ENVALITH
シリコンスタジオ株式会社 logo

Silicon Studio Corporation

3907Standard MarketInformation & Communication

シリコンスタジオ株式会社 logo
Silicon Studio Corporation3907

Business

Silicon Studio Inc. is a real-time graphics specialist company founded in 1999. It comprises two segments: the Development Promotion & Support Business, which develops and sells proprietary middleware such as YEBIS and Enlighten, provides contract development and digital twin construction support utilizing game engines, and offers Online Solutions; and the Human Resources Business, which provides recruitment and staffing services specialized in the game, video, and CG industries. Major customers include game makers such as Nintendo Co., Ltd. (17.1% of net sales), and the company is expanding its business domain into industries such as automotive, civil engineering/construction, and manufacturing. In December 2025, the company transitioned from the TSE Growth Market to the Standard Market.

Business Model

In the Development Promotion & Support Business (net sales of ¥2,661 million), the company earns revenue by providing, on a one-stop basis, middleware license sales and customization, contract development leveraging game engines, and Online Solutions operating 24 hours a day, 365 days a year. In the Human Resources Business (net sales of ¥1,641 million), revenue sources are recruitment fees and staffing fees generated by leveraging a registrant database of approximately 30,000 people. The company treats the operating margin on net sales as a key management indicator, with efficient, profitability-focused management as its basic policy.

Company Strengths

The company holds multiple proprietary middleware products—including YEBIS (post-effects), Enlighten (global illumination), and Bone Dynamics—developed by a team of programmers who present papers at Eurographics, the Information Processing Society of Japan, and other academic venues. In August 2025, the company released a fully renewed version of YEBIS, achieving continuous product enhancement.

Since launching staffing services in 2003, the company has built a Human Resources database specialized in the game, CG, film/video, and web production industries. As of the end of November 2025, the number of registrants stood at approximately 30,000, and the number of successful paid job placements for FY2025 (ending November 2025) was 277 (up 4.1% year on year). High-precision matching by RAs and CAs with specialized industry knowledge forms a competitive advantage.

The company applies real-time 3DCG and game engine technologies cultivated in the entertainment industry to industrial sectors such as automotive, civil engineering/construction, manufacturing, aerospace, defense, and healthcare. In FY2025 (ending November 2025), even after the completion of a large-scale game environment development project, industrial-related projects remained solid, securing segment profit of ¥369 million for the Development Promotion & Support Business.

ENVALITH's Perspective

In the interim period of FY2026 (ending November 2026), net sales were ¥1,909 million (down 13.8% year on year), and operating loss was ¥185 million, a significant deterioration from operating profit of ¥121 million in the same period of the previous year. In addition to recording a provision for loss on order received of ¥75 million related to a 3DCG video production project ordered in the previous fiscal year, the loss of new order opportunities due to delays in that project pushed segment profit of the Development Promotion & Support Business down to nearly zero (¥0 million). The full-year earnings forecast has also been revised to a loss outlook, with an operating loss of ¥200 million and net loss of ¥228 million, making a recovery in the second half essential.

Interim selling, general and administrative expenses were ¥964 million, up ¥99 million from ¥865 million in the same period of the previous year. Company-wide expenses (general and administrative expenses not attributable to reportable segments) also expanded from ¥250 million to ¥324 million year on year, revealing a structure in which cost stickiness during a period of declining sales significantly worsens profit and loss. Segment profit of ¥138 million in the Human Resources Business is the sole source of profit contribution, and without an early recovery in earnings at the Development Promotion & Support Business, achieving overall profitability remains difficult.

Headwinds continue in the external environment, with stagnation in demand for development support from the entertainment industry, the company's main customer base, and waning hiring appetite among game companies. On the other hand, increasing demand for visualization technology from industrial sectors centered on the automotive and civil engineering/construction industries, as well as the launch of the Physical AI Simulation Platform Business, are steps toward diversifying revenue over the medium to long term. However, at this point, sales to the industrial sector have not yet reached a level that drives overall performance, and the pace of the shift away from dependence on the entertainment industry will be key to the stock's valuation.

Growth Strategy

Revenue diversification through expanded technology transfer to non-entertainment industries and the launch of the new Physical AI business

Leveraging expertise in building virtual space simulation environments using game engines, the company has newly launched the Physical AI Simulation Platform Business in earnest. Against a backdrop of increasing inquiries from industries such as automotive, civil engineering/construction, and manufacturing, the company aims to establish a new revenue source.

Through enhancement of the website, data-analysis-based initiatives, and expansion of the inside sales structure, the company is promoting the acquisition of customers in industries outside the entertainment sector. It also aims to explore new industry sectors such as aerospace, defense, medical, and security.

In response to declining hiring appetite among game companies, the company is promoting client development in adjacent areas such as the streaming entertainment industry. It is also working to improve service quality to enhance satisfaction for both client companies and job seekers. While maintaining the mid-term segment profit margin of 17.5%, the company aims to recover its sales scale.

For the 3DCG video production project ordered last fiscal year, revenue is scheduled to be recognized in a lump sum in the second half of the fiscal year. A provision for loss on order receipt of ¥75 million has already been recorded, and the resolution of loss risk through project completion, along with its contribution to second-half results, is a precondition for achieving full-year profitability.

Last updated: July 17, 2026