourcing firms for these game studios because it enhances the outsourcing firm efficiencies. Rather, I believe the games studio will give these outsourcing firms like Winking Studios more jobs because they produce much faster and quicker. AI is an enhancement tool for these outsourcing firms eventually. https://www.wired.com/story/ai-is-already-taking-jobs-in-the-video-game-industry/ |
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WBdisciple
Elite |
29-Jul-2024 09:13
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This is a good read on the potential of GAMING...Global revenue generated by the gaming industry is greater than the global revenue generated by the music and movie industries  combined.  https://www.forbes.com/sites/forbesagencycouncil/2023/11/17/the-gaming-industry-a-behemoth-with-unprecedented-global-reach/ |
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Nippon72
Veteran |
27-Jul-2024 21:14
Yells: "Dude, is ALWAYS Time in the market than Timing the market! " |
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For such shares which need to brew for a long time, I will use CPFIS or SRS to ensure my patience to see it through! Hopefully, with decent divvy along the journey to sustain our interests.  I take comfort every time when I see my son & his friends are so engrossed into their online games. I am quite sure is a common sight across all cities' families. So the market potential is out there. Vested |
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tedlim
Veteran |
27-Jul-2024 08:47
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Gaming sector recovery on flamboyant display at ChinaJoy expo https://techxplore.com/news/2024-07-gaming-sector-recovery-flamboyant-display.html A long-haired sorcerer wearily checked his smartphone as elves and androids bustled past at the digital entertainment expo ChinaJoy on Friday, the crowds a testament to the local gaming industry' s tentative recovery after a period on pause. China is the world' s largest market for video games, but the sector has been through a tough time in recent years thanks to a government crackdown that restricted player hours and strangled new licenses. But as the vast exhibition halls in Shanghai boomed with the excited chatter of cosplaying attendees, industry insiders were upbeat about the future. " I fully see the recovery is happening. And we truly believe the market of China will keep growing rapidly," the Shanghai managing director of gaming giant Ubisoft, Yang Zhi Hong, told AFP. At rival company Blizzard' s booth, a row of players wearing headsets frowned in concentration while onlookers watched their progress on a big screen. Blizzard, which produces the globally popular " World of Warcraft" (WoW), will make a much-anticipated return to China in August after a contract dispute with Chinese partner NetEase saw its servers in the country taken offline for more than a year and a half. " Being able to play on the Chinese servers again is like returning home from wandering around foreign lands with people whose languages I don' t speak," an " extremely excited" WoW fan named Wang Wenzheng told AFP. WoW attracted millions of Chinese users at its peak, but that figure is small potatoes compared to some homegrown gaming companies' stats. Popular games like Tencent' s " League of Legends" or MiHoYo' s " Genshin Impact" boast tens of millions of monthly domestic players. Industry reps see the cosplaying crowds as evidence the gaming sector is recovering after a rocky few years " ' Genshin Impact' is a game of special meaning to me," said Wang Xintao, an artificial intelligence researcher who came dressed as the game character Zhongli. " I started playing it... during a very difficult time of my life," the 25-year-old said, adding " it can bring me a quiet sense of happiness" . First-time ChinaJoy visitor Liu Xiao, a 21-year-old livestreaming host from northern Hebei province, said the vibe was that of " a very friendly family" . " I' m a very shy person. But I come to ChinaJoy to overcome my shyness." ' Too strict' Ubisoft' s Yang said there was " no secret" to doing well in the lucrative Chinese market. " The player is the only thing we need to care about and nothing else," he said. China has presented some unique challenges to the industry in recent times, though. At ChinaJoy, a dozen or so young gamers gathered in army costumes around a placard protesting a livestreaming ban on " Tom Clancy' s Rainbow Six Siege" , a tactical shooter game produced by Ubisoft. Regulatory hurdles for new games remain relatively large, with formal approval from authorities needed before release. One of the costumed " Rainbow Six" fans, a 16-year-old student who gave his name as Nokk, said his beloved game had consistently failed to get a licence. " Generally speaking, I think the regulations of China' s gaming industry are a bit too strict," he told AFP. Since 2021, children under 18 have only been allowed to play online for an hour on Fridays, Saturdays and Sundays during school terms, with real-name identification procedures in place to stop minors lying about their age. " As a global company... we need to follow the local laws and the regulations very strictly," said Ubisoft' s Yang. " All the products we' re (bringing) into China, we will do the localization for sure, and do a lot of compliance work to let it fit into the China market." He said he thought there was " still space" for companies to expand in China -- and that seizing new opportunities offered by AI would be key. From AI-generated narratives, to AI-powered tools that help world-build, " this tech is not (just) on the paper... it has been already applied into our pipeline, into our workflow" , he said. |
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Elite |
26-Jul-2024 11:59
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Looks like the sort of company that Temasek/GIC would buy a big stake in at some point. | ||
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WBdisciple
Elite |
25-Jul-2024 12:08
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If you see today' s BT article about SGX listco having global ambitions, i think Winking can be said to be doing that...one of the top 4 players in art outsourcing and now doing AIM dual listing to pursue more opportunities. Ambitous and forward-looking vision!
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Joelton
Supreme |
25-Jul-2024 11:19
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Winking Studios Raises S$26.5 Million in Net Proceeds to Accelerate its Growth Plans in the Global Gaming Services Industry
 
Winking Studios Limited (&ldquo Winking Studios&rdquo or &ldquo the Company&rdquo ), a prominent game art outsourcing and game development company in Asia, announced on 9 July 2024 that it has successfully completed the placement of 108.0 million new ordinary shares at S$0.25 each, raising net proceeds of S$26.5 million.
 
