Case study — Founder & Head of Product

From Zero to
Global: Founding
Ikemu Games

Role
Founder & Head of Product
Duration
7 years
Team
50 people
Focus
Platform design · Product strategy · 0→1
Co-founders
Two, with business and advertising backgrounds
Had to convince
Brands such as KFC and Kao, and funders (I contributed to our fundraising)
The bet

Stop building one-off branded games for advertisers. Build a marketplace connecting brands with developers who already had HTML5 games, then take it to Japan instead of staying in New Zealand's smaller market.

What it cost

With limited funding, delivery went to outside partners chosen by tender across India, the Philippines, Russia and Jordan. I also had to build a local operation in Japan and change how I briefed teams.

The result

On the KFC Japan campaign alone: 854,454 plays, 1.1M Twitter reach, and 106% of the annual store sales target. The company was later sold and rebranded as Gamify.

Chapter 01

Background and Context

Origin story

In 2010, I moved to New Zealand in search of new opportunities. While brainstorming with two friends, an idea took shape: what if you could play a branded game — say, for KFC — win, and have a prize sent straight to your door? That simple question became the seed for what would eventually grow into iKEMU.

We decided to put the idea to the test in New Zealand. Between the three of us we had complementary backgrounds — mine in gaming, theirs in business and advertising — giving us the range of skills needed to actually build something from it.

We started by approaching clients directly and building one-off branded games for them. Over time, the model evolved: rather than building every game ourselves, we built a platform connecting advertisers who wanted branded games with developers who were already building games and looking to monetise them.

Over the seven years I spent at iKEMU, we ran large-scale campaigns across Japan and New Zealand for clients including Pita Pit and KFC. The company was eventually sold and later rebranded as Gamify.

Chapter 02

Ads were ignored.
Games were not.

The founding insight

Brands wanted meaningful engagement — not impressions, not scroll-past banners. At the same time, game developers were building HTML5 games with no straightforward path to monetisation or brand partnerships.

iKEMU was founded on a single insight: a person's ability to memorise is 10× higher when playing a game than when watching an ad. If you build the marketplace between developers and brands, both problems disappear.

Imagine playing a game, then suddenly in the moment you hit the last flying shrimp — you win a fish that gets sent to your home.

iKEMU platform context

Chapter 03

Building Delivery Capacity With Limited Funding

Hiring, partners, and fundraising

Alongside product direction, I was responsible for hiring and finding external companies that could help us build. With limited funding, we needed delivery capacity that matched our ambitions and release expectations.

I issued tenders to companies in India, the Philippines, Russia, and Jordan. I defined the guidelines and selection criteria, assessing whether each partner's proposed approach could meet our timeline and quality expectations. This made supplier selection part of the product strategy: our delivery commitments depended on the capabilities we brought into the business.

I also contributed to our fundraising efforts while leading product and delivery. My founder responsibilities extended from deciding what we should build to assembling the people and partnerships needed to deliver it.

Product decisions, hiring, supplier selection, and funding were closely connected.

Chapter 04

Three sides of a marketplace

Platform model

iKEMU served three distinct user types simultaneously: game developers who built and uploaded HTML5 games, brands who sponsored and customised those games for campaigns, and end users who played on brand microsites and mobile. Designing for all three required a platform that could flex without fracturing.

Chapter 05

Visualising user behaviour before building

Research & storyboarding

Before any wireframe was drawn, the team mapped the full journey for each user type through storyboards. The developer flow covered game submission, the DAP (Developer Approval Process), art reskinning via the asset library, and publication. The brand flow covered campaign creation, game selection, art upload, preview, and go-live.

Developer flow storyboard

Developer flow: from HTML5 game development through QA approval to the iKEMU games library

Brand flow storyboard

Brand flow: campaign setup, game selection, art reskinning, and iKEMU review

Brand flow storyboard detail

Brand flow storyboard — extended detail

Chapter 06

Mapping a multi-sided system

Information architecture

The platform had three distinct product surfaces, each with its own IA: the consumer games platform (main page, game page, profile, rewards, mall), the games library dashboard (browse, search, wishlist, my games), and the brand client dashboard (current campaigns, game history, client information).

