<aside> 🧙🏽 Appreciate the depth and mindset required to found a startup growth company, especially if you’re considering venture capital funding. Try to answer the questions highlighted below.
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The “founder-problem” fit is the most succinct framework in understanding what makes a great founder, popularised by Y-Combinator co-founder Paul Graham in his legendary blog and built upon by many other great venture capitalists. The essence is that the best founders have a deep understanding of the problem they’re trying to solve (rather than an idea/solution/product they’re chasing), and that they’re obsessively passionate about solving it. If you’re making a game, the concept of the problem usually shifts to the form of an underserved audience and can be linked to a problem you see in any part of the gaming industry at large whether it’s process, platform, distribution, tech, etc.
This sounds obvious when you read it, but what does that actually mean in practice? The questions below aren’t an exhaustive list, or even all necessary. There will always be exceptions. However, being able to answer most of these, or seeing a path to an answer should help you on your journey.
Start with your Why
I was living with a former college roommate at a West Hollywood apartment, a guy named Brandon Beck. We were good friends. We were both hardcore gamers. And we were always thinking about where the game industry was going and how it’s going to change and evolve. And that really became the catalyst to Riot, where we as players perceived that we were being underserved as gamers and wanted to create a game company that could meet the needs that we could deeply relate to an emotional level. — Marc Merrill, co-founder at Riot Games, interview with Mixergy
Sharpen your mastery and unique build
Chen wanted to make games that encourage the opposite—thought, compassion, and kindness. “I wanted to show games can be used to communicate, games can be about peace, nature, life flourishing, and they can create emotional climax,” he says… Around the same time Flower came out, social games like FarmVille were gaining popularity. “But they didn’t make me feel social,” Chen says. “I wanted a game that builds a bond between players.” That’s how Journey came to be created. The game, released in 2012, has players go on a pilgrimage together, forging a connection during these travels. Players can help each other and communicate through musical chimes, but they can’t speak, and don’t see each other’s names until the game is over. Nonetheless, they grow close to their fellow digital wanderers. — Jenova Chen, Founder of thatgamecompany, ****interview with Quartz in 2018
Understand the founder mindset and channel your passion
In January 2012, Supercell had five games in development. Two would become Clash of Clans and Hay Day, the other three would be killed: the pivot had baked discipline and ruthlessness into the company's culture. "Supercell very nearly went bust," Lovell says. "It nearly went horribly wrong. It was a brave and gutsy move. I wouldn't underestimate how much that formative awareness, that making a radical change saves the company and informs a lot of how else they behave." — Nicholas Lovell, Founder at games consultancy GAMESBrief on Supercell, WIRED article
Be fully prepared for the road ahead, where you’re going might not have any
“There are so many challenges on the way to building a successful company. If you’re doing it for the wrong reasons, you’re going to wilt. You simply won’t persevere. But if you’re deeply motivated by what you’re doing, you’ll keep going and you’ll overcome obstacle after obstacle. And so that to me is one of the key starting conditions: founder-market fit, founder-problem fit.” — Roelof Botha, General Partner @ Sequoia, investors in Unity, thatgamecompany, REC Room, Dream Games, Tim Ferris Podcast.