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SAVED BY THE CELL: Min, Kan,
She and Miao went mobile after the dot-com bust
shattered their Internet game company.
Adam Tow |
Sitting
in an airport terminal about 10
years ago, Oliver Miao and Leighton Kan decided to kill
some time before their flight by playing Magic, the card
game. Before long, the pair had become so engrossed in
mighty wizards, warring goblins and other fantasy creatures
that they didn’t notice when their neighbors began
to leave. By the time they’d re-entered that reality,
their flight was gone.
If that degree of immersion in a game sounds a little
intense, such dedication has served them well. Miao, ’97,
an electrical engineering major, and computer science alums
Kan, ’98, Justin Min, ’97, MS ’98, and
Winston She, ’98, went on to found Centerscore, a mobile-phone
game company. It has become a significant player in an emerging
industry: cell-phone games could generate more than $4.4
billion in 2006, according to tech consulting firm Ovum Research.
Centerscore produces games for T-Mobile, Verizon and
several smaller carriers, Miao says, and hopes to make its
titles available to all carriers nationwide. Users subscribe
to the games for $2.99 per month or purchase them directly
from the carriers (prices vary between $4 and $8) by accessing
their phone’s online game-shopping option.
The games attract players through a variety of innovative
touches. Take Amy’s Hangman, for example. The winner
of a 2004 Mobie Award—“the cell-phone game equivalent
of an Oscar,” Miao says—the game puts a spin
on the paper-and-pencil version with networking (allowing
users to compete against other players around the world),
vivid graphics that look like pencil sketches, and
a hostess whose wardrobe changes with the seasons.
Or there’s Aquarium Pets, in which players use the
phone’s keypad to create fish that will either inherit
parent fishes’ characteristics or mutate into one of
more than a million distinct fish forms. “Plus, it’s
fun to see the fish ‘pop’ when they eat too much,” Miao
notes.
Aquarium Pets, adds She, “breaks the mold of what you
think of as a video game. A 12-year-old boy might not like
playing [it],” he explains, “but someone with
eclectic tastes, or a more casual player, would play it.”
The Centerscore founders met while living in Twain
and quickly bonded over their favorite pastime. “We
spent a lot of time—way more than we should have—playing
games,” Miao says. They constantly fantasized about
starting a company, but plans didn’t materialize until
after graduation. Wanting to stay in touch motivated them
as much as profits did. “We’d all started writing
games on our own,” Kan recalls, “so we put them
onto a website.”
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Adam Tow |
The games, browser-based applications coded in Java
or Shockware, performed well initially. So well, in
fact, that “some high schools banned our games from being
played on school computers,” Miao says. “Too
many people were playing them during computer class.”
Centerscore’s progress was severely impeded when the
dot-com bubble burst. The company made its money selling
advertising space on its website, but buyers became scarce
as the industry sagged. “We were basically living off
our savings for about three years—we had almost no
money to our names,” Miao says. Min recalls, “We
had this kind of naïve thought that tomorrow will be
better—until the tomorrow [when we would be] closing
our company came.”
At the eleventh hour, a contact Min had made at Trilogy,
an Austin-based software company, offered the group
a contract to develop cell-phone games—a reprieve from the company’s
near-certain demise. Kan remembers thinking, “Hey,
now we can afford to eat!”
Centerscore’s transition into the fledgling mobile
game business catapulted its consumer base into the
hundreds of thousands. Operating in the red during the Internet
days, the company turned profitable in 2003. Revenue quadrupled
the following year. The founders, who initially worked
out of an apartment shared by Min and Miao, moved their operations
to Palo Alto, and soon after to San Mateo.
As their staff grew to 16, the four original members
found their roles changing. Miao became CEO—“a
really easy decision,” he quips, “because none
of them wanted to be”—while Kan now focuses on
design and art, and She on engineering. Min serves
as jack of all trades. “He’s kind of the glue
that holds the pieces together,” Miao says.
Although expansion has brought many benefits, including
a switch from 16-hour workdays to “saner hours,” the
founders enjoy keeping the company small. It
helps preserve what Miao calls a “professional yet
goofy” atmosphere, in which boardroom furniture sometimes
doubles as a pingpong table.
The intimate environment promotes collaboration. The
whole company gathers for brainstorming sessions and
bounces ideas around until something both practical
and exciting emerges. “The advantage of a small company
is you’re
able to hear each person,” explains She. “Everyone
in our pipeline gets to have input into the game.”
Centerscore, which develops everything in-house, has
created several high-profile properties—among them
games based on the Garfield comic strip, The
Lord of the Rings trilogy and Charlie’s Angels.
But being small gives the company the flexibility to
take risks that larger companies—including Electronic
Arts, THQ, Disney and Yahoo! (for which Centerscore
designed five of six launch titles)—might
shy away from. Aquarium Pets is one example; another
is Surviving High School, in which players control
a transfer student trying to fit into a new setting. “You
can spend your time studying and you can get good grades,
or you can spend your time working out or going on
dates, but some other stuff suffers,” says She, explaining
the web of options. The impressive graphics are on
a par with home gaming systems of a few years ago.
Miao acknowledges that maintaining the company’s
size and its founders’ control will be difficult as
the market grows. “A lot of our peer companies have
been bought up. There are a lot of much larger players
in our space.” Still, Centerscore intends to control
its growth and keep churning out innovative products. “It’s
what we like to do,” Kan says simply. “It’s
very gratifying.” |