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    DQ Entertainment

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    THIS DOCUMENT MAY NOT BE DISTRIBUTED IN OR INTO THE UNITED STATES, CANADA, AUSTRALIA OR JAPAN.

    November 7, 2007 The Pixarof India

    DQ Entertainment (DQE), a Hyderabad (India) based animation production

    company, is on a fast growth path; with the companys revenues and net profits

    expected to grow at a three-year (FY07-FY10) CAGR of 49.4% and 194.2%respectively. This growth is likely to be driven by a strong, confirmed order book

    of USD 50.3mn and USD 44.3mn of orders in final stages of negotiations.

    Further, with DQE entering into co-production, the revenues from licensing and

    distribution are expected to give further fillip to its financial profile from FY09E

    onwards.

    The key investment highlights are

    Strong order book to inflate revenues and net profits: DQE has a

    strong order book of USD 50.3mn executable over the next eight-ten

    quarters. The company is also in final stages of discussion for contracts

    worth USD 44.3mn, executable over the next ten-twelve quarters. With astrong order book and order pipeline, DQE is expected to post a three year

    (FY07-10E) revenue and net profit CAGR of 49.4% and 194.2%

    respectively.

    Entry into Co-production: During the next 10-12 quarters, DQE, along

    with some of the worlds leading producers, plans to invest USD 13.6mn in

    the co-production of TV series. This would shore up the companys

    revenues and net profits significantly, as the company would benefit from

    the licensing and distribution revenues.

    Expanding EBITDA margins:DQEs enhanced focus on the high-margin

    3D animation, VFX and game assets development as well licensing anddistribution revenues from the co-production series is likely to translate into

    an EBITDA margin expansion from 27.8% in FY07 to 46.5% in FY10E.

    Presence across the animation spectrum: DQE has a presence across

    the animation spectrum, from the traditional 2D and 2D Digital animation to

    3D Animation & VFX and game asset service.

    Marquee client names: DQE works with some of the worlds leading

    animation companies/producers such as Walt Disney Television

    Animation, Nickelodeon, Electronic Arts and Method Films.

    Year-end Sales YoY EBITDA YoY NP YoY RoE RoCE

    March (USD m) (%) (USD m) (%) (USD m) (%) (%) (%)

    FY06 10.8 - 2.3 - (0.2) - - 7.8%

    FY07 15.2 41.6% 4.2 86.3% 0.5 - - 12.3%

    FY08E 24.2 58.8% 7.4 73.7% 1.3 155.1% 8.2% 7.0%

    FY09E 36.2 49.7% 14.4 94.8% 5.8 344.1% 16.9% 12.5%

    FY10E 51.4 41.9% 23.9 66.7% 13.5 132.1% 30.6% 22.6%

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    Investment Rationale

    Presence across the animation spectrum:DQE has a presence across

    the entire animation spectrum from the traditional 2D and 2D Digital

    animation to 3D animation and VFX and across all platforms like

    Television, Direct to Home Video, Feature Films. DQE in FY07 also

    entered game assets development for Ingame Animation, Full Motion

    Video for Xbox 360, Playstation III, other console games & online/mobile

    game services. Such an integrated presence enables the company in

    garnering a sizable portion of its clients business, while reducing the

    downside risk, if there is any shift towards any one form of animation. In

    line with the increasing popularity of 3D and gaming animation, the

    company plans to enhance its focus on these businesses. DQE, however,

    would continue to work on 2D animation, albeit at a slower pace.

    Robust order book shows good revenue visibility:DQEs current orderbook stands at USD 50.3mn executable over the next eight-ten quarters

    (see chart 1). The order book in the 2D, 3D, and gaming animation is

    USD 5.7mn, USD 36.9mn, and USD 7.7mn respectively. The order book

    is expected to increase further, as the company finalises its negotiations to

    sign orders of around USD 44.3mn executable over the next ten-twelve

    quarters. This, in our opinion, shows good revenue visibility for the

    company, going forward. The current order book (confirmed and in serious

    pipeline) is expected to facilitate the company in achieving our estimated

    FY08E and FY09E revenues, and around 70% of our estimated FY10E

    revenues. It, however, may be noted that the company is in constant

    negotiations with existing and new clients for securing new projects; this

    may increase the companys order book further.

    Chart 1. Order book (Rs mn)

    223 338

    1,438 1,229

    -459

    -

    500

    1,000

    1,500

    2,000

    2,500

    Confirmed in Serious Pipeline

    2D Animation 3D Animation Gaming

    Mikido under service

    production

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    Moving up the value chain: Entry into co-production to boost

    revenues and profits: Historically, DQE was an outsourced production

    company with the animated series IPRs owned by the clients. Therefore, it

    was not benefiting from the merchandise and licensing revenues

    generated from a successful animated series. However, DQE has now

    started co-producing TV series in association with some of the worlds

    largest production houses like Marvel Group, American Greetings, and

    Classic Media (a part of Entertainment Rights). Initially, DQE started by

    co-producing series through sweat equity route and started acquiring

    rights primarily for India. After getting initial success, DQE now plans to

    invest around USD 13.6mn over the next ten-twelve quarters in the co-

    production of animated TV series; these include Iron Man, Pinky and

    Perky, and Casper (Table 1). DQE has already disclosed its intentions to

    pick up a 20% stake in Method Films and announced the formation of a JV

    with Onyx films to co-produce animated movies, and another JV with

    Telegael, Ireland a Post production company, to produce a Animated TV

    series & movies, and also to create a pre production facility for Television,

    Feature Films/ Short Film Production.

