Acquisition of Silicon Studio’s Game Content Business
First written in FY2019-Q1. 4 of 7 entries say "Advanced", first in FY2019-Q2. Latest entry: FY2021.
5 other companies' latest entry also says "Advanced".
- FY2021AdvancedAnnual report
「The commissioned-developed RPG for Nintendo Switch, "Bravely Default II," was released by SQUARE ENIX CO., LTD. on 26 February 2021, and has continued to build a solid track record.」
The release of a commissioned-developed title demonstrated a tangible result from Claytechworks' game development platform. - FY2020-Q2AdvancedAnnual report
「At a meeting of the Board of Directors held on 27 June 2019, our consolidated subsidiary Claytechworks Co., Ltd. resolved to acquire Interactive Brains Corporation's 3DCG avatar business, VR business and content development business, among others. It entered into a business transfer agreement on 31 July 2019 and acquired the businesses on 1 September 2019.」
Claytechworks acquired the 3DCG avatar, VR and content development businesses on 1 September 2019, and moved to the stage of strengthening its development capabilities in games, video and other fields. - FY2020-Q1RestatedAnnual report
「Claytechworks Co., Ltd., which succeeded to part of Silicon Studio Corp.'s content business through a company split and became a consolidated subsidiary through the acquisition of its shares on 4 July 2018, has strong technological capabilities in game content development, and we are pursuing their integration with our creative expertise.」
The integration of Claytechworks' game development technology with our creative expertise continues. - FY2019AchievedAnnual report
「Claytechworks Co., Ltd., which succeeded to part of Silicon Studio Corp.'s content business through a company split and became a consolidated subsidiary through the acquisition of its shares on 4 July 2018, has strong technological capabilities in game content development, and we are pursuing their integration with our creative expertise.」
The acquisition and consolidation of Claytechworks as a subsidiary was completed, and the company moved to the stage of integrating the acquired game technology with our creative expertise. - FY2019-Q3AdvancedAnnual report
「This resulted from the fact that the agreement provided for the contingent consideration payable for the acquisition to be reduced according to the status of the transfer of the employees subject to transfer and other factors, and the reduction in the contingent consideration was finalized during the third quarter of the current consolidated fiscal year. As a result, the provisionally calculated goodwill of ¥74.820 million decreased by ¥20.800 million upon finalization of the accounting treatment, resulting in goodwill of ¥54.020 million.」
The reduction in the contingent consideration for the acquisition of Claytechworks was finalized, and provisional goodwill of ¥74.820 million was finalized at ¥54.020 million. - FY2019-Q2AdvancedAnnual report
「Claytechworks Co., Ltd., which succeeded to part of Silicon Studio Corp.'s content business through a company split and became a consolidated subsidiary through the acquisition of its shares on 4 July 2018, has strong technological capabilities in game content development, and we are pursuing their integration with our creative expertise.」
The company that succeeded to Silicon Studio Corp.'s content business became a consolidated subsidiary on 4 July 2018, and the integration of its game technology with our creative expertise began. - FY2019-Q1First statedAnnual report
「At a meeting of the Board of Directors held on 18 June 2018, we resolved to acquire shares in Studio Revolver Co., Ltd., which would succeed to part of Silicon Studio Corp.'s content business through a company split, and to make it a consolidated subsidiary. On 4 July 2018, the company changed its corporate name to Claytechworks Co., Ltd. and made other changes.」
A game content development and operations company became a consolidated subsidiary on 4 July 2018, with an acquired voting rights ratio of 90% and an acquisition cost of ¥150 million. The objective was to expand the scale and profitability of the business through synergies between Silicon Studio's technological capabilities and our creative expertise.