Fortnite phenomenon turns epic game developer into billionaire
TIM SWEENEY made Fortnite a phenomenon by doing something that sounds crazy: He gave it away.
That strategy has made him a billionaire.
In an industry chock-a-block with monster hits, such as Candy Crush and Pokemon Go, Fortnite鈥檚 popularity isn鈥檛 surprising. Its revenues are. Between the release of the current version in September and the end of May, Fortnite brought in more than $1.2 billion, according to SuperData Research. As of early June, it has been played by 125 million people.
That鈥檚 powered a revenue surge at Epic Games Inc., the company Sweeney created in his parents鈥 basement 27 years ago. Fortnite alone is on track to generate $2 billion this year, making the Cary, North Carolina-based gamemaker worth $5 billion to $8 billion, according to the Bloomberg Billionaires Index. Sweeney, 47, is the controlling shareholder.
Fortnite is a global phenomenon, played obsessively by children, rappers, professional athletes and middle-age accountants. It鈥檚 a cartoonish, last-character-standing, fight-to-the-death battle royale where players thrash one another in a struggle for weapons, resources and survival on a shrinking, storm-ravaged island.
Instead of shelling out upwards of $40 for the game, players buy online V-bucks, a virtual currency they can exchange during play for outfits, called skins, celebratory dances or special missions that can cost as much as $20 each.
鈥淥n the revenue side, they鈥檝e done something that鈥檚 really unique, which is come up with a perception of exclusivity,鈥 said Michael Pachter, an analyst at Wedbush Securities Inc. Many accessories in the Fortnite shop are available on a limited basis, prompting players to buy before coveted items disappear from virtual shelves. 鈥淚f you see another player in a leopard skin and go to the store and see it鈥檚 no longer available, you think, Shoot, I鈥檝e got to move on it next time.鈥
All that commerce translates into some of the highest rates of revenue-per-user in the industry and operating margins north of 50 percent, according to analysts.
鈥淓pic鈥檚 valuation has exploded alongside Fortnite鈥檚 success,鈥 said Timothy O鈥橲hea, who covers gaming at Jefferies Financial Group Inc.
Based on the trading multiples of peers Electronic Arts Inc. and Activision Blizzard Inc., Epic could be worth as much as $14 billion, though potential buyers would demand a discount due to questions over whether Fortnite could sustain revenue growth, O鈥橲hea said. Even if sales were to fall to $1 billion a year 鈥 half of its current estimate 鈥 the company could still reasonably command $7.5 billion in a sale, Pachter said.
That鈥檚 a bonanza for Sweeney and Chinese internet behemoth Tencent Holdings Ltd., which bought 40% of Epic in 2012 at an $825 million valuation. It鈥檚 still unclear what impact Fortnite has had on Tencent鈥檚 balance sheet. Three analysts who cover the Shenzen-based firm said they hadn鈥檛 yet factored the game into their sum-of-the-parts valuations.
While most games hit peak popularity shortly after launch, Fortnite was still drawing millions of new users six months on, thanks to a broadly appealing aesthetic that鈥檚 more comic mischief than graphic violence. Celebrity fans such as rapper Drake and the Los Angeles Lakers鈥 Josh Hart have pushed it further into mainstream consciousness. French soccer star Antoine Griezmann celebrated a goal in the World Cup final this month by performing the game鈥檚 鈥淭ake-the-L鈥 dance.
As a game that鈥檚 social, easy to play and hard to master, it鈥檚 been a particular hit with school-age kids, raising concerns from teachers and parents reporting obsessive playing during class.
Fortnite is no bolt from the blue for Epic. The developer鈥檚 biggest previous hit was Gears of War, a best-selling franchise for Microsoft鈥檚 Xbox 360. Epic also owns Unreal Engine, one of two widely used operating systems developers rely on for building games. At first, Epic charged customers to use the software. Sales took off when Sweeney made the product free and instead began collecting a royalty on sales from games made using the software, which have included hits like Mass Effect and Batman: Arkham.
Fortnite also started as a paid product. Launched in July 2017 as a $40 version where players built forts to defend themselves against zombie hordes, the game really took off after Epic made it free and added the multi-combatant style of play.
Its success surprised even Epic. At last year鈥檚 E3, the industry鈥檚 big trade show, Epic showed a few reporters the game hidden away in a meeting room. At this year鈥檚 convention, the Epic booth was entirely devoted to Fortnite, with a replica of the bus that players travel in at the beginning of the game and opportunities for fans to star in videos dancing and hang gliding. That week, Epic staged its first Fortnite Celebrity Pro-Am with guests such as comedian Joel McHale and professional gamer Ninja (real name Tyler Blevins) competing in a soccer stadium. In May, Epic announced it would provide $100 million to fund prize pools for Fortnite competitions.
At Epic鈥檚 office, located in a Raleigh suburb around the corner from a shopping mall, employees have their pick of free ice cream and Hot Pockets. There鈥檚 a game room, a slide between two floors and giant sculptures of some of the company鈥檚 video-game characters.
Raised in suburban Potomac, Maryland, Sweeney showed a knack early on for game design and business. At 11, he taught himself to program using the family鈥檚 Apple computer and made a hobby of dissecting electronics. At 15, he quit his job at a hardware store after noticing that everyone made the same hourly wage regardless of how hard they worked. Instead, he borrowed his father鈥檚 tractor and began trimming neighbors鈥 lawns, undercutting professional landscapers, according to a 2011 interview with gaming website Kotaku. Sweeney began designing his own games at age 21, packaging them on floppy disks and sending them through the mail.
鈥淭im Sweeney is a legendary character,鈥 said Joost van Dreunen, chief executive officer of SuperData Research Holdings Inc., which provides market intelligence on the gaming industry. 鈥淗e鈥檚 a hardworking, outspoken person with a clear vision of what he wants to do.鈥
Despite captivating millions of gamers, Sweeney isn鈥檛 much of a player himself. He鈥檚 an avid conservationist and one of the biggest private landowners in North Carolina. After the financial crisis, he bought thousands of acres, mostly in the mountains, aiming to create nature preserves.
Sweeney often wanders the Epic office, leaving large soda cups in his wake. He favors a self-made concoction of 60% water and 40% Diet Coke from the company鈥檚 fountains.
In a 10-year-old video posted online, Sweeney gives a tour of his sprawling home. The lifelong bachelor says he鈥檇 never eaten in the elegant dining room and prefers takeout from Burger King. He once owned several sports cars, including a Lamborghini, but he鈥檚 sold most of them. He drives a 2019 Corvette.
鈥淚t turns out having a fast car is an excellent hobby when you鈥檙e a workaholic because even when you don鈥檛 have any free time you can always drive to work,鈥 he said. 鈥 Bloomberg