    Table 1. Co-Production Series

    Co-Producers Series

    Method Films France, Lux Animation ,Marvel Group, USA Iron Man

    Classic Media, USA/Entertainment Rights, UK, Moonscoop,

    France

    Casper

    American Greetings, USA Maryoku Yummy

    Inde Kids/GO-N Productions, France and BBC Large Family

    Lupus Films, UK and BBC Pinky and Perky

    American Greetings/Mike Young Productions, USA Twisted Whiskers

    With production work assured to DQE, it is likely to recoup its investments

    even before the release of the series. Further, the company is expected to

    benefit from the distribution and merchandising of these IPRs; this would

    increase the companys revenues and profits considerably. Revenues

    from the production part of the value chain are expected to start accruing

    from FY08E onwards; the licensing and distribution revenues, however,

    are expected from FY09E onwards, as most of the co-produced series

    would be broadcasted from FY09E onwards. It may be noted that it

    typically takes four-six quarters for any animation series to be broadcasted

    after the commencement of production.

    Marketing and distribution of its co-produced series enabled DQE to post

    marginal revenues of USD 0.05mn in FY07. We expect these revenues to

    increase to USD 1.8mn and USD 5.9mn in FY09E and FY10E

    respectively, in line with the broadcast of most co-produced projects from

    FY09E onwards.

    Casper TV series being co-

    produced along with Classic

    Media, USA and Entertainment

    Rights, UK

    Pinky & Perky being co-

    produced along with

    Lupus Films, UK and BBC

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    Expanding EBITDA margins: DQE plans to reduce its exposure to

    manpower- intensive and lower margin 2D animation, and enhance its

    focus on 3D and gaming animation. The margins in the 2D animation

    business are also lower, as the company outsources some part of its work

    to Philippines. The share of high-margin 3D and gaming business is

    expected to increase from 53.4% and 14.2% in FY07, to 58.9% and

    17.2%, in FY10E respectively, enhancing the companys margins. The

    increasing share of revenues from marketing and distribution of its co-

    production assets is also expected to support the companys EBITDA

    margins. The share is expected to increase from 0.3% in FY07 to 11.5% in

    FY10E. DQEs EBITDA margins are therefore likely to increase from

    27.8% in FY07 to 46.5% in FY10E (Chart 2).

    Chart 2. Revenue breakdown and Margins

    Large and talented workforce: Currently, DQE employs more than 2,300

    employees across India and through a subcontractor in Philippines. The

    companys large and talented manpower enables it to handle several

    projects for multiple clients. During the next one year, DQE plans to

    increase its employee strength by another 400, to service its expanding

    order book. For this purpose, the company has developed and patented

    an online ERP solution. This helps the company in resource management,

    production planning, management of pipeline and production schedules,

    and quality control. The scalability of the ERP solution can be gauged

    from its ability to simultaneously handle more than 21 projects, with

    reporting requirements to the customer of at least daily.

    Benefiting from own training facility:NASSCOM (National Association

    of Software and Services companies: a trade body and the chamber of

    commerce of the IT and software services industry in India) estimates that

    0%

    10%

    20%

    30%

    40%

    50%

    60%

    70%

    80%

    90%

    100%

    FY05 FY06 FY07 FY08E FY09E FY10E

    0%

    5%

    10%

    15%

    20%

    25%

    30%

    35%

    40%

    45%

    50%

    2D Animation 3D AnimationGaming Marketing & DistributionEBITDA Margin

    Todd World co-produced

    with Mike Young

    productions, USA for

    Discovery Kids nominated at

    2007 Day Time EMMY

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    there would be a demand-supply gap of around 10,000 animators in India

    by the end of 2010 (see chart 3). Foreseeing this mismatch, DQE has set

    up its own training facility that could train 680 animators in a year. In order

    to further develop the talent pool across India, the company, in association

    with local state governments, has established training schools in the

    states of Madhya Pradesh and Rajasthan; it plans to set up training

    centers in two more states: West Bengal and Andhra Pradesh. Together,

    these training institutes would have the capacity to train 800-1000

    animators a year. DQE would also have the first right of refusal to employ

    these animators.

    Chart 3. Demand and Supply gap

    Source: NASSCOM

    Marquee client names: DQEs client list includes some of the biggest

    animation production houses in the world like Walt Disney Television

    Animation, Nickelodeon, Marvel, and Cartoon Network. The company has

    been doing business with these clients for the past several years, lending

    credibility to the company. DQE has also successfully executed multiple

    projects with these clients, thus showcasing the quality of its work.

    Further, in the co-production space, the company has tied-up with big

    production houses like Marvel and Method films. This would help the

    company in owning some of the worlds best properties (animated

    characters).

    Revenues and PAT to grow at a three-year CAGR of 49.4% and

    194.2% respectively:Historically, DQEs revenues have grown at a two-

    year CAGR of 50.0%, from USD 6.8mn in FY05 to USD 15.2mn in FY07.

    During the same period, the companys bottomline has increased from a

    loss of USD 1.0mn in FY05 to a profit of USD 0.5mn in FY07. Currently,

    DQE has an order book (confirmed and in serious pipeline) of USD

    94.6mn to be executed over the next eight-ten quarters. In addition, the

    -

    5,000

    10,000

    15,000

    20,000

    25,000

    30,000

    35,000

    40,000

    45,000

    2007 2008 2009 2010

    -

    2,000

    4,000

    6,000

    8,000

    10,000

    12,000

    Demand Supply D-S Gap (RHS)

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    company is in constant negotiations in securing further orders. Given the

    current and potential order book position, we expect the company to report

    a three year (FY07-10E) revenue and net profit CAGR of 49.4% and

    194.2% respectively. The companys revenues are expected to increase

    from USD 15.2mn in FY07 to USD 51.4mn in FY10E. Further, net profits

    are expected to increase from USD 0.5mn in FY07 to USD 13.5mn in

    FY10E (see chart 4). It may be noted that our estimates are based on

    average Rs/USD rate of Rs 39.0 for FY08E, FY09E and FY10E.