The placement attracted significant interest from Winking Studios&rsquo existing indirect controlling shareholder, Acer Incorporated, through its subsidiaries Acer Gaming Inc. and Acer SoftCapital Incorporated, as well as from the Company&rsquo s management team and regional investors from Singapore, Malaysia, and Taiwan.
 
Mr Johnny Jan, Executive Chairman and Chief Executive Officer of Winking Studios Limited
 
Executive Chairman and Chief Executive Officer Mr Johnny Jan expressed his gratitude for the continued support from regional investors and emphasised the Company&rsquo s commitment to growth and said, &ldquo The funds raised through this placement will primarily support Winking Studios' strategic corporate initiatives, acquisitions, and enhancements of operational capabilities. This marks a significant milestone for the Company, demonstrating robust confidence from the investment community.&rdquo
 
The net proceeds of approximately S$26.5 million will be allocated towards strategic acquisitions, alliances, joint ventures, secondary or dual listings, and expanding the Company' s market presence globally. Additionally, Winking Studios plans to enhance its operational capabilities, including developing artificial intelligence (&ldquo AI&rdquo ) tools and improving office infrastructure to maintain high-quality services and art assets.
 
With the successful completion of this placement, Winking Studios is well-positioned to implement its growth strategies and unlock new value propositions for all stakeholders. The Company remains dedicated to expanding its market share, broadening its customer base, and maintaining its reputation for delivering high-quality digital art assets and game development services.
 
Winking Studios&rsquo continued expansion and innovation efforts underscore its potential for sustained growth and success in the highly competitive game art outsourcing and development industry.
 
PrimePartners Corporate Finance Pte. Ltd. (&ldquo PPCF&rdquo ) is the continuing sponsor of the Company and acted as placement agent for this capital raising. PPCF was the full sponsor and placement agent for the listing of Winking Studios in November 2023, through an IPO on the Catalist board of the Singapore Exchange that raised net proceeds of approximately S$5.1 million.
 
Strategic Acquisitions since IPO in November 2023
 
Winking Studios has completed two strategic acquisitions in 2024. These include the acquisition of On Point Creative Co., Ltd., a Taiwan-based design studio, and the business and certain assets of Pixelline Production Sdn. Bhd., a Malaysia-based art and animation outsourcing services provider. These acquisitions have expanded Winking Studios&rsquo network to nine studios strategically located across Asia.
 
Positive Financial Performance
 
For the financial year ended 31 December 2023 (&ldquo FY2023&rdquo ), Winking Studios' revenue increased 19.5% to US$29.3 million with gross profit of US$9.3 million (gross profit margin of 31.9%). The Group' s EBITDA increased 44.4% to US$3.3 million, while Adjusted EBITDA increased 109.2% to US$5.3 million. For FY2023, the Company has paid out a special cash dividend of 0.5 Singapore cents per share.
 
Winking Studios&rsquo commitment to investing in AI development and office infrastructure ensures the continued excellence of their services and artistic assets
 
Proposed Dual Listing on the AIM market of the London Stock Exchange (&ldquo Proposed AIM Listing&rdquo )
 
In April 2024, Winking Studios announced a Proposed AIM Listing that may provide an additional quoted platform for the securities of the Company to be traded via an established stock exchange in Europe.
 
The Proposed AIM Listing may also enable the Company to gain access to a diversified base of shareholders and investors comprising new institutional and private investors in the United Kingdom (" UK" ) and Europe, which in turn may allow the Company greater flexibility to access the capital markets in these regions to conduct fund raising and other strategic investment exercises (such as potential merger and acquisition opportunities should they arise from time to time).
 
With a wider and more diversified shareholder base, the Company also hopes to improve the trading liquidity of its securities on its trading platforms. The Company further believes that the Proposed AIM Listing presents an excellent opportunity to increase the market visibility and profile of the Group globally and to enhance the Company' s corporate branding and reputation, in particular, with existing and new clients in the regional and global gaming industries in which the Group operates.
 
About the Company: Winking Studios is one of Asia&rsquo s largest game art outsourcing studios and an established game development company. With over 26 years of experience, the Group&rsquo s three business segments include the Art Outsourcing Segment, which is its largest segment and involves the creation and development of digital art assets including 2D concept art, 3D modelling, 2D animation, 3D animation and visual effects, such as environment design and game character design.
 
Its two other complementary business segments are the Game Development Segment, where the Group provides game development services, including programming, development, design and script writing of games and the Global Publishing and Other Services Segment, which involves the release of games products produced by the Group as well as third party game developers on global game platforms, including PlayStation, Switch and Steam, and the sale of the Group&rsquo s in-house developed video games and peripheral gaming products. 
 
Headquartered in Singapore, the Group has nine studios across Nanjing, Shanghai, Suzhou, Taipei and Kuala Lumpur with over 800 highly skilled employees serving a global customer base. It is majority owned by Acer Gaming Inc., a subsidiary of Acer Incorporated, which has an extensive network of relationships in the game development and art outsourcing industries, as well as an in-depth understanding of the game industry in Asia.
 
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