Deb Thomas
Analyst · Jefferies. Please proceed with your questions
Thank you, Brian and good morning everyone. Our teams delivered a very good third quarter in a difficult environment. The results reflected growing consumer demand for Hasbro brands; an improved operating environment as third-party factories, warehouses, and retail stores were mostly open; and excellent execution by our teams, including strong cash collections and cost management. My discussion today will be versus pro forma adjusted 2019 earnings. The third quarter 2020 adjusted results exclude after tax amounts of $19.6 million of purchased intangible amortization and $4.7 million of acquisition and related expenses associated with the eOne acquisition, and $13.7 million of incremental tax expense related to a change in the U.K. tax code. We ended the quarter with one of our highest ever third quarter cash balances and delivered an additional 230 basis points on adjusted operating profit margin for the quarter from both favorable product mix and cost savings. We continue to have $1.5 billion available under our revolving credit facility, should we need it, and we remain well within our financial covenants. The team drove strong cash collections and Q3 DSO decreased to 74 days from 83 days last year, and 96 days in the second quarter. As live-action production has been limited, our cash spend on content this year is now targeted to be at the lower end of our prior $450 million to $550 million range for the full-year. Due to the timing of this return to production, certain deliveries expected in the fourth quarter 2020 will move to 2021, shifting expected revenue. We currently expect next year to have a more normalized cash spend level as production and deliveries are slated to improve from the lower 2020 levels. Our capital expenditures year-to-date are in-line with 2019 and are now expected to be slightly below the $145 million to $155 million we targeted for this year. This amount includes the capitalization of digital gaming development relating to games to be launched in future years, some of which Brian spoke to, as well as several others for 2022 and beyond. Hasbro owned inventory is down 7% absent FX as demand remains strong. Retail inventory declined, led by the U.S., reflecting the shift to ecomm and higher consumer takeaway. In Latin America, we continue to work through inventory we began the year with. Our goal is to reduce excess inventory by year-end to position us to stabilize the region’s performance next year. Our integration with eOne remains on track and we continue to target synergies of $130 million by year-end 2022. This includes 2020 cost savings of at least $20 million, before one-time expenses, recognizing the eOne business, like the overall Hasbro business, is not operating to our original plan due to COVID-19. Synergies are planned to increase in 2021 as we begin to in-source toys and games for eOne properties and recognize more of the benefit of cost savings. For the quarter, revenues were down 4%, reflecting growth in toys, games, and digital initiatives offset by a decline in entertainment. In the U.S. and Canada segment, revenues grew 9% behind growth in Franchise Brands, led by MAGIC: THE GATHERING, Emerging Brands and Hasbro Gaming. Gaming supply was catching up to demand during the quarter. Partner Brands declined behind good growth in Star Wars, but a decline in Marvel and Frozen revenues. Point-of-sale for the segment grew double digits and retail inventory declined double digits. Ecomm revenues grew more than 50%. Segment operating profit grew and operating profit margin expanded 530 basis points. This gain was the result of revenue growth, favorable product mix, including growth in MAGIC: THE GATHERING and inventory cost management. International segment revenues were down 7%, excluding the impact of foreign currency. European revenues grew 4%, excluding FX, but both Latin America and Asia Pacific revenues declined. Hasbro Gaming revenues were flat absent FX and the other brand portfolio categories declined. Ecomm revenues grew approximately 40%. Segment operating profit was down due to lower revenues, but operating profit margin improved 40 basis points on favorable mix, including growth in MAGIC: THE GATHERING, lower advertising spend, and cost management initiatives. In the Entertainment, Licensing and Digital segment, revenues declined due to lower film revenue versus last year, when we first recorded Bumblebee, offset in part by higher digital gaming revenues. For consumer products, revenue and profit held up well in the quarter. As we look ahead, the fourth quarter in part reflects licensee sales from the third quarter. It is a bigger quarter for the category and retailers are being very cautious with inventory management given store closures and lower sales in licensed categories. This also had an impact on Family Brands in the eOne segment. Despite the decline in net revenues, operating profit and operating profit margin increased due to increased revenue from high profit digital licensing and decreased advertising costs versus the 2019 initial launch of MAGIC: THE GATHERING Arena. For eOne, the segment’s performance was hampered by the timing of live-action production restarts in the TV and film business and lower digital content advertising revenues. The segment reported a small adjusted operating loss due to these lower revenues. For Hasbro overall, gross margin increased 180 basis points, including both cost of sales and program cost amortization, driven by favorable product mix and inventory cost management. Program amortization is expected to be more in line with last year’s levels as a percentage of revenue for the fourth quarter. Advertising declined to 7.7% of revenues on lower spend at eOne due to the lack of theatrical releases, as well as lower advertising within the commercial business. Given the expected shift of digital gaming launches from Q4 to Q1 2021, advertising is expected to be at similar levels as a percentage of revenue in Q4. While SD&A declined in dollars it was up as a percentage of revenues. Cost savings are having a favorable impact, but freight expense was up on the higher domestic U.S. and European orders, as well as the alignment of accounting for certain eOne expenses in the current year versus last. We expect fourth quarter to be more in-line with last year’s level as a percent of revenues. The underlying tax rate for the quarter was 19.8%, compared to 18.2% last year. The rate is driven by the change in geographic mix of income and the impact of the eOne acquisition. As I mentioned to start, during the quarter we recorded incremental tax expense, which increased our effective rate to 26.5%. This expense was related to the U.K. Finance Act of 2020 enacted during the quarter that maintained the U.K. corporate income tax at 19% instead of the previously enacted reduction to 17%. This resulted in the re-measurement of our U.K. net deferred tax liability, driving the rate higher. In closing, the team has continued to do an outstanding job and I could not be prouder of them. We are set up for a good holiday season leveraging our broad portfolio, including strength in games, customer relationships and ecomm expertise backed by strong execution of the team. We are watching the development of COVID-19 infections in various markets around the world, but so far, retail has remained accessible to customers, including through ecommerce. We are leveraging our global manufacturing partners to have supply to meet demand, and eOne is back in production with more deliveries anticipated in the fourth quarter and some shifting into 2021. We feel good about next year and our opportunity to execute successfully with innovative products, robust entertainment, and strong execution from our global teams. We have invested to ensure Hasbro is best positioned to drive profitable revenue growth around our blueprint. As we look to the next stage of our company, we’ve pivoted to create not only more entertainment based on our brands, but more profitable entertainment. We have over thirty Hasbro properties in development with eOne across various platforms, which drive high-margin revenue streams in entertainment, consumer products, and digital gaming. Combined with revenue growth from our core toy and game business and the pipeline of digital games in development, we are set up well for delivering improved profits and cash flow for the long-term. I’ll now turn back to Brian for some closing remarks before we take your questions. Brian?