Juergen Stark
Analyst · Needham & Company
Good afternoon and thanks everyone for joining us on the call today. With me is John Hanson, our Chief Financial Officer. As we typically do, I will cover the business highlights and John will cover the financial performance and outlook and then we will open up the call to take your questions. Our fourth quarter sales performance was a solid finish to the first year of the new generation gaming consoles. Sales rose 7% to $92 million, bringing 2014 sales to $186 million, an increase of 4% over 2013. A key goal for the company in 2014 was to develop and launch a leading line of products for the Xbox One and PlayStation4 that would incorporate the innovations and capabilities that gamers love. We did that. Our top line results were driven by demand for our portfolio of next generation headsets, several of which were bestselling models at retail during the holidays. We drove growth in the US and in our international markets, particularly in Europe, where we posted double-digit gains year over year. According to NPD, in the fourth quarter, eight of the top 10 console gaming headsets sold at retail in the US were from Turtle Beach when measured by dollar share, including three of the top five PlayStation4 headsets and four of the top five Xbox One headsets. Of note, many of the most advanced gaming headsets featuring leading edge technologies such as DTS Headphone:X Surround Sound, active noise cancellation and superhuman hearing were our best performing models. Our Stealth 500X, which retails for $229, was the top-selling headset during the fourth quarter in the premium segment of the market which is defined as above $200. We’re very proud of the Stealth 500X which was and remains the only truly wireless gaming headset for the new Xbox One. Being the first to fully integrate into the Xbox One and doing that well ahead of any competitor was a significant engineering accomplishment. The strong performance of our new generation console portfolio helped to offset softening demand for our old gen lineup as the user base on both Xbox 360 and PlayStation3 declined more rapidly than we or the industry initially projected. This was a major change at the back end of 2014. Old generation console sales also dropped off faster than expected. We often use external forecasts for projected console sales and those forecasters have significantly reduced their numbers for old gen console sales. For example, for 2015, analysts have reduced their projected number of old gen console sales by more than 40% from their original forecasts. As the dominant share player in old gen gaming headsets, our business is still heavily dependent on these old gen headsets sales, particularly early in the console transition cycle as it takes time for the installed base on new gen consoles to grow. It also takes time to build out our portfolio for the new consoles which we’ve now very successfully done, in fact, under tight timelines and faster than anyone in the industry. While we view the rapid migration from old gen to new gen consoles as a long-term positive, it impacted 2014 and will impact 2015 for us, given the large share of our business that we do on these old gen consoles. We were also challenged by the West Coast port slowdown during the fourth quarter. As we discussed during our November call, shipments were often held up for more than a week at the ports, which created launch, timing and inventory risks. While we were early to identify the potential supply chain disruptions during the holidays and budgeted some additional costs as a result, we were forced to expedite more shipments in late November and December than we had planned to ensure on-time deliveries during our most important selling weeks of the year. In addition to the incremental shipping cost which totaled approximately $1.5 million, we also wrote off approximately $1.5 million in some legacy contracts. Looking at our fourth quarter operating performance in more detail, it was a good holiday for the gaming headset market after a challenging first 10 months where the market was roughly flat as we discussed during our prior calls. While industry growth accelerated during the fourth quarter, a portion of that growth particularly in the $50 to $100 retail price band where the majority of the volume is concentrated, was driven by steep discounting from a number of brands, including brands we believe were heavily overstocked due to slower sales earlier in the year. As we said last quarter, we chose not to respond to heavy promoting and chase unprofitable and brand-dilutive sales. While this decision impacted near term results, we believe it helped strengthen Turtle Beach’s position as an industry leader within the gaming community where we believe positive word of mouth is critical driving success over the long term. We ended 2014 with a leading 46% dollar market share in console gaming headsets in the US. We were very pleased to see an uptick in the headset attach rates for the new gen consoles at the end of the year which are now tracking more closely to our original expectations. We believe this bodes well for the future and reinforces our belief that the console transition will fuel accelerated growth in our business over the long term. Moving to our international markets, which had a very good fourth quarter in Europe, highlighted by strong gains in several key countries. We have seen great response to our new generation headsets which have helped grow our market share in underpenetrated countries like Germany and France, while also allowing us to maintain our 50%-plus share in the UK. Another major milestone was the establishment of distribution in China, where we were the first and only third-party console headset brand on the shelves when Microsoft launched Xbox One in China in late September. Like any new market, this opportunity will take time to develop and will need multi-player games to launch in China before we can properly gauge our near-term prospects for headset sales. We expect our focus on and the resources we apply to China to become more significant once we see console selling well and multi-player online gaming becoming popular. We expect that to happen slowly during the course of this year. This year was also about growing our PC business, especially overseas in Germany and the Nordics, where PC gaming is very popular. I’m pleased to report that our PC business was up versus last year, fuelled by our expanded portfolio and successful marketing efforts. Another initiative aimed at growing our share in the PC gaming space is the introduction of Turtle Beach branded gaming keyboards, mice and gaming mouse pads through a licensing agreement with NGS, our long-time distribution partner in Europe. These products launched at retail in the Nordics and Germany during the fourth quarter and will