    Chart 4. Trends in Revenues and Net Income

    -10

    0

    10

    20

    30

    40

    50

    60

    FY04 FY05 FY06 FY07 FY08E FY09E FY10E

    Revenues Net Income

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    Business Summary

    DQE, a Hyderabad-based company focused on outsourced animation

    production, is one of the largest animation company in India. It has capabilities

    in 2D Traditional & Digital animation, 3D& VFX animation, and Game Asset

    Services. Its competitors in India include Crest Animation, Color chips, and

    UTV Toonz among others (see table 2).

    Table 2. DQE Competitors

    No. ofEmploye

    es

    2DAnimation

    Flash 3DAnimation

    Major Clients

    Anirights Infomedia Pvt Ltd 165 Yes Yes Yes Warner Bros., Disney

    Color Chips 350 Yes Yes Penta TV, Albert Tross Productions

    Creative Media PulseTechnologies

    45 Yes Yes Digital Motion Picture, Toyota

    Crest Animation 409 Yes Yes Mike Young Productions, Blitz Games

    Escotoonz Animation 120 Yes Yes Yes Porchlight Ent., Funbag

    Frame Flow 70 Yes Cinesite UK, Sony Pictures Imagework

    Graphiti Multimedia 75 Yes Nickelodeon, Everest

    Green Gold Animation 75 Yes Yes Cartton Network, Excel Home Videos

    Maya Entertainment 150 Yes Yes BBC, Nickleodeon

    Paprikaas Animation Studios 120 Yes Yes Digital Dream, Richochets

    Toonz Animation 500 Yes Yes Yes Walt Disney Singapore, Cartoon

    NetworkUTV Toons 739 Yes Yes Yes Funbag, TV12 Singapore

    Source: NASSCOM report on animation and Gaming In India

    DQE initially was largely undertaking production part of the animation value

    chain, with pre-production and post-production undertaken by the client.

    However, it has now started co-producing animated TV series for global

    audiences, thus owning its IPRs. The company is currently working with the

    some of the worlds largest animation production houses like Marvel, American

    Greetings, Nickelodeon which have broadcasters like BBC, Cartoon Network,

    Discovery Kids, Nickelodeon, etc. The company has won major awards for its

    production like 2007-day time EMMY award won in the category of

    outstanding special class animated program for the second season of TV

    series Tutenstein, which was co-produced with Porchlight Entertainment,

    USA and DSC Kids, USA.

    DQE also plans to enter the pre-production and post-production part of the

    animation value chain, thus becoming a complete end-to-end animation studio

    (see chart 5).

    Tutenstein: 2007 Day time EMMY

    award won in the category of

    outstanding special class

    animated program

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    Chart 5. Animation value chain

    Over the years, DQE has executed projects in the entertainment segment for

    leading animation production companies like Cartoon Network, Walt Disney

    Television Animation, Nickelodeon, and Method Films.

    2D Traditional animation

    DQE started its business in the 2D traditional animation space; over the years,

    the company has executed successful projects for prestigious production

    houses like Porchlight Entertainment and Gruppo Alcuni. The magnitude of

    DQEs business in the 2D space could be gauged from the completion of more

    than 5,148 minutes of animation production, spanning 2.9mn man hours,

    during the past three years. Table 3 outlines some of the 2D animation

    projects executed by the company:

    Table 3. 2D animation projects completed till now

    Currently, for its 2D animation business, DQE employs 300 people in India and

    another 350 in Philippines (through subcontractor). The company outsources

    majority of the art work in the 2D animation space to the sub-contractor in

    Philippines. Though sub-contracting has increased DQEs operating costs, it

    has helped the company in tapping the talent pool in Philippines; the countrys

    Project Client Type

    Petpals-II Grupo Alcuni, Italy Series

    Jetgrooves Method Films, France Series

    Curious George NBC-Universal, USA Series

    Ronwhite Sony Entertainment, USA Series

    Ratman Stanameni Srl, Italy Series

    Choose your own Adventure Mike Young Production, USA DVD film

    INVESTOR

    DEVELOPMENT

    & PLANNING

    PRODUCTION HOUSE POST PRODUCTION CUSTOMER

    FILMS

    TV SERIES

    GAMING

    HOMEVIDEO

    MUSIC VIDEO

    COMMERCIALS

    EDUCATIONAL

    MUSIC VIDEO

    CHOICE OF ANIMATION

    TECHNIQUE AND

    SOFTWARE

    2D TRADITIONAL OR2D DIGITAL OR 3D

    PRODUCTION POST-PRODUCTIONPRE-PRODUCTION

    SA LES & DISTRIBUTIO N

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    manpower is much ahead of its Indian counterparts in terms of quality and

    productivity in the 2D animation space.

    In line with the increasing preference of 3D animation over 2D animation

    across the world, DQE has enhanced its focus on 3D animation. Not

    surprisingly, the share of 2D animation revenues to DQEs total revenues hasbeen falling over the years. However, the company would continue to execute

    projects in the 2D animation space. Currently, DQE has a confirmed order

    book of USD 5.7mn and contracts of USD 8.7mn in serious pipeline.

    3D & VFX animation

    DQE entered the 3D animation business in FY05 and has since grown at a

    two-year CAGR of 68.9%, from USD 2.9mn in FY05 to USD 8.1mn in FY07.

    Over the years, DQE has executed projects for Direct-to-home DVDs and TV

    series for some leading animation company like Walt Disney Television

    Animation and Nickelodeon. In the past three years, DQE has completed 2,071

    minutes of 3D animation encompassing 1.85mn man hours. Table 4 outlinessome of the projects executed by DQE in the 3D animation space.

    Table 4. 3D animation projects

    The company now plans to enter into the co-production of 3D animated TV

    series with some of the leading producers like Method Films and Mattel. The

    entry into co-production, we believe, would help the company in increasing its

    production revenues. Moreover, DQEs marketing and distribution revenues

    would also increase as it would co-own the IPR of the TV series.

