Michael Potter
Analyst · Stifel. Please proceed
Thanks, Andy, and good morning, everyone. During the fourth quarter, we delivered net revenue of $556.3 million, an increase of $229.8 million or 70.4% compared to $326.6 million in Q4 2019. Our strong top line performance was driven by strong growth across both the gamer and creator peripheral segment and the gaming components and systems segment. We believe the strong revenue growth year-over-year is driven in-part by the COVID-19 shelter-in-place orders as consumers spend more time working and gaming at home. The gamer and creator peripheral segment provided $191.8 million of net revenue during the fourth quarter, an increase of $97.8 million or 104% from $94.1 million in Q4 2019, primarily driven by strong growth across all product categories, in particular, sales of our Elgato-branded streaming products, in addition to the contribution from SCUF, which we owned for just the last 2 weeks of Q4 of 2019. The gamer and creator peripherals net revenue was 34.5% of total net revenue, an increase of 570 basis points from 28.8% in Q4 2019. The gaming components and systems segment provided $364.5 million of net revenue during the fourth quarter, an increase of $132 million or 56.8% from $232.5 million in Q4 2019, primarily driven by strong growth across all products, including our PSU, cooling PC cases and DRAM due to continued strong market demand. Our memory products contributed $184.9 million of this revenue. Gross profit in the fourth quarter was $153.8 million, an increase of $83.3 million or 118.3% from $70.5 million in Q4 2019, primarily driven by the increase in revenue in these periods, as well as the positive margin impact from sales of the higher-margin SCUF products and streaming gear. Gross profit margin increased by 600 basis points to 27.6% from 21.6% in Q4 2019. The gamer and creator peripheral segment gross profit was $68.9 million, an increase of $45.7 million from $23.1 million in Q4 2019, primarily driven by increase in revenue in the same periods. Gross profit margin was 35.9% compared to 24.6% in Q4 2019. The increase in gross margin was driven largely by product mix related to the strong growth in sales of higher-margin streaming products, coupled with less promotion activities and the addition of higher-margin SCUF products. As Andy mentioned, we continue to see a mixed shift as gamer and creator peripherals contributed 44.8% of total gross profit in Q4 2020, as compared to 32.8% in Q4 2019. This is a great overall story and formula for continued overall margin expansion as our fastest-growing and highest-margin segment also sits in our largest market. The gaming components and systems segment gross profit was $84.9 million, an increase of $37.6 million from $47.3 million in Q4 2019, primarily driven by the increase in revenue in the same periods. Gross profit margin was 23.3%, compared to 20.4% in Q4 2019 due to product mix and less promotional activities. Gaming components and systems contributed 55.2% of the total gross profit in Q4 2020, compared to 67.2% in Q4 2019. Our memory products margin in this segment was 19.2% for the quarter. Fourth quarter SG&A expenses were $81.1 million, an increase of $34.1 million or 72.5%, compared to $47 million in Q4 2019, primarily driven by SG&A expense from SCUF, an increase in outbound freight costs due to the increase in revenue, an increase due to expenses related to being a public company and an increase in personnel-related expenses. Fourth quarter product development expenses were $13.8 million, an increase of $4.6 million or 49.9%, compared to $9.2 million in Q4 2019, primarily driven by an increase in personnel-related expenses and the acquisition of SCUF. Operating income in the fourth quarter of 2020 was $58.9 million, an increase of $44.7 million from $14.2 million in Q4 2019. Adjusted operating income in the fourth quarter of 2020 was $71 million, an increase of $44.4 million or 166.9% from $26.6 million in Q4 2019. Fourth quarter net income was $43 million or $0.43 per diluted share, as compared to net income of $6 million or $0.08 per diluted share in Q4 2019. Fourth quarter adjusted net income was $53 million or $0.53 per diluted share, as compared to adjusted net income of $16.8 million or $0.21 per diluted share in Q4 2019. Adjusted EBITDA for Q4 2020 was $72.5 million, an increase of $44 million or 154.7%, compared to $28.5 million for Q4 2019. For the full-year 2020, we delivered record net revenue of $1.7 billion, an increase of $0.6 billion or 55.2%, compared to $1.1 billion in 2019. The gamer and creator peripheral segment provided $539.4 million of net revenue, an increase of $245.2 million or 83.4% from $294.1 million in 2019. The gamer and creator peripherals net revenue was 31.7% of total net revenue, an increase of 490 basis points from 26.8% in 2019. The gaming components and systems segment broke the $1 billion mark and provided $1.163 billion of net revenue during the year, an increase of $360 million or 44.8% from $803 million in 2019. Our memory products contributed $609.1 million of this revenue. Gross profit in the full-year was $465.4 million, an increase of $241.1 million or 107.5% from $224.3 million in 2019, primarily driven by the increase in revenue starting late March, as well as the positive margin impact from sales of the higher-margin SCUF products and streaming gear and reduced promotion activity. Gross profit margin increased by 690 basis points