AIMED venture studio overview

Vision

Who We Are, and Why a Venture Studio

AIMED is a uniquely structured organization that carries the DNA of both founders and investors. As founders, we have repeatedly gone through the difficult process of building products and businesses from the ground up. As investors, we have observed from close range the decisions that separate growth from failure across countless companies. We have personally experienced, from both sides of the table, what kinds of judgments cause a business to collapse and what kinds of choices allow it to survive and ultimately produce outsized results.

Through this journey, one conviction took root: there are parts of entrepreneurship that cannot be learned without lived experience. Advice from investors, mentoring, and education all have limits. There are simply too many things you can only understand by running into them yourself. Business is inherently a sequence of uncertain situations, and many founders suffer pain they did not need to suffer because they are forced to make direction-setting and decision-making calls in circumstances they have never faced before. Many companies fail in that process. It is often dismissed as the fate founders must bear, but I believe there are clearly areas where this uncertainty and trial-and-error can be meaningfully reduced. The traditional startup and venture capital structure offers no answer, but I believe the venture studio structure can.

Only founders who have gone through every kind of battle can offer genuinely meaningful help to other founders, and even then the support that comes from intermittent advice or from investors with different incentives has clear limits. The venture studio breaks through those limits. Executives who have directly experienced both founding and investing reduce trial-and-error in areas that are difficult to navigate without experience, such as vision design, business direction, and decision-making, while domain experts bring a level of capability that an early-stage startup could rarely hire from day one. Capabilities that a typical startup would need years of trial-and-error to acquire are built into the structure from the beginning. In this model, each person's expertise is not just task execution. It carries enough depth and influence to tangibly affect the success or failure of a business. Proving that is part of what we are here to do.

This structure also carries another layer of meaning. The traditional VC and startup ecosystem assumes the existence of a founder who is willing to bet their whole life. But there are many people with exceptional ability, meaningful experience, and the will to work intensely, even with founder-level conviction, who still cannot take on every practical risk in full. That does not make them any less capable than founder-type talent. A venture studio is a structure in which such people can immerse themselves, take ownership, and prove their capabilities without having to put their entire lives on the line. Because we are both investors and founders, we are able to experiment with and prove a structure that can simply build companies better. That is what AIMED does. From that conviction, I found myself facing a more fundamental question.

"Then what is it that we are truly pursuing within this structure?" To answer that, I had to first revisit the experience I hated most.

The Work I Hated Most, and What TGV Taught Me

I am a workaholic to the point that I call work my favorite hobby. I enjoy almost any kind of work. But there was one kind of work I truly dreaded: the work I did at True Global Ventures (TGV), an investment firm I co-founded and helped operate.

It had one of the strongest incentive structures in the industry. Even so, I felt absolutely no desire to build the company together. I did not even feel motivated to work merely for my own share. I could not relate to the vision. There was no direction that resonated or excited me. I could voice opinions about where the company should go, but nothing changed. Decisions relied less on logic than on past experience and prior success. I could not work with ownership. Goals came top-down, and even the tasks I had to do each day were prescribed through severe micromanagement. I had no confidence those tasks would meaningfully drive results, but because reason no longer mattered, I ended up doing them out of obligation. I constantly wondered why I was being used so poorly. There was no respect. Meetings were filled with yelling, insults, and ridicule. Dissenting opinions were dismissed as "silly opinions," and because persuasion was impossible, everyone eventually became tired and just let things happen. Important information was not properly shared, and major decisions were made unilaterally, with others simply expected to comply.

Yet there was one experience I remember clearly. I once worked directly with a portfolio company to help it survive, thinking through business direction together and even contributing to planning and development. Even when I generated investment returns worth hundreds of billions of won, I did not feel much meaning. But in that work, where no economic upside came back to me directly, I felt the strongest sense of purpose and motivation.

That was when I realized something important. No matter how large the reward, if there is no ownership, no connection to the vision, and no respect, work becomes draining, time feels wasted, and life itself begins to feel squandered. By contrast, when you can shape your own work with agency, immersion and enjoyment come naturally. That experience became the starting point of AIMED's core values, especially Ownership and Unwavering Resolve.

