The company's core philosophy is not to create entertaining games, but to create "games that make the people you're playing with entertaining." This principle guides their design to focus on facilitating interaction and connection, treating the game as a catalyst for a social experience rather than the experience itself.

Related Insights

Aspiring creators often get stuck on "what problem am I solving?" This is a flawed premise. Providing entertainment, joy, and an escape from reality is an incredibly valuable contribution—just as valid as solving a practical business or life problem for your audience.

Frustrated by boring preschool games, Elon Lee and his four-year-old daughter designed their own using craft supplies. This collaborative process led to 12 prototypes, four of which became successful retail products. It highlights the power of co-creating directly with the target audience, even young children, to build something they'll love.

The guiding principle for the game was that every card must create an interaction between players. This intentional design choice ensures people play against each other, not just against the game's rules. It fosters a social, dynamic, and often confrontational experience that keeps players engaged.

Mentalist Oz Perlman aims not for mere entertainment, which is fleeting, but for creating "memorable moments." He knows that the more a person recounts an experience to others, the more vivid it becomes in their memory. Design products and services to be shared and retold.

Sea transformed its hit game, Free Fire, from a static product into an evergreen service. By treating it as a platform, they continuously add new gameplay and rapidly integrate real-world social trends (like a famous local hippo), making the game a dynamic cultural hub that extends beyond gameplay.

The company's second and third games failed commercially, forcing a tough analysis. They realized Exploding Kittens worked because it was simple, fast, and intensely social. The flops were too complex or lacked interaction. This painful experience helped them codify the formula for their next hit, "Throw Throw Burrito."

The game's original name was the generic "Bomb Squad." Co-creator Matt Inman argued that being scared of a bomb is obvious, but being scared of "cute, adorable, fuzzy little kittens" is absurd and memorable. This simple, clever rebranding was a critical ingredient for the game's massive success.

When a creator genuinely enjoys the process and infuses a project with playfulness, that energy is palpable to the user. A project completed under stress and tight deadlines often feels sterile and rushed. The creator's emotional state is an invisible but impactful design material.

When their Kickstarter momentum slowed, the team ignored monetary goals. Instead, they created "achievements"—absurd, collaborative tasks for the community. This transformed the campaign into a game, re-engaging the audience and driving growth by prioritizing community over cash.

At the end of every design retreat, game designers must pitch their creations to the marketing team. If marketers can't envision a clear path to sell the product, they have the power to kill it immediately. This process ensures that every game developed is inherently marketable and commercially viable from day one.