    In the 3D animation space, DQEs confirmed order book stands at USD

    36.9mn, with orders of USD 31.5mn in serious discussion. This order book also

    contains the production revenues expected from the series co-produced by

    DQE.

    Project Client Type

    A series for season 1 comprising of

    26 episodes of half an hour show

    and followed by season 2 of the

    series

    Walt Disney Television Animation,

    USASeries

    A DVD based on the TV seriesWalt Disney Television Animation,

    USA

    DVD

    Film

    Barbie Diaries-DVD Curious Pictures,USA/Mattel USA

    DVD

    Film

    SkylandMethod Films France/ Nickelodeon

    EuropeSeries

    Donkey Ollie Series (I, II & III) Car Angel Production, USADVD

    Film

    Geo Track Sony, USA/Mattel USA Series

    Shipwrecked Adventures

    of Donkey ollie- a full

    length animated CGI, co

    produced with Car Angels

    won The Accolade

    Honorable Mention Award

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    Gaming

    Benefiting from its strength in the 3D animation business, DQE entered the

    gaming business in FY07 and reported revenues of USD 2.2mn during that

    year. Currently, it has an order book of USD 7.7mn and orders of USD 4.1mn

    in serious pipeline to be executed over the next two years.

    In the gaming business, DQE focuses on asset development rather than

    programming. DQE has signed a contract for outsourcing development of arts

    and cinematic part of the gaming content with Electronic Arts one of the worlds

    largest gaming companies; the companys operations are spread across the

    U.K., Canada, Hong Kong, and the U.S.

    Industry Overview

    Animation industry is one of the fastest growing industries in the world as the

    rapid advancement of technology has made computer animation available to

    the masses. The growth in the animated entertainment has expanded with the

    increase in the broadcasting hours by the cable and satellite TV, and with the

    growing popularity of the internet. Earlier, the animation series were typically

    targeted at children. In recent years, however, animated series for teenagers,

    adults, and families are being produced by TV stations. The success of The

    Simpsonand King of the Hillare major examples of successful animated series

    aired on prime-time TV in markets such as the U.S, Canada, Japan, France,

    U.K., and Germany.

    Market Size: AnimationThe global animation industry (from the demand perspective) is estimated at

    USD 59bn in 2006 and is expected to grow at a six-year (2004-10) CAGR of

    7.7% to USD 80bn by 2010. The market share of the global entertainment

    sector stood at 74% in 2006, and is expected to increase to 77% by 2010.

    Most players in the global animation industry are estimated to record a profit

    margin of around 20%. On an average, the animation industry spend 40% of its

    cost on the development of animation content. Animation companies like DQE

    cater to this market of outsourced production. NASSCOM estimates that the

    global animation development market is expected to grow at a six-year (2004-

    10) CAGR of 8.6%, from USD 21bn in 2004 to USD 34.4bn by 2010 (see chart

    6).

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    Chart6. Global Animation Industry, Developers Perspective (USD bn)

    Source: NASSCOM report on animation and gaming industry in India 2007

    The growth in demand is expected to be led by the entertainment segment,

    whose market share in the global animation content development is expected

    to increase from 75% in 2006 to 77% by 2010 (chart 7).

    Chart 7. Market shares in the global animation content development

    Source: NASSCOM report on animation and gaming industry in India 2007

    Market Size: Gaming

    The worldwide gaming market (from a developers perspective) is estimated to

    grow at a six-year CAGR of 16.6% from USD 5.3bn in 2004 to USD 13.3bn in

    2010 (Chart 8).

    -

    5

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    15

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    35

    40

    2004 2006 2008 2010

    CAGR 8.6%

    2006

    Entertainm

    ent, 75%

    We-Designing,

    16%

    E-

    education,

    9%

    Entertainment We-Designing E-education

    2010

    Entertainm

    ent, 77%

    E-

    education,

    9%We-

    Designing,

    14%

    Entertainment We-Designing E-education

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    Chart 8 . Global Gaming Market Size, developers Perspective (USD bn)

    Source: NASSCOM report on animation and gaming industry in India 2007

    It is estimated that 60% of the gaming companies currently outsource and it is

    expected to increase to 90% by 2008. The increase in outsourcing is being

    driven by the transition towards next generation consoles, which has increased

    the need for better graphics and higher budgets for game development.

    The Indian Animation Industry

    The Indian animation development industry is expected to grow at a six-year

    (FY04-FY10) CAGR of 26.6%, from USD 211mn in 2004 to USD 869mn in

    2010 (see chart 9). It is estimated that of the total revenues generated by the

    companies in India, approximately 70% is derived from outsourced projects,

    particularly from the U.S. and European companies.

    Chart 9. Indian Animation development market

    Source: NASSCOM report on animation and gaming industry in India 2007

    -

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    2004 2006 2008 2010

    CAGR 16.6%

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    CAGR of 26.6%

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    India caters to majority of the global content development work for TV and

    broadcast segment. Further, the production function of animation development

    is primarily outsourced. Activities outsourced in the production stage include

    creating an animation of the character, where the movements are already

    defined at the pre- production stage. Lately, Indian companies have started

    securing projects in the post- production stage; this trend is expected to gather

    momentum, going forward (see chart 10).

    Chart 10. Demand for animated content in TV/Broadcast (USD mn)

    Source: NASSCOM report on animation and gaming industry in India 2007

    The demand for animation in fully animated movies is increasing both in the

    domestic and foreign markets (see chart 11). Further, many global companies

    have now started looking at off-shoring as an option to develop the animated

    content. The major reason for the growth in this segment is the lower cost for

    production. The cost of producing a full-length animated movie in the U.S. is

    USD 100-175mn; in India, however, the same work can be completed at USD

    15-25mn (Source: NASSCOM). Since only 10% of the animated movies are

    commercially successful, cost control becomes critical. Given its cost

    advantage, India has emerged as a preferred offshore destination among

    animation companies.

