Wanderlust: Expat Life & Style in Thailand June / July 2017: The Business Issue | Seite 17

Business Staff at work in the Playlab office His first port of call was Pattaya, chosen because it was home to the only soul he knew in Thailand. “I knew one guy who had a gaming studio in Pattaya. So I got a desk there and slowly started doing project manage- ment with this gaming studio.” The next significant step on the journey was meeting the person who would later become his first co-founder, another Dane in Thailand named Thomas Kjeldgaard. They started Pagemodo, a Facebook page template builder, which grew quickly and was acquired by a large U.S. com- pany within 18 months. Suddenly Lykkegaard had some capital to invest in various startups. When his friend in Pattaya lost an im- portant client, he took over the gam- ing studio that gave him his first work in Asia. The name? Playlab. LEARNING THE GAME “I went from never dreaming about making games to making games in two days,” Lykkegaard says of his sud- den entrance into the gaming indus- try. Not knowing much about gam- ing itself, he focused on the business side of things: monetization, plat- forms and overall design. “I knew the team, and I trusted the team,” he says. “that led us to become the most successful gaming compa- ny in town — after producing a few crappy games first, that is.” Under Lykkegaard’s and co-found- er Thomas Andreasen’s leadership, Playlab’s first game was a “technolo- gy challenge.” The team learned how to design games for mobile. Then they made a second mobile game, which had a different business mod- el than the first — it was a freemium app. Freemium applications are free to use initially but require payment for more advanced features. While neither one of their first gaming apps took off, the Playlab team suspected they’d eventual- ly strike gold with a freemium mo- bile game. The only question was: What would the third game need to be about in order to see a return on investment? They looked to market trends to guide the way. At the time, Candy Crush was a cash cow. Instead of trying to come up with some- thing com- pletely new, they decid- ed to dream up another game similar to Candy Crush, running on mobile with the monetization model they believed in. The team came up with a cute fruit game concept that was born when a touch of compassion turned into a stroke of genius: Not wanting to up- set the artists who’d worked so hard on a never-launched Playlab game called “Fruit Frenzy,” Lykkegaard sug- gested they lift the graphics from the dud game and apply them to their new app inspired by Candy Crush. What followed was Juice Cubes, a game in which users match up ador- able animated fruits to score points. The app is free for download, but users must pay for extra features and game time. In this way, Juice Cubes wets whistles for free but only quenches thirst with payment. The team soft- launched Juice Cubes in Australia and New Zealand. Once it was a hit in New Zealand, game publishers from around the world began seek- ing distribution agreements with Playlab. They seemed to be making good progress, finally. But hav- ing one fun game under the belt didn’t line pockets overnight: WWW.WANDERLUSTMAG.COMWANDERLUST 17