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Kugle Corp: founder, CEO & CTO of a game studio

Date: May 2021Duration: 5 yearsLocation: Paris · remote

Five years running my own game studio, Kugle Corp: the boss, and still the lead programmer. From one programmer and a gravity prototype in 2021 to a studio of 15+ people: I hired the team, raised the money and ran the company, without ever stopping to code, even from New Caledonia, working at night to share the team's day.

1. The product: Kugle​

Kugle

Kugle is a cosy gravity-platformer party game, online and cross-platform on smartphone and PC: Tamagotchi meets Pokémon meets Mario Galaxy. You collect, care for, breed and race little creatures in a galaxy where gravity knows no bounds.

5,000+player accounts
500,000+races played
~200players per tournament
4.5 / 5 store rating

Get it on Google PlayDownload on the App StoreGet it on the Epic Games StoreGet it on Steam

The game itself, its features, game modes, monetization and players, has its own page.See the game page →

2. My job: founder, CEO and CTO​

5 yearsfrom idea to live game
$260kraised
15+people hired and led
4 storesApp StoreGoogle PlayEpic GamesSteam
4trade shows, on the stand

What I take from it​

  • I know what a decision costs. Every feature I asked for was paid from a budget I had raised and salaries I signed.
  • I can talk to everyone in a studio, because I did a part of each job: code, design, production, community, finance.
  • I ship. Five years, one team, one live game on four stores.

What I did​

Founder · CEO · CTO · Lead programmer
  • Owned the product for five years: vision, roadmap, what ships and what waits, from prototype to live service
  • Designed the game and its economy: cute and all-audience, in the spirit of Nintendo and Pokémon; free to play, two currencies, boosters, Battle Pass
  • Read the numbers and acted on them: retention, top countries, spending; planned the next market (Asia-Pacific, 14 languages)

The tools I made for the studio​

Each time something slowed the team down, I built the tool that removed it:

Around them: the gravity engine and its level design tools.

On the ground​

A studio is not run from a desk only. We took the game to 4 trade shows and conventions, on the stand in person, with the team and the figurines, and I presented the studio on stage and in panels.

At a convention
Panel talk
Panel talk
Presenting Kugle Corp
Presenting Kugle Corp

The technical challenges​

Free to play is the hardest model there is: nothing is paid in advance, and the game has a few minutes to earn the next ones.

  • A funnel, step by step: every stage from the first launch to the first race is tracked, to see where players leave and fix that step first.
  • The indicators of a publisher: daily and monthly players, retention, session length, crash-free sessions, buyers, by platform and by version.
  • An economy to balance: two currencies, breeding costs that grow with each generation, boosters tied to monthly events, a Battle Pass.
  • Live settings: shop, events and tuning changed from the dashboard, without shipping a new version.

The shop​

The shop of Kugle

Free to play: the shop is what pays the studio.

  • Free to play: Diamonds and GU, tickets and real money, seven kinds of items.
  • Live data: every item set up in the dashboard, in PROD and DEV, no new build.
  • Off-chain first: a fast database for most items; eggs and tokens on-chain, and the studio pays the gas when players pay in Diamonds.
  • The server decides: every payment checked with its store, never credited twice.
  • Cross-platform: App Store, Google Play, Steam, card, PayPal and crypto, one shop.
See the Game Shop devlog →

3. The technical side: what Kugle is made of​

Kugle looks like a cute mobile game. Underneath, it is five products that have to work as one: a game, its online servers, an API, a set of smart contracts, and the pipeline that ships all of it to four stores. I chose that architecture, built a large part of it and led the people who built the rest.

Blockchain · Solidity · Foundry · Immutable zkEVMCreatures & eggsNFTs · ERC-721Three tokensGU · HEAT · CARBON · ERC-20Boosters & shopSales · player marketplaceGame loopStaking · breeding · tournamentsplaysign inreal timebuybuywebhooksHTTPSHTTPSstarts on demanddatascoressigns transactionsdelivers purchasesPlayersiOS · Android · PC · MacGame clientUnity · C# · FMODGame serversUnity headless · MirrorTournamentsN3MUSSign-in & walletThirdweb · smart accountPaymentsStripe · PayPal · storesAPINode.js · TypeScriptDataMongoDB · Redis · S3Website & dashboardNext.js · run by the team
LayerMade withWhat it does
Game clientUnity (URP), C#, FMOD, AddressablesThe game on iOS, Android, Windows and macOS, on our own gravity engine
Game serversUnity headless on Linux, Mirror over WebSocketsOnline races and worlds, server-authoritative, started on demand by the API
APINode.js, TypeScript, ExpressAccounts, creatures, shop, loot, tournaments, leaderboards; checks every payment; starts and stops the game servers
DataMongoDB, Redis, Amazon S3Players and their progress, the game servers running, the pictures of the creatures
Sign-in and walletThirdwebLogin with an email, a phone, Google, Apple or Discord; every player gets a wallet with account abstraction, no seed phrase
PaymentsStripe, PayPal, App Store, Google PlayCard and in-app purchases, each one checked by the API before anything is delivered
Smart contractsSolidity, Foundry, OpenZeppelinCreatures and eggs as NFTs (ERC-721), three tokens (ERC-20), boosters, shop, player marketplace, staking, breeding, tournaments; on Immutable zkEVM
Website and dashboardNext.js, ReactWeb shop, wallet pages, and the admin dashboard that runs the live game
TournamentsN3MUSMonthly competitions, ranked on the scores of our game servers

See also​