    -

    2040

    60

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    100

    120

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    160

    180

    2006 2008 2010

    Demand from Offshoring Demand from Domesti c Market

    CAGR 13.1%

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    Chart 11. Demand for animation development in fully animated movies (USD mn)

    Source: NASSCOM report on animation and gaming industry in India 2007

    Why India a lucrative destination for outsourcing of animation

    production?

    The global market for animation development is expected to grow at a six-year

    (2004-10) CAGR of 8.6%, from USD21bn in 2004 to USD 34.4bn by 2010

    (Source: NASSCOM). However, the Indian market for animation development

    is expected to grow at a much higher rate of 26.6%. The reasons for India

    becoming an attractive destination for outsourcing of animation development

    are:

    Cost Advantage: India has a significant cost advantage over other

    geographies. The low cost, coupled with high quality of animation, has led

    global animation companies to outsource their production work to India.Foreign production houses can save up to 60% of the costs by

    outsourcing work to India..

    In the 2D animation space, however, India still lags behind countries like

    Philippines in terms of quality; nevertheless, in the 3D animation space it

    is way ahead of Philippines. Indian companies have already secured

    outsourcing projects from Philippines and Taiwan by providing services for

    half the price charged by the companies in these geographies (see chart

    12).

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    20

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    40

    50

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    80

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    Demand from Offshoring Demand from Domestic Market

    CAGR 37 .6%

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    Chart 12. Offshore Location Attractiveness Index (Cost Factors)(2004)

    Source: NASSCOM report on animation and gaming industry in India 2007.

    Availability of Talent: India has an abundant talent pool with 3.1mn

    graduate pass-outs each year. Further, India accounts for 28% of the total

    suitable talent pool available in offshore locations. NASSCOM estimates

    that the manpower in the animation industry could grow at a five year

    (2005-2010) CAGR of 14%, from 15,060 in 2005 to 28,877 by 2010 (Chart

    13).

    3.2

    0.2 0.3

    3. 0

    0.20.1

    0. 9

    0. 20. 3

    3.1

    0. 2 0.2

    -

    0.5

    1.0

    1.5

    2.0

    2.5

    3.0

    3.5

    Compensation Infrastructure cost Tax and Regulatory

    Environment

    India China Singapore Philippines

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    Chart 13. Expected growth in qualified professionals in the Indian animation

    industry (2005-10)

    Source: NASSCOM report on animation and gaming industry in India 2007

    English Proficiency: Indian animation companies score over other low-

    cost countries due to its proficiency in English. Limited or lack of

    knowledge on English, resulting in less than perfect understanding of the

    international services market, is a major deterrent for the growth of the

    animation and gaming industry in other geographies (see chart 14).

    Chart 14.Offshore location attractiveness index (2004)

    Source: NASSCOM report on animation and gaming industry in India 2007

    Note: BPO experience could be stated as understanding of international markets

    -

    5,000

    10,000

    15,000

    20,000

    25,000

    30,000

    35,000

    2005 2006 2007 2008 2009 2010

    CAGR 14%

    0 .20 .3

    0 .5

    1.0

    0 .10 .1

    0 .2

    0 .6

    0 .5

    -

    0 .3

    0 .3

    0 .6

    0 .20 .1

    0 .2

    0 .4

    0 .10 .1 0 .1

    -

    0.2

    0.4

    0.6

    0.8

    1.0

    1.2

    Language Education Size and

    Availabilit y of

    Labor

    BPO

    experience

    Employee

    retention

    India China Singapore Philippines

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    Table 5. Country competitive landscape

    India China Taiwan South Korea Philippines Singapore

    Cheap Labor Cheap Labour Cheap Labour Governmental Support Greater familiarity with

    western culture

    Governmental Support

    Availability of talent Collaboration with H

    andTaiwan to openup

    opportunities

    Understanding of

    International markets

    Cultural Variety Focus on creative and

    artistic output

    Cultural Variety

    English Proficiency Rich Cultural Content Governmental Support Good experience in

    animation creation

    Technical expertise Government Support

    Language Issue Language Issue Lack of private funds Lack capital fo

    investment in

    sophisticatedequipment

    and software to delive

    content of global

    standards

    Animation work mainly

    inproductionpart ofthe

    value chain

    Lack of Creative Talent Highly dependent on

    outsourcing work from

    China

    Animation work mainly

    inproductionpart ofthe

    value chain

    Focus on local content

    creation and IPR

    Low on IPR creation

    Industry hasapproximately 90% of

    the outsourcing projects

    Training Institutes Development local talentDevelopment local

    content

    Development 3-D

    animation content

    Development loca

    content

    Local Content

    Development

    To cater increasinglyTo

    the animation and

    gaming outsourcing

    from China

    To develop creative

    animation content

    English language

    adaptability

    Focusingongettingpre-

    production an d

    production outsourcing

    work in country

    Gap between demand

    and supply to widen

    going forward

    Newdestinationsaswell

    as established

    destinations

    Lack of large

    experienced local talent

    Other outsourcing

    destinations like

    Philippines and South

    Korea.

    India and Korea are

    major threats

    Understanding of

    international markets

    Strength

    Weakness Animation work mainly

    inproductionpart ofthe

    value chain

    Opportunity getting into co-

    production and owning

    the IPRs

    Threat India, Philippines and

    Korea are major threats

    Philippines, India and

    China are major threats

    Philippines, India and

    China are major threats

    Source: NASSCOM report on animation and gaming industry in India 2007

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    Financial Summary

    DQE has grown from USD 6.8mn in FY05 to USD 15.2mn in FY07, a two-year

    CAGR of 50.0%. We expect the company to report revenues of USD 24.2mn

    and USD 36.2mn in FY08E and FY09E respectively, supported by (a) strongorder book of USD 94.6mn, and (b) expected revenues from marketing and

    distribution of its co-production assets. We further expect the company to post

    revenues of USD 51.4mn in FY10E, implying a three-year revenue CAGR of

    49.4% (see chart 15).