"I want a goal that makes my heart race. I want daily work to feel fun, and the process of moving toward that goal to be a source of happiness. Not just once in a while, but every day. I want to build a company and culture where that is possible." That was the thought I came away with.

Is Work Time That Drains Your Life?

After the TGV experience, I found myself asking a more fundamental question. If you spend more than half of every waking day working, and that time feels draining, does that not make your entire life unhappy? To be honest, work was not always enjoyable for me either. As the company grew, more difficult problems piled up, the enjoyable work decreased, and the things I disliked came to dominate everyday life. I felt myself losing not only my enjoyment of work but also the passion and focus that had once been my greatest strength. My day-to-day life became unhappy.

Then I experienced a turning point. I realized that even the work I disliked could become enjoyable depending on how I approached it. When I found meaning in what I was doing, the very things I had hated, town halls, managing people, giving feedback, became things I wanted to do and even enjoyed. From then on, I began thinking deliberately about the value and meaning of my work so that daily work itself could become enjoyable, for the sake of my own happiness. My reason for working expanded from fun, achievement, and the desire for recognition into something much larger: the happiness of my everyday life and my life as a whole.

"If everyone in this company, myself included, could have their daily lives filled and enriched by the joy of work, what could be more worthwhile than that?" That thought became the emotional source of AIMED's belief.

How I Came to Love the Act of Building Itself

Many founders say entrepreneurship is a means to fulfill a mission. For me, it became something different. At some point I came to love the act of entrepreneurship itself, so much that building became an end in itself. Discovering new opportunities, conceiving ideas, building and executing them, testing hypotheses and finding answers, producing results, developing my own philosophy and insight about the craft, seeing that evolve into a vision, gathering people who want to run toward that vision with me, and building an ecosystem around it. Every step of that journey felt beautiful to me.

In the same sense, investing in new companies founded by other entrepreneurs and helping them unfold their own dreams felt meaningful for the same reason. There was joy and purpose simply in participating in the creation of a new industry and a new ecosystem. That is why the idea of making entrepreneurship into a repeatable structure through the venture studio felt like a natural conclusion to me. Without such a structure, the joy of building ends with a single company. With it, that joy can continue in sequence.

Nothing Adds More Value to the World Than Entrepreneurship

Entrepreneurship is not merely the act of starting a company. It is the creative force of venturing into uncertainty and bringing something into existence where nothing existed before. It is one of the most fundamental, difficult, and meaningful challenges there is: solving problems in the world and building new ecosystems. It is painful and exhausting work, requiring capital, people, time, passion, and often one's entire life, even then with no guarantee that the world will improve meaningfully. And yet entrepreneurship is what drives people to take on that challenge anyway.

The venture studio structure also exists to ensure that the people who join this difficult journey can experience the kind of growth and reward that correspond to their contribution. When AIMED speaks of entrepreneurship, we do not mean simply becoming a CEO. We mean that everyone inside the venture studio participates with ownership in the act of building businesses.

Why Insight Matters in the Age of AI

One thought has grown stronger in me over time: in the age of AI, the value of simple execution will keep declining, while the value of insight-based thinking will become dramatically more important. AI will take over many of the tasks that humans routinely do today. But deciding what problem to solve, and what the essence of that problem really is, remains a matter of human insight.

Many people talk about the growing importance of networks, communities, brands, and IP. I see those not as goals, but as outcomes. Our real goal is to build an organization capable of insightful thinking. Networks, communities, brands, and IP should follow as results of that capability.

This belief led directly to Insight becoming one of our core values. I also believe insight is not innate. It emerges only when you dig one layer deeper at the point where most people would stop. I experienced from the opposite side what it feels like to work in an environment without ownership, shared vision, or respect. I felt firsthand how life changes when you discover meaning in your work. As I came to love the act of building itself, I became obsessed with making that experience repeatable. That in turn led me to reflect on the essential values we must pursue in the age of AI.

Those experiences and reflections are distilled into the beliefs, vision, and core values below. As you read them, I hope you keep the context above in mind. They are the result of what I and our organization have actually lived, felt, and struggled with over many years.

