Case study — Founder & Head of Product

iKEMU
Games

A marketplace turning branded mini-games into a measurable engagement channel. From founding idea to 50-person organisation operating across Asia and the Middle East.

Role
Founder & Head of Product
Duration
7 years
Team
50 people
Focus
Platform design · Product strategy · 0→1

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

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 04

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 05

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

KFC Japan branded game

KFC Japan game — branded shrimp battle on mobile

Chapter 06

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 07

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 08

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

iKEMU platform overview

Chapter 09

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 campaign results

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

Chapter 10

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