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

Development Promotion & Support Business

Core business providing entertainment- and industry-oriented solutions centered on real-time CG technology

PeriodCurrentPreviousChange
Segment revenue (H1 cumulative, FY2026 ending November 2026)¥1,119 million¥1,375 million (H1 cumulative, FY2025 ending November 2025)
Segment profit (H1 cumulative, FY2026 ending November 2026)¥0 million¥217 million (H1 cumulative, FY2025 ending November 2025)
Segment revenue (full year, FY2025 ending November 2025)¥2,661 million
Segment profit (full year, FY2025 ending November 2025)¥369 million
Segment revenue (Q1, FY2026 ending November 2026)¥527 million
Segment profit/loss (Q1, FY2026 ending November 2026)-¥64 million
Provision for loss on order backlog (H1 cumulative, FY2026 ending November 2026)¥75 million (recorded as cost of sales)

Business Details

Provides solutions leveraging real-time CG technology for the entertainment industry, including games and video, as well as for a wide range of industries such as automotive, architecture, and manufacturing. Consists of three categories: middleware development and sales, contract development (game engine application, digital twin construction support, AI/machine learning), and Online Solutions (server network construction, operation, and monitoring). Strengthened its business foundation through the absorption-type merger of its wholly owned subsidiary Ignis Imageworks Co., Ltd. in December 2024. The Physical AI Simulation Platform Business has also begun full-scale operations.

Recent Overview

Significant decrease in revenue and profit due to loss recognition on a 3DCG video production project and the end of a major project

During the H1 cumulative period of FY2026 (ending November 2026) (December 2025 to May 2026), the company was unable to secure a replacement project after the completion of a major contract development project. Online Solutions also saw a revenue decline due to the termination of services by a major legacy customer. The 3DCG video production project ordered in the prior fiscal year had its revenue recorded in a lump sum in the second half, and could not be recorded in the interim period; a reassessment of cost estimates for this project resulted in a provision for loss on order backlog of ¥75 million being recorded as cost of sales. Due to the resulting labor input exceeding initial expectations from delays, resources became constrained, leading to a loss of opportunities to secure new orders. As a result, revenue decreased significantly to ¥1,119 million (down 18.6% year on year), and segment profit fell sharply to ¥0 million (down 99.7% year on year). On the other hand, inquiries regarding visualization technology from industrial sectors are increasing, and the company continues efforts to expand its customer base, including the full-scale launch of the Physical AI Simulation Platform Business.

Key Products

product
Enlighten

Real-time lighting calculation middleware for home video game consoles, smartphones, and embedded devices. A flagship product that achieves high-quality lighting representation when integrated into game engines.

product
YEBIS

Real-time post-effect processing middleware for games and video. Maintains product competitiveness through continuous release of new versions.

service
Contract Development (Game Engine Application, Digital Twin, AI/Machine Learning)

In addition to supporting game and video production, provides virtual space simulation environment construction using game engines, digital twins, and AI/machine learning application development for the automotive, architecture, and manufacturing industries. Also engages in 3DCG video production.

service
Online Solutions

Infrastructure service providing construction, operation, and monitoring of server networks for game and entertainment companies. Revenue decline due to the termination of services by a major legacy customer is a challenge.

platform
BENZaiTEN

A platform product that supports the utilization of real-time 3D graphics for industrial applications.

service
Physical AI Simulation Platform Business

Began full-scale operations from the first half of FY2026 (ending November 2026) against the backdrop of growing demand for visualization technology in industries centered on automotive, civil engineering, and construction. A new business providing simulation environment construction in virtual spaces using game engines.

Growth Drivers

  • Increasing inquiries for virtual space simulation environment construction using game engines from industrial sectors such as automotive, civil engineering/construction, and manufacturing
  • Development of new revenue sources through the full-scale launch of the Physical AI Simulation Platform Business
  • Efforts to expand the customer base through website enhancement, analysis-based initiatives, and expansion of the inside sales structure
  • Customer development in new industrial fields expected to see increased demand for real-time 3D graphics utilization, such as aerospace, defense, medical, and security
  • Strengthening of the business foundation and concentration of management resources through the absorption-type merger of wholly owned subsidiary Ignis Imageworks Co., Ltd. in December 2024
  • Continuous enhancement of middleware products such as new versions of YEBIS

Risks

  • Risk of continued stagnation in inquiries for development support from the entertainment industry, the main customer base
  • Risk of recording provisions for loss on order backlog due to fluctuations in cost estimates for ordered projects (¥75 million recorded in the H1 cumulative period of FY2026 ending November 2026, with a period-end balance of ¥132 million)
  • Uncertainty in securing replacement projects after the completion of major large-scale projects, and risk of losing opportunities to secure new orders
  • Risk of resource shortages due to delays in 3DCG video production projects and revenue concentration in the second half
  • Risk of revenue decline in Online Solutions due to the termination of services by major legacy customers
  • Risk of delayed response to rapid technological innovation in game engines, AI, and other areas
  • Risk of revenue concentration on Nintendo Co., Ltd. (revenue of ¥734 million in FY2025 ending November 2025, 17.1% of total revenue)

Last updated: February 26, 2026