Consumer platform IA

Consumer platform IA — main page through rewards and the mall

Games library dashboard IA

Games library dashboard — browse, search, and game detail flows

Brand client board IA

Brand client board IA — active campaigns, engagement history, and account management

Chapter 07

A system that kept people playing

Gamification & engagement design

Retention required more than good games. The team designed a full XP and levelling system, a badge taxonomy across seven categories, a friends and challenge mechanic, and an onboarding flow that introduced each mechanic progressively. Every parameter — coins per session, time to level, badge unlock conditions — was modelled before being built.

Full gamification system

Full gamification system: XP curve, coin economy, badge types, and onboarding flow

Chapter 08

From storyboard to screen

Platform wireframes

Wireframes were produced across all three platform surfaces. The developer dashboard covered game overview, analytics, community review, and published history. The games library covered browse, search, and reskin flows. The brand client dashboard covered campaign management, engagement reporting, and reward configuration.

Round 1 wireframes

Round 1 wireframes — developer dashboard (left), games library (centre), brand client board (right)

Admin and campaign wireframes

Admin panel and campaign management wireframes — round 2

Chapter 09

From concept to polished product

Mobile app

The consumer-facing mobile app went through multiple rounds of design. The initial concept established the navigation model and visual language. Round 1 wireframes refined the game listing, brands page, and search flows. The final design introduced a bold colour system, a badges screen, a game detail page, and a public player profile.

Mobile app initial design and round 1 wireframes

Initial design (top) and round 1 wireframes (bottom)

Final mobile app UI

Final UI — games list, game detail, badges, and public profile screens

Chapter 10

Establishing the Business in Japan

Expanding beyond New Zealand

One of our most consequential decisions was whether to expand into Japan or continue growing within New Zealand's smaller market. We saw an opportunity in Japan's established gaming industry, digital infrastructure, and appetite for games. Pursuing it required building a local operation and learning how to work effectively with Japanese customers and colleagues.

As a co-founder, I helped establish the company in Japan and led its product and design direction. I hired UX designers who understood the local market and could bring that knowledge into the experience.

I also changed how I worked with the team. We needed more precise direction and detailed briefs, with requirements and edge cases worked through explicitly. I adapted our briefing and planning to support that level of preparation.

Customer meetings remained part of my role. Understanding requirements directly helped me connect commercial expectations to what our designers and delivery partners needed to build. Our work in Japan included campaigns for KFC and Kao.

Entering a new market asks a company to develop new capabilities. The leader has to change alongside it.

Chapter 11

854,454 plays. One month's stock sold out in two weeks.

Campaign in action — KFC Japan

KFC Japan used iKEMU to build awareness for a new shrimp product. The brief called for a game that matched the campaign narrative — shrimp staging a takeover of the chicken-dominated KFC world. The team customised an existing game into an edo-period battle scene, reskinned it to the brand's aesthetic, and launched it on the campaign microsite.

KFC Japan campaign microsite

KFC Japan campaign microsite — full branded experience

KFC Japan branded game on mobile

The KFC Japan branded game across the mobile play experience

KFC Japan campaign results

Campaign results — 854k plays, 1.1m Twitter reach, 106% of annual store sales target

Chapter 12

Recognition along the way

Achievements

Acceleration

Asia-Fab by Orange

Selected to be part of an accelerator program in Asia, supported by Orange.

Finalist

Microsoft Innovation

Selected as a finalist in the Microsoft Innovation competition in Tokyo, 2017.

Collaboration

idd Japan

idd Japan collaboration to create Game Spark.

News

Idealog

Covered by Idealog in New Zealand.

Pitching

SLUSH Japan

Pitching at SLUSH, the biggest startup event in Japan.

LID news

LID Japan news

Covered by LID Japan news.

854k

game plays on the KFC Japan campaign alone

1.1m

total Twitter reach in a single campaign

106%

of KFC annual store sales target reached

50

people built and scaled the platform over 7 years