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Full-year net revenue amounted to $332.3 million compared to $328.3 million posted for 2014. Net revenue totaled $248.6 million for the year ended Decemcompared to $261.5 million in 2014.Ĭasino operations generated quarterly net revenue of $80.4 million, up from $78.5 million for the three months ended December 31, 2014. Quarterly net revenue from horse racing activities amounted to $29.9 million as compared to $30.4 million reported for the same three months of 2014. Churchill Downs further noted that the growth in net revenue was also the result from the record-breaking Kentucky Oaks and Derby weeks, the increase in TwinSpires handle, and organic growth at the Maine-based Oxford Casino. The record increases in annual net revenue, adjusted EBITDA, and net income were attributed mainly to the acquisition of Big Fish Games. Net income for the twelve months ended Decemwas $65.2 million compared to $46.4 million for the same period of 2014. The gambling operator also said that the growth in net revenue was due to the increased handle of its online betting brand TwinSpires as well as an organic growth at its Oxford Casino in Maine.įull-year adjusted EBITDA totaled $335.6 million, up from the $202.5 million reported for the previous year. Churchill Downs bought the Seattle-based gaming studio in December 2014. The significant increases in net revenue, adjusted EBITDA, and net income were mainly attributed to the acquisition of popular gaming developer Big Fish Games. In comparison, net loss of $13.8 million was generated in the fourth quarter of 2014. The company delivered adjusted EBITDA of $59.5 million for the period, compared to $28.5 million posted for the same three months of 2014. Annual net revenue amounted to $1.2 billion, up the record 49% as compared to the figure posted for 2014.įourth-quarter net revenue amounted to $272.4 million, up from $168.1 million for the previous year.
#Bigfishgames planet horse full#
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The dialog we used as mission briefs was the main vehicle for our story. Story : While the game isn’t exactly rich story-wise, we still tried to put a bit of life into the world.Interface : I designed the menu flow and worked with artists to define the game’s hud.The game’s tutorials were integrated in that progression, and introduced new features on a regular basis for the greater part of the game. Game structure : We had a semi-linear progression in the game, trying to give a choice in levels to the player at any point.Game mechanics : The different mission rules, the endurance-based exploration and the experience system were the most complex of the tasks here.Some playtest feedback suggested the players had the feeling of holding the reins, which I found pretty gratifying.
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An early prototype allowed us to test different approaches, and we refined that throughout production.
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The game features an RPG dimension, as both the character and the horse have to gain experience to take on the new challenges. Some overarching side-quests (like the infamous horse-shoe hunt) prompt you to explore every nook and cranny of the settings. While the first missions are fairly linear, earning the later gold medals will require quite a bit of orientation. The game takes place in 2 separate environments, Europe and America, that you get to explore as you please. There are also rides in which your elusive mentor sets you tasks to accomplish in the open environment. To do so, you get to choose a horse and train it through 2 sorts of competitions : show jumping and cross country. You play a girl who trains to become a horse-riding champion. Planet Horse is a horse game, as the name suggests.
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