Our Philosophy

Belief

Work is not time that drains life. It is one of the most powerful means of making life feel full.
When we discover meaning and value in what we do, the joy of working fills each day
and, in turn, makes life as a whole happier.

And few things add more value to the world than entrepreneurship.
We believe that when entrepreneurship becomes a repeatable structure, more people can leave meaningful value in the world
through immersion and joy.

Vision

Through entrepreneurship, the most creative of challenges,
we create value that would not come into existence without us.

Mission

Within ten years, we will build at least one company
that stands as a great global benchmark for the venture studio model.

Core Value

Ownership

To do something well, you must understand for yourself why it should be done, and ultimately be able to persuade yourself of it. Only when you can decide for yourself what needs to be done can you discover meaning in your work and become immersed in it. No matter how great the reward, when ownership is absent, or when we fail to take a self-directed stance, work becomes draining and stops enriching life.
Conversely, when we take initiative and shape our work toward a goal that truly excites us, we often experience deeper joy and fullness in the process than in the moment of achievement itself.

AIMED seeks to be an organization in which moving toward the vision becomes a source of daily joy. We believe that the joy of work and genuine immersion can only be created through ownership.

Unwavering Resolve

If I had to name one essential force behind the birth of a business, it would be resolve. The strength that makes entrepreneurship possible, that enables risk-taking amid uncertainty, comes from unwavering resolve. It is the force that breaks through countless reasons not to act and real-world constraints to create a beginning from nothing. It is the power of endurance that keeps us going through long stretches of uncertainty and indifference without giving up.

Unwavering resolve is not a one-time decision. It is a choice made again every day. And we share one conviction: the will to prepare matters more than the will to succeed. We keep going until it works. Because we continue until it works, we eventually succeed.

Insight

Insight is the ability to dig one level deeper with persistence and grasp the essence that does not appear on the surface. There must be something original that is truly your own: the content you create, the interpretation you produce, the insight you bring into being. This is necessary not only for large themes like vision and business strategy, but also at the level of everyday work. Only when that insight can be explained logically and in context does it become persuasive.

Insight requires doing what others do not do, and often what others do not want to do. Sometimes it may look trivial or require enduring inconvenience, but insight emerges precisely when you are willing to go further than others would bother to go.

When people think one more time about the work they own, and act one more time based on that persistence, they gain insights of their own. Those insights become personal growth and, ultimately, company performance. In the age of AI, the value of simple execution will keep declining, and companies will have to search for more essential forms of value. That value may take the form of network effects, community, brand, or IP. Our goal is to build an organization capable of insightful thinking. If we do, the rest will follow as a result.

Intellectual Honesty

What we mean by intellectual honesty is the willingness to look more deeply at uncomfortable facts instead of turning away, and the ability to admit when we are wrong and update our thinking. We care less about whether we are right, and more about what actually works. Even after we have invested, spent time, or publicly committed to a decision, we must be able to reverse course when the evidence shows our hypothesis was wrong.

Intellectual honesty is not merely a personal virtue. It is a condition for organizational survival. We are building an organization that repeatedly creates businesses under uncertainty. We must recognize mistakes quickly and treat failure not as an individual's fault but as organizational learning. There are not success and failure. There are success and learning.

Accumulation and Sharing

A venture studio has meaning only when it is not merely the sum of several businesses, but a structure in which experience and know-how are accumulated and shared. Accumulating and sharing experience matters to every company, but in a venture studio it is inseparable from the reason we exist.

That requires a stance that prioritizes the learning and accumulation of the whole organization over short-term convenience. In the extreme, if we cannot protect and uphold this value, then we have no reason to exist as a venture studio. We must build a structure in which the insight someone earns through hard-earned effort does not remain as personal experience, but becomes organizational capital, and a culture in which that capital is naturally shared.

When both success and failure become assets that can be shared, repeated entrepreneurship becomes a challenge with ever higher odds. That is a generous and valuable act that paves the way for everyone to take on better challenges.

AIMED, The State We Seek

The immersion AIMED speaks of is a state in which potential is pushed to its limit
and the process itself becomes a source of joy.

