We were lucky to catch up with Brian Ollison Kym Pressley recently and have shared our conversation below.
Brian Ollison, thanks for taking the time to share your stories with us today Coming up with the idea is so exciting, but then comes the hard part – executing. Too often the media ignores the execution part and goes from idea to success, skipping over the nitty, gritty details of executing in the early days. We think that’s a disservice both to the entrepreneurs who built something amazing as well as the public who isn’t getting a realistic picture of what it takes to succeed. So, we’d really appreciate if you could open up about your execution story – how did you go from idea to execution?
The journey of creating The Kingdom of Kuru was an exciting and challenging one. It all started with a simple idea of creating a game with two adorable characters, Kiros and Kara, that would capture the hearts of casual gamers. However, we soon realized that this idea had the potential to be more than just a game. We believed that by building a brand around The Kingdom of Kuru, it could be transformed into a multi-medium success and a timeless story, appreciated by many.
To take this idea and turn it into a business reality, our next step was to define the scope and limitations of the game. As we were a two-person team, we had to be cautious not to overburden ourselves with an overly ambitious project. We faced several challenges during this stage, such as learning a new game engine, Construct 2. Additionally, we had to figure out how to use its visual programming features to create more complex actions, which was essential for the game’s players.
As we progressed, we discovered more limitations and quirks of the engine, and our abilities were stretched to the maximum. We had a clear vision of the game’s features, length, and marketing agenda, but these also frequently changed. Yet, with determination, we pressed on and rose to the challenge of meeting these changes head-on.This led to a complete rewrite of the game into a new game engine, Unity. This offered us the flexibility we needed but came with the complexity of programming in C# and learning a new workflow.
The next logical step was to create a demo to showcase our vision. We had to decide which features to have in the demo and how long it should be. Additionally, we needed to come up with a marketing strategy to ensure that the game reached the right audience.
Working together, our two-person team embarked on the task of creating the full game. Brian focused on creating high-quality assets while Kym developed the programming for gameplay and systems. Several challenges came with programming, as we had to follow different conventions and use hacks to get certain actions to work the way we wanted. However, our focus on the bigger picture kept us motivated, and we creatively worked towards a solution that suited the game and our plans for it.
As we moved closer to completion, we found that there was still much work to be done. We had to test the game, iron out any bugs, and ensure that it met our standards and expectations. Once we were happy, it was time to launch the game and start scaling our business.
The process of going from idea to execution was challenging but ultimately rewarding. We faced several obstacles along the way, from learning new programming languages to figuring out how to market our game effectively. However, teamwork, and an unwavering focus on our goal, we were able to achieve our vision for The Kingdom of Kuru. Our success was the result of hard work, dedication, and the belief that our game had the potential to go beyond a simple video game and become an enduring brand.
Great, appreciate you sharing that with us. Before we ask you to share more of your insights, can you take a moment to introduce yourself and how you got to where you are today to our readers.
I, Brian, am one of the co-founders of Brikym Games, a mobile gaming company that is dedicated to promoting diversity and representation within the industry. Growing up, I’ve always had a passion for art and design and pursued that passion by attending design school. After graduation, he worked in various roles within the design industry but felt that he wanted to do something even more impactful with his skills. As a young child I wanted to be an animator, because of Disney movies. Eventually I realized game design allowed me to use those same skills in a new and exciting way.
Late 2015 I met Kym, who is the other cofounder. Kym has always been a gamer. He not only loved to play them, but also analyzed why he liked them. He also had a technical background which would cause him to go to college for game and simulation programming. Upon graduating, he worked in the corporate world but longed to work in his passion. Upon meeting Brian, they decided to form Brikym Games and make a difference in the gaming industry.
Our mission at Brikym Games is to create compelling games that reflect the diverse world we live in. We firmly believe that everyone deserves to see themselves represented in the games they play, and our games strive to offer a more inclusive and exciting experience. Our games are also designed to break free from traditional stereotypes and offer new and diverse stories for players to enjoy.
As a company, we create games and also visit schools and events to teach youth about STEM, entrepreneurship, and the game development process. We currently focus on iOS and Android, creating games that range from single-player adventures to multiplayer experiences. Our most recent title, Lumen Race, is a multiplayer iOS game that takes players on a magical adventure to compete for the Lumen.
One of the main problems that we see is the lack of diversity in the gaming industry. Only 2% of game developers are black, and that lack of representation can be seen in the games that are produced. By creating more diverse games, we hope to inspire change and encourage more people of color to pursue careers in the gaming industry.
What sets us apart from others in the industry is our commitment to inclusivity and diversity. We aren’t just creating games to make a profit; we are creating games to make a difference. We put a lot of effort into crafting quality games for our players and training new professionals on.
What we are most proud of about our company is the impact that our games have had on our players. It’s incredibly gratifying to see players embrace our characters and games on such a personal level. That connection that we have formed with our community is truly heartwarming, and it validates all of the hard work that we put into our games.
For potential clients, followers, and fans, we want them to know that Brikym Games is dedicated to creating diverse and inclusive games that tell new and exciting stories. We are passionate about promoting representation and hope that our games can inspire change within the industry. We are committed to excellence in everything we do, and we strive to create immersive worlds that players can get lost in.
If you have multiple revenue streams in your business, would you mind opening up about what those streams are and how they fit together?
Yes, our game studio has additional revenue streams to support its marketing efforts and other operations. One of the most successful additional sources of income has been an Airbnb rental that we run alongside our core business activities. This small apartment consistently generates around $1,500 in profit each month, which we have reinvested into further marketing and promotional activities.
Over the years, we have made several significant upgrades to the space to ensure that it is attractive to travelers and meets their needs. This has included investing in high-quality furnishings, updated fixtures, artwork and technology such as high-speed internet and smart-home technology (keyless entry and motion detection lights). As a result of these investments, we have been able to gradually increase our prices and attract a diverse range of guests, primarily couples and solo travelers from all over the world.
Let’s talk about resilience next – do you have a story you can share with us?
Throughout the development process of The Kingdom of Kuru, our journey has been one filled with challenges and obstacles. The decision to move from Construct to Unity was a critical turning point in the game’s development stage. We had to adjust to a steeper learning curve, adapt to using a programming language and learn how to integrate the art assets and animations for the game to be brought to life.
Despite the shift to the new platform, adding real-time multiplayer features was an arduous task that demanded a high level of skill and expertise. While Kym took up the mantle of coding new features, I focused on implementing the critical art elements of the game. The process was time-consuming and challenging. Recreating the game with more features than the six-month demo we had worked on earlier, took years of dedication and hard work.
There were moments when the challenges seemed too great, and the sheer workload overwhelming. The journey was marked with moments of triumph and moments of failure. Still, we persevered, honing our skills and augmenting the game’s features with each step of the process. Our willingness to adapt to new tools, learn new techniques, and embrace innovative ideas transformed the game from a mere idea into a playable and interactive experience.
Contact Info:
- Website: www.brikymstudios.com
- Instagram: https://www.instagram.com/brikymgames
- Linkedin: https://www.linkedin.com/company/brikym-games/
- Twitter: https://twitter.com/brikymstudios
- Youtube: https://youtube.com/@Brikymgames