be available online in the US and UK next month. Turning to HyperSound, we spent the past year preparing for the successful commercialization of this very unique technology. We continue to be very pleased with that acquisition and the growth prospects we expect it to bring to the company. We achieved our first major milestone with the deployment of HyperSound’s virtual reality audio solution in nearly 1,000 Activision Call of Duty: Advanced Warfare kiosks at Best Buy during the fourth quarter. The feedback from Best Buy and consumers on this new form of retail display which creates three-dimensional audio in a beam in front of the display has been very positive. We’re continuing to explore similar opportunities with other major brands and retailers both in the US and overseas. As we plan 2015, our top priority for HyperSound is successfully executing launch of a living room audio product that uses the benefits of HyperSound technology to enable people with hearing loss to better understand and enjoy TV, music and other media. We call the product HyperSound Clarity. Under the leadership of Rodney Schutt who joined us in October from Widex, a leading hearing aid company, we have made great strides on all fronts towards this goal. On the products side, we are now past the working beta product stage and are in the process of establishing a full supply chain, including the mass production of the HyperSound system and all its components. Mass production of the ultrasound emitter used in HyperSound’s healthcare product has never been done before. That will another first for our company. On the channel front, Rodney and team have been working with major prospective channel partners. We are working through all of the details on preference trials, distribution strategy and launch plans. We’ve had the first few audiology offices show HyperSound Clarity to their patients. They believe the response has been very positive. More real office demonstrations will be conducted over the next few months and will help us estimate revenues and supply requirements. The other area of progress with respect to HyperSound business is on the team front. We’ve hired four additional hearing aid industry veterans to lead our sales and clinical efforts. Continuing to build a great team ahead of and for the product launch will be a key focus area for us over the next few quarters. Looking ahead, we remain bullish on the long-term prospects for Turtle Beach in the gaming headset market. We’re excited to start the year with a broadest and most feature-rich portfolio of next generation headsets for both Xbox One and PlayStation4. Later this year, we plan to selectively expand our product offering with additional new gen headsets that further enhance the gaming experience and advance our position as the industry leading innovator. While we expect our overall top line results this year to continue to be influenced by the decline of old gen headset revenues relative to the rise of new gen headset revenues, we expect that balance to become more favorable in 2016 and beyond as the installed base of new consoles, new gen consoles exceed the installed base of old gen consoles. So our top priority continues to be ensuring that our product portfolio for new generation consoles is comprehensive, industry-leading and well thought of by consumers. Let me give you a better idea of the market dynamics we are operating under. In 2015, we are projecting our new gen console product portfolio revenues to grow by over 20%, which comes on top of the large initial selling of the line last year. That’s a great indication of our brand strength. If our old gen business remained flat year over year, we would project our total headset business to be growing at over 15% as an indication of why we believe we will see stronger growth in the coming years as the impact of the old gen decline goes away. On the international front, we have solid plan in place to steadily and profitably build share. In Europe, we started the New Year with solid momentum in each of our key markets. Our new product lineup featuring some of the most advanced console and PC gaming headsets ever and our new lineup of PC accessories will help us accomplish our goals there. That said, we do expect a negative impact from the strong dollar and weak euro both on top line revenues and on gross margins in 2015, particularly from our European sales. In addition to a great product portfolio, we have an explicit goal to improve operating efficiency and manage expenses to produce higher net margins on our headset business and enhance overall profitability. These include three major items. First, transitioning from a China-only manufacturing partner to a large new manufacturing partner with a global footprint to lower our costs. This process actually began in 2014 and included some initial startup costs with our new supplier as well as line-down cost with our previous partner, which John will outline in his section. We’ll start to see the benefit from this change late this year, but the real contribution to margins will begin in earnest in 2016. Number two, diligently managing spend in the headset business. Our OpEx as a percent of revenues is actually very lean. The manufacturing transition I just spoke of will add some incremental costs on a one-time basis and we may modify some distribution agreements in Europe to take over regional marketing, but we expect to continue to run lean with only modest increase in overall OpEx. Number three, prioritizing margins over market share gains. Our goal is to maintain a dominant share position, but we will be more selective on pursuing sales that don’t meet our margin requirement and putting more focus on ensuring that our marketing spend including our partnerships and trade shows is highly productive in driving revenues. With respect to the HyperSound business, as I mentioned, our core focus is on the successful launch of the HyperSound Clarity product for people with hearing loss. That launch will create a new type of product for roughly 48 million people in the US and 350 million people worldwide with hearing loss. We are very pleased with the progress and are on track to launch that product late this year with an early Q4 target timeframe. Our focus is on creating a large new product category that builds into a significant business for our company overtime. So we will launch that product, when all of the pieces, channel, partners, product and manufacturing are ready to our satisfaction. To support those efforts, we will be carefully expanding staff and resources for the HyperSound business over the coming quarters, with a target to end the year with no more than $9 million of net investment for 2015 in HyperSound. I will continue to report on the exciting progress of HyperSound in the coming quarters. I’ll now turn the call over to John.