    Production Revenues

    DQE has a strong order book of USD 94.6mn (confirmed and in serious

    pipeline) to be executable over the next ten-twelve quarters. This is likely to

    translate into production revenues of USD 23.4mn and USD 34.4mn in FY08E

    and FY09E respectively. We further expect the company to post production

    revenues of USD 45.5mn in FY10E, implying a three-year revenue CAGR of43.7%. Therefore, the current order book, in our opinion, covers FY08E and

    FY09E revenues and around 80% of estimated FY10E production revenues;

    this shows good revenue visibility for the future.

    Marketing and Distribution revenues

    Currently, DQE is working on a number of co-production projects that are

    expected to be broadcasted from FY09E onwards. As DQE jointly owns the IPR

    with other co-producers, it is likely to benefit form the marketing and distribution

    of the merchandising, broadcasting rights, and other rights. We expect the

    company to post marketing and distribution revenues of USD 0.8mn, USD 1.8mn,

    and USD 5.9mn in FY08E, FY09E, and FY10E respectively (see chart 15).

    Chart 15.Revenue Breakdown

    0%10%

    20%

    30%

    40%

    50%

    60%

    70%

    80%

    90%

    100%

    FY05 FY06 FY07 FY08E FY09E FY10E

    Production Revenues Marketing and Distribution Revenues

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    EBITDA Margins

    DQEs EBITDA margins are expected to increase from 27.8% in FY07 to

    46.5% in FY10E. The margin expansion is likely to be driven by higher

    contribution from the 3D animation & VFX and game asset development

    businesses. Higher marketing and distribution revenues is also likely to support

    the growth in margins, as most of the revenues generated from licensing and

    distribution of its co-production assets would add to its bottom-line, increasing

    EBITDA margins.

    Depreciation

    DQE follows a policy of writing-off its hardware and software costs every three

    years. The company is expected to invest USD 9.9mn in the hardware and

    software for its animation business over the next three years. Moreover, the

    company is expected to spend another USD 4.6mn towards setting up a

    campus in a SEZ (Special Economic Zone). Together, these investments are

    likely to increase the companys depreciation from USD 2.4mn in FY07 to USD

    9.1mn in FY10E.

    Taxes

    Currently, DQE pays no tax as its profits are exempted under Sec 10A and

    10B of Indian Income tax act (see Appendix B); the tax exemptions are likely to

    end by March 31, 2009. We, however, expect the company to move to its new

    facility in the SEZ where a further tax exemption of five years can be availed.

    The government of India in its budget for FY08E has imposed a MAT

    (Minimum Alternative tax) of around 11%on the IT-ITES industry. However, the

    companies can take a credit for the same on its future tax obligations, and

    hence there would not be any impact on the income statement. Therefore, we

    have not considered any tax outgo in our future estimates.

    Net Income

    DQEs bottomline has grown from a loss of USD 1.0mn in FY05 to a profit of

    USD 0.5mn in FY07. We believe that this growth momentum would continue,

    given the companys strong order book position. We expect DQEs net income

    to grow at a three-year CAGR of 194.2%, from USD 0.5mn in FY07 to USD

    13.5mn in FY10E.

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    Appendix A

    Co-Production Contracts:

    Each co-production contract may vary depending on the negotiations between

    co-producers. A common feature, however, among all contracts is the retention

    of the projects IPR by the master licensee and the allotment of exclusive rights

    to co-producers to use the IPR in certain geographies for a definite number of

    years.

    The following is a typical example of a co-production contract. Suppose DQE

    enters into a co-production agreement with one of the leading producers say

    XYZ (who owns the IPR) and another co-producer ABC.

    Budget

    The budget of the series is generally divided between the parties, depending

    on the negotiations and how much each co-producer can contribute. In theabove example, the budget between the three parties may be divided in the

    following proportion:

    XYZ: 50%

    DQE: 25%

    ABC: 25%

    Each party is responsible for their share of budget and for any cost overruns

    with respect to their obligations.

    Scope of Work

    Generally, each co-producer is responsible for his own scope of work. Since

    DQE has its strength in the production space, it would be responsible for the

    production part of the series. Therefore, DQE gets the service revenues for

    the part of work done by it.

    Licensing and Reserved Rights

    The master licensee (in this example, XYZ) is the exclusive, worldwide master

    licensing agent for the series and the property in perpetuity. It is entitled to

    agency fees of 30% of Gross Licensing Revenues (GLR). GLR means 100% of

    all non- refundable amount paid by the distributors/licensees to XYZ arising in

    connection with the exercise of the licensing rights.

    As a co-producer, DQE would be appointed by XYZ as a sub-agent for thelicensing rights in some geography, say South Asia. DQE would receive its

    agency fees, which is 30% of the GLR collected by DQE in its geography.

    The net licensing revenues between the three parties are generally distributed

    in the same proportion as their share in the budget. Therefore, in the above

    example, these revenues would be shared in the following proportion:

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    XYZ: 50%

    DQE: 25%

    ABC: 25%

    The net licensing revenues are accrued for a certain period of time, after which

    the right to use the IPR shifts back to the master licensee.

    Net Licensing Revenues (NLR) means Gross Licensing Revenues (GLR) less

    (a) the agency fees for the master licensee (XYZ), and (b) XYZ expenses.

    Audio Visual Rights

    Audio visual rights of the series are generally divided between the parties for

    different geographies and for a definite time period. Each party is entitled to

    receive 30% of the Gross AV revenues. The net AV revenues are divided

    between the parties in the proportion of their share in the budget.