to 27.3% from 20.4% in 2019. The gamer and creator peripheral segment gross profit was $189.7 million, an increase of $108.4 million from $81.4 million in 2019, primarily driven by increase in revenue from the same periods. Gross profit margin was 35.2% compared to 27.7% in 2019. The increase in gross margin was driven largely by product mix related to the strong growth in sales of higher-margin streaming products, coupled with less promotion activities and the addition of higher-margin SCUF products. Gaming and creator peripherals contributed 40.8% of total gross profit in 2020 as compared to 36.3% in 2019. The gaming components and systems segment gross profit was $275.7 million, an increase of $132.8 million from $142.9 million in 2019, primarily driven by the increase in revenue in the same periods. Gross profit margin was 23.7%, compared to 17.8% in 2019, due to product mix and less promotional activities. Gaming components and systems contributed 59.2% of the total gross profit in 2020, as compared to 63.7% in 2019. Our memory products margin in this segment was 20.5% for the year. 2020 SG&A expenses were $257 million, an increase of $94 million or 57.6%, compared to $163 million in 2019, primarily driven by SG&A expense from SCUF, an increase in outbound freight costs due to the increase in revenue, an increase due to expenses related to being a public company and an increase in personnel-related expenses. For the year, product development expenses were $50.1 million, an increase of $12.5 million or 33.3%, compared to $37.5 million in 2019, highlighting our continued investment in new products and opportunities. The increase was primarily driven by an increase in personnel-related expenses and by the acquisition of SCUF. Operating income for 2020 was $158.4 million, an increase of $134.7 million from $23.7 million in 2019. Adjusted operating income for 2020 was $204.8 million, an increase of $139.1 million or 211.4% from $65.8 million in 2019. Net income for 2020 was $103.2 million or $1.14 per diluted share, as compared to net loss of $8.4 million or a loss of $0.11 per share in 2019. Adjusted net income for 2020 was $145 million or $1.60 per diluted share, as compared to adjusted net income of $27.5 million or $0.35 per diluted share in 2019. Adjusted EBITDA for 2020 was $213 million, an increase of $141.4 million or 197.5%, compared to $71.6 million for 2019. As mentioned in our press release earlier this month, our SCUF and Ironburg subsidiaries received a favorable unanimous verdict in their patent infringement case against Valve Corp. The jury awarded our subsidiaries over $4 million and unanimously found willful infringement. It should be noted at this point that there is no final judgment, and Valve Corp could appeal the verdict. Turning now to our balance sheet. As of December 31, 2020, we had cash and restricted cash of $133.6 million, $48.1 million capacity under our revolving credit facility and total long-term debt of $321.4 million with a face value of $326.9 million. As of December 31, 2020, consolidated total net debt, excluding restricted cash, was $197.4 million. Last 12 months consolidated adjusted EBITDA was $213 million, indicating a consolidated total net leverage ratio of 0.9 times. During 2020, we made debt repayments totaling $190 million, paying off our $50 million second lien in its entirety and $140 million of the first lien. Annualized cash interest savings from these repayments are approximately $11.4 million. We plan to continue to reduce our debt load over time while preserving cash for growth as well. For some additional modeling details under our outlook, we expect gross margins to slightly improve year-over-year and operating expense to increase as well to support our higher revenue level, the need to continue to innovate at a larger scale and a full year of public company costs. We expect interest expense of approximately $5 million per quarter, assuming we do not pay down any debt. At present, we expect to pay down $100 million of debt in 2021, subject to business conditions and any need for additional growth capital. The recent $4 million patent trial win is not in our outlook. This amount could vary on what the judge rules, is subject to appeal and the timing of recognition of a gain, if any, is uncertain at this time. In effect, this tax rate of approximately 21% to 23% in 2021 and a full-year weighted average diluted shares outstanding of approximately 100 million to 102 million shares. Overall, we're pleased with the progress we have made on our strategic initiatives and performance of the business. Corsair has long relied on and communicated with the PC gaming and streaming enthusiast’s community in designing and marketing our products. It's not a surprise to us that there's a fair amount of enthusiasm in potentially investing in us from this community and from other individual investors. We encourage any investor, and we value all of our shareholders to read our SEC filings and to visit our website at ir.corsair.com. We do receive a lot of questions from individual investors, and we both try and answer some of them. And we update our FAQ section of the IR website when we see the same question coming from multiple people. We try and make our Investor Relations events available to the general public by streaming, just as we're doing for this call. With that, we're now happy to open the call for questions. Operator, will you please open the line for Q&A?