Apr 27, 2018 · 55m · y-combinator
Gaming Studio Founders - Patrick Moberg and Holly Liu · Y Combinator
gold bands on the timeline = statements, start to end. Hover to read, click to jump. CC turns on captions
In this Y Combinator session, studio founders Patrick Moberg (Dots) and Holly Liu (Kabam) discuss mobile game development, user acquisition economics, live operations, and strategies for building sustainable gaming businesses in a competitive market.
How this conversation actually went
Every chapter scored 0–10 on four independent dynamics. Hover any point for the reasoning behind the score. How this is scored →
speaking balance: gold is the partners, purple is the guest (3 minute bins)
When Craig asks if new entrants should start their own gaming company right away, Holly immediately interrupts with an emphatic 'No, no, not start your own company' and advocates for learning inside an established studio first.
Hardest push from the partners ▶ 26:09 Host challenges progression tuningCraig presses on why developers cannot simply make later levels exponentially more difficult to prevent fast content consumption, prompting Patrick to explain that high difficulty spikes cause player churn.
Biggest teaching moment ▶ 14:04 Masterclass on CAC, CPI, and LTV unit economicsHolly systematically breaks down user acquisition mechanics, contrasting casual vs mid-core conversion funnels and explaining why licensed IP reduces acquisition costs.
The partners hold their own ▶ 22:06 Probing 24-month development and scale economicsCraig synthesizes the immense business risk, pressing the guests to confirm whether spending tens of millions on marketing is required simply to reach profitability on a two-year production cycle.
the scores for every segment, with the reasoning behind each
| Chapter | Topic | The partners as informed peer | Guest teaching | Guest disagreement | The partners pushing back | Why |
|---|---|---|---|---|---|---|
| Visual Inspirations and Prototyping Cadence | 2 | 3 | 1 | 0 | Craig asks exploratory questions about how game mechanics are derived and suggests a Damien Hirst parallel. Patrick politely clarifies his true inspiration was Yayoi Kusama in Japan and details the weekly prototyping cadence at Betaworks. | |
| Early Launch Marketing and Two Dots Evolution | 2 | 3 | 0 | 0 | Craig prompts Patrick on launch performance and marketing mechanics. Patrick shares the early Facebook ad glitch and explains the evolution from minimalistic 2D art to richer world-building in Two Dots. | |
| Cost Per Install, Lifetime Value, and Narrative Focus | 2 | 4 | 1 | 1 | Craig asks if minimalist visual styles still keep CPI low, and Patrick explains why higher LTV demands character and narrative investment to compete in current ad auctions. Patrick also outlines the three-week live operations content loop. | |
| Holly Liu Joins and Kabam Development Cycles | 1 | 5 | 0 | 0 | Holly joins the recording and explains the mechanics of mid-core games and how production timelines stretched from 3 months on Facebook web to 18-24 months on mobile due to 3D graphics and IP licensing. | |
| Monetization Metrics and Player Demographics | 2 | 5 | 1 | 1 | Holly breaks down CAC, CPI, and LTV calculations, explaining why licensed IP helps lower acquisition costs for mid-core titles. Patrick offers clear taxonomy definitions separating casual, mid-core, and hardcore players. | |
| User Acquisition Budgets and Soft-Launching Games | 2 | 6 | 1 | 1 | Holly reveals that mobile studios typically need $5M to $10M reserved for paid customer acquisition launches, eliciting visible shock from Craig. Patrick and Holly explain soft-launching in test markets to validate metrics before scaling ad spend. | |
| Project Cancellation, Content Velocity, and Level Balance | 2 | 4 | 1 | 1 | Craig asks whether ramping difficulty is an effective strategy to slow player progress. Patrick and Holly explain that overly difficult spikes cause immediate churn and emphasize the need for balanced progression curves and elder game loops. | |
| Community Building, Games as a Service, and Indie Studios | 2 | 4 | 0 | 0 | Holly compares free-to-play retention to episodic television series versus box-office spikes in film. Patrick and Holly then explain how indie developers utilize platforms like Steam and Fig to build communities early without multi-million dollar marketing budgets. | |
| Organic Marketing Strategies and App Store Featuring | 2 | 4 | 1 | 1 | The conversation examines Twitch streaming viability for mobile games, eSports, VR traction, and blockchain gaming. Holly notes crypto gaming suffers from usability barriers like MetaMask, while Patrick highlights potential secondary asset markets. | |
| Audience Q&A on Game Design and Career Advice | 2 | 4 | 2 | 0 | Answering audience questions on game ideation and career entry, Craig asks if newcomers should start their own company right away. Holly directly pushes back against jumping straight into founding, advising an apprenticeship model at established studios instead. | |
| Studio Pitfalls, Favorite Games, and Handling Clones | 2 | 3 | 1 | 0 | The guests share major studio mistakes, such as underfunding runway or misaligning IP with core mechanics. Patrick recounts how Threes was cloned by 2048, leading into a discussion on handling copycat titles in casual gaming. |