    Appendix (B)

    Section 10A and 10B of the Indian Income Tax act

    Under Section 10A and 10B of Indian Income Tax Act, the profits and gains

    derived by an undertaking located in a free trade zone (FTZ)/ export processing

    zone (EPZ)/ special economic zone (SEZ)/ Software Technology Park (STP)/

    electronic hardware technology park (EHTP), is exempted from tax for a period of

    ten consecutive years from the time it started operations. The same rule applies

    to the profits and gains derived by a 100% export oriented unit (EOU) from

    exports of articles or computer software. However, the tax exemption is not

    available after March 31, 2009.

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    Animation

    What is it?

    Animation could be defined as a process that creates phases of imaginary

    action. Under this process, actions are recorded in such a way that they create

    an illusion of motion when displayed at a pre-determined rate. The animationvalue chain could be explained by the following figure.

    Figure 1. Animation Value ChainIdea Generation

    Action

    Adventure

    FantasyComedy

    Sci-fi

    Pixilation

    Social Awareness / message

    Mythology

    Music Video

    Think Tank Brain storming(Creative, business head,

    production control, script

    writer, visualizer)

    Script Writing

    Designing (Casting) Storyboarding

    Model Packs Animatics

    Coloring / CRM X-sheets

    For Production

    3D 2D Flash 2D Traditional

    3D Modeling Flash Tracing

    3D Texturing Flash Coloring

    3D Rigging Flash Slicing

    Layouts/scene setup Layouts/ Scene setup Layouts/ Scene Setup

    Animation Animation Animation

    Playblast Cleanups

    Technical Check In-betweens

    Lighting Scanning

    Rendering Linetest Compositing

    Ink & Paint

    Audio VO Recording

    SFX SFX SFX

    Music & Effects Recording

    Final Composit ing Final Composit ing Final Composit ing

    POSTPRODUCTION Editing and Final Mix

    PRE-PRODUCT

    ION

    P

    RODUCTION

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    Pre Production

    Idea: The idea can be generated from any source internal or external. The

    think tank of companies brainstorms on the theme and decide on the storyline,

    character attitude, personalities and geographic locations for the theme; the

    think tank essentially comprises the Creative Director, Visualizer, BusinessHead, and Script Writer. At this stage, companies would usually like to assess

    the subject that has the potential of becoming the next big thing. This is done

    by presenting the concept to various broadcasters, distributors, and investors,

    usually at markets such ANNECY (MIFA), MIPCOM, Siggraph

    Script: The script is written using the above information and after incorporating

    the merchandise opportunities from this stage.

    Storyboard: A storyboard is prepared by the experts from the final draft of the

    script.

    Designs: Character designing and color scheming is done simultaneously.

    Styles and techniques are also explored at this stage.

    Voices: The casting for the voices is done keeping in mind the

    attitude/personality of these characters. The timing of each scene is

    determined only after the scratch dialogue track is recorded. The recording is

    done twice: for the scratch voice, to be used for animation and for the final

    voice track.

    Animatics: This is the process where the storyboard panels are put according

    to the audio track and the timing for each scene is determined.

    Layout: Layouts are prepared for each scene. It is here that the planning is

    done for the environments (3D and 2D plates).

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    production

    Production process will differ depending upon choice of medium for animation.

    The term Computer Animation broadly covers a wide variety of genres and

    applications, though the simplest way to break it down is into the categories of

    2D and 3D animation. 2D, short for two-dimensional, is sometimes also called

    vector animation, and is typically done in programs like Macromedia Flash and

    Macromedia Director. 2D animation, true to its name, is rendered in a two-

    dimensional space. 3D animation, however, is rendered in a virtual three-

    dimensional space, using polygons captured by various virtual cameras to film

    the animation. 3D animation is usually done using popular software such as

    Maya, 3DS Max, Softimage-XSI. In 2D animation the effect of perspective is

    created artistically, but in 3D objects are modeled in an internal 3D

    representation within the computer, and are then lit and shot from chosen

    angles, before being rendered to a 2D bitmapped frame.

    Traditional Animation is a hands-on process; 2D animation is accomplished

    by hand-drawing hundreds upon thousands of individual frames only to transfer

    them to clear plastic cells, hand-paint them, and then film them in sequence

    over a painted background image. This requires a team of artists, cleanup

    artists, painters, directors, background artists, and film/camera crews, along

    with the storyboard artists and script writers to work out the original concepts;

    for large-scale projects, the amount of time, labor, and equipment involved can

    be staggering. Typically 1 minute of 2D animation has 1,440 frames and could

    involve thousands of drawings (could be up to 15-20,000 drawings for a half

    hour episode).

    Figure 2: Traditional 2D animation workflow

    Source: Mirage Whitepaper

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    3D Animation essentially involves Modeling, Texturing, Rigging, Lay outing,

    Animating, Lighting and Rendering.

    Modeling is the process of forming the shape of the object by developing a

    wire frame of any three-dimensional object (either inanimate or living) in the

    computer using 3D software. The model describes the process of forming theshape of an object.

    Texturingis the process of defining of material, adding detail, surface texture,

    colour, and dress up to the 3D models.

    Rigging is the process of specifying internal skeletal structure of the model so

    that it can be animated by controlling the skeleton of the object.

    Layout is the process of staging or placing the objects within a scene. This is

    what defines the spatial relationships between objects in a scene including

    location and size. The virtual cameras are set to create shots that capture the

    emotion and story point.

    Animation is the process of providing movements and facial expressions to

    3D objects. Animators create key poses by using computer controls. The

    computer then creates the in-betweens frames, that the animators adjust as

    necessary.

    Lighting - Every scene is lit using digital lights. Lighting is used to enhance

    the mood and emotion of each cell.

    Rendering is the act of converting the 3d files into single frame of film. Each

    frame represents 1/24 of a second of screen time.

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    Key Management Personal

    Tapaas Chakravarti, Chairman and CEO: Tapaas co-founded DQ

    entertainment in 1993 and has been instrumental to the growth and success of

    the company to date. He is part of several international educational and

    charitable organizations. He also sits on the board of the Indo-British

    Partnership and is a member of the Young Presidents Association.

    Sanjay Choudhary, Sr VP (Finance): Sanjay, head of the finance division at

    DQE has more than 12 years of experience in the areas of costing and

    accounting, formulation of business models, foreign exchange transactions,

    working capital management and IT. Prior to joining DQE, Sanjay has worked

    with SK Birla Group, Cosmo Films Limited and Khaitan fans group.

    Niranjan Prasad Hanagodu, VP (Corporate Affairs): Niranjan has over 15

    years of experience in accounting and finance and has worked with VDO

    Mannesman (now Siemens) and Coca Cola, India. He currently heads thecorporate affairs and the costing divisions and facilitates strategic management

    decisions in respect of economic activities of the company.

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    Financials

    Profit & Loss Balance Sheet

    USD mn FY06 FY07 FY08E FY09E FY10E USD mn FY06 FY07 FY08E FY09E FY10E

    Net Sales 10.8 15.2 24.2 36.2 51.4 Property, Plant and Equipments 4.9 5.9 34.8 34.7 33.8

    yoy 58.8% 41.6% 58.8% 49.7% 41.9% Intangible Assets 1.9 4.0 3.5 3.1 2.6Cost of Sales 7.5 9.4 14.3 18.0 23.0 Co-Production Investments - - 4.3 6.7 11.6

    % of revenues 69.8% 61.8% 58.9% 49.6% 44.7% Investment in JV's - - 4.4 4.4 4.4

    Gross Profit 3.2 5.8 10.0 18.3 28.5 Other non-Current Assets 3.5 4.6 4.6 4.6 4.6

    GPM % 30.2% 38.2% 41.1% 50.4% 55.3% Total Non-Current Assets 10.3 14.5 51.6 53.4 57.0

    Selling and Distribution Expens 0.2 0.3 0.4 0.5 0.6

    % of revenues 1.8% 2.0% 1.8% 1.5% 1.3% Trade and other receivables 2.8 5.6 6.1 9.1 12.9

    General and Admn expenses 0.8 1.3 2.2 3.4 3.9 Cash and Cash Equivalents 0.4 0.8 0.7 2.1 5.0

    % of revenues 7.2% 8.4% 8.9% 9.3% 7.5% Other Current Assets 0.0 0.0 0.2 0.8 2.4

    EBIDTA 2.3 4.2 7.4 14.4 23.9 Total Current Assets 3.3 6.4 6.9 12.0 20.3

    yoy 339.3% 86.3% 73.7% 94.8% 66.7%

    EBIDTA % 21.2% 27.8% 30.4% 39.6% 46.5% Total Assets 13.6 20.9 58.6 65.5 77.3

    Depreciation 1.5 2.4 4.8 7.1 9.1

    EBIT 0.8 1.8 2.5 7.2 14.8 Equity (0.3) 0.3 31.6 37.4 51.0

    EBIT % 7.2% 12.0% 10.5% 19.9% 28.8% Interest bearing Loans 11.9 4.0 8.0 8.0 5.0

    Interest expense 1.0 1.3 1.2 1.4 1.3 Other Non-Current Liabilities 0.4 0.6 1.0 1.3 1.7

    Other Income 0.0 0.0 - - - Total Non Current Liabilities 11.9 4.9 40.6 46.8 57.6

    PBT (0.2) 0.5 1.3 5.8 13.5

    (-) Tax 0.0 0.0 - - - Interest bearing Loans and Liabilities 0.0 12.6 15.0 15.0 15.0

    Tax rate 5.7% 0.0% 0.0% 0.0% Other Current Liabilities 1.7 3.3 3.0 3.7 4.6

    PAT (0.2) 0.5 1.3 5.8 13.5 Total Current Liabilities 1.7 16.0 18.0 18.7 19.6

    NPM -2.0% 3.4% 5.4% 16.1% 26.3%

    yoy -79.6% -340.9% 155.1% 344.1% 132.1% Total Liabilities 13.6 20.9 58.6 65.5 77.3

    Key Ratios Cash Flow

    USD mn FY06 FY07 FY08E FY09E FY10E USD mn FY06 FY07 FY08E FY09E FY10E

    EPS (USD) (0.3) 0.7 1.7 7.5 17.3 Net Profit (0.2) 0.5 1.3 5.8 13.5

    CEPS (USD) 1.7 3.7 7.9 16.6 29.0 Depn & w/o 1.5 2.4 4.8 7.1 9.1

    Others 1.3 1.5 1.1 0.7 (0.3)

    Book value (USD) (0.3) (0.0) 20.4 44.3 56.7 Change in WC (0.7) (2.4) 0.8 (1.9) (2.5)

    Operating Cash Flow 1.9 2.1 8.0 11.8 19.9

    ROCE 7.8% 12.3% 7.0% 12.5% 22.6% Capex (3.1) (3.0) (33.1) (6.0) (6.7)

    ROE 8.2% 16.9% 30.6% Strategic Investments - - (8.9) (3.0) (6.0)

    Others (2.0) (3.4) - - -

    Investing Cash Flow (5.1) (6.5) (42.0) (9.0) (12.7)

    Proceeds from borrowings 2.3 3.9 6.3 - (3.0)

    Proceeds from issue of capital 0 0 30 - -

    Others (0.1) (0.4) (1.2) (1.4) (1.3)

    Financing Cash Flow 2.2 3.5 35.1 (1.4) (4.3)

    Net inc/ (dec) in cash (1.0) (0.9) 1.2 1.4 2.9

    Opening cash 1.4 0.4 (0.5) 0.7 2.1Movement of foreign currency Transla - - - - -

    Gain/ (Loss) on forex fluctuations 0.0 (0.0) - - -

    Bank Overdrafts - 1.3 - - -

    Closing cash 0.4 0.8 0.7 2.1 5.0