When ownership that defines problems for itself,
insight that digs into what is not visible on the surface,
intellectual honesty that admits error and changes direction, and
unwavering resolve that never lets go come together,

work stops being draining, and we fall so deeply into it that we lose track of time in the joy of the process.
We do not seek an organization that demands immersion, but one that builds a structure
in which immersion can only arise naturally.

AIMED uses the power of deep immersion
to create value that would never come into existence without us.

Founders Narrative

The Road to Becoming an Entrepreneur

-2010

In my teens, I came across the fact that one person dies of hunger every six seconds, and that led me to care deeply about the problem of famine. I was lucky enough to be born in Korea, but I could not shake the thought that if I had been born into that environment, my life might have disappeared regardless of effort or will. The fact that a relatively small amount of money could save a dying life felt even more shocking.

I began to dream of solving that problem. I could become a doctor and provide medical relief, a politician and work on redistribution, or an entrepreneur and earn the kind of money needed to tackle it at scale. In the end, I chose the path of the entrepreneur. I entered Seoul National University to study chemical and biological engineering, took a leave after one semester, later dropped out, and founded AIMED, then called Gameberry, at the age of twenty.

I donated, and even created and ran volunteer organizations myself, but I believed that if the problem could be solved simply with money, Bill Gates would have solved it already. What was needed was innovation that went beyond donation. Just as businesses solve problems in their industries, I believed humanity's fundamental problems must also be challenged with outstanding capability, substantial capital, and creative methodology. So I set a target number, decided to grow the company with everything I had until I reached it, and then devote myself to work I truly believed was valuable. Because that was my reason for founding the company, I always found it difficult to answer when people asked for our vision.

I had loved games from a young age, and with no real social experience when I started a company at twenty, it was natural that I began with game development.

Struggling as an Entrepreneur

2011-2017

We started with mobile game development, but failed before we could even launch. As I moved through various jobs to survive, I kept thinking about the need for marketing I had felt during the launch process, and about the shift I believed the newly opened smartphone market of 2010 would create in global content distribution. That led me to start an overseas mobile marketing agency. Traditional online marketing agencies were already large at the time, but mobile marketing barely existed as a concept. We were almost the only team in Korea saying we would do global mobile marketing, demand concentrated around us, and from the very year we pivoted we began generating revenue and operating profit.

But after about a year, it no longer felt like we were creating real value. It felt as if we were temporarily providing expertise by relying on an information asymmetry that would soon disappear, and that over time the business would become closer to labor supply than value creation. At its core the business was sales. As a twenty-year-old with no network, in a market where online agencies would inevitably move into mobile, it was neither something I would be great at over the long term nor what I had wanted to do in the first place. I concluded that if I wanted to create bigger value, I needed to build my own products.

At the time, there was a strong assumption that startups had to raise VC money. But I was not persuaded by the model of burning cash to inflate valuation. I decided to see how far we could grow the company without external funding, which meant keeping the cash-generating agency business alive while building products in parallel. For seven years, I repeated the same life: earning money from agency work during the day, building products at night, launching roughly one product a year and failing. As that continued, agency revenue, which I had neglected, began to decline and the company's cash balance started heading toward zero.

That was when I finally realized: if I was going to build products, I should do it in advertising, the field where I had domain knowledge and practical experience. The ad-tech solution we launched in 2017 became the first product to achieve meaningful success. Within a year it reached KRW 10 billion in annual revenue with a 20% operating margin. Cumulatively, it produced KRW 37 billion in revenue and KRW 17 billion in operating profit, and that year I was named to Forbes 30 Under 30 Asia.

At the same time, I felt that if we wanted to grow much larger, we needed stronger talent, and that from the perspective of top talent our company was seen not as a startup but as a small business. I believed the places they wanted to join were venture-backed startups that had raised large rounds from well-known VCs. So, for employer branding, I decided to take VC money for the first time and raised KRW 6 billion from major venture firms. But because we had raised when we did not actually need capital, I felt even more clearly that both our business and our company were a poor fit for the kind of model that grows through VC funding. In the end, after asking for understanding, I repaid the investment in full.

After operating for about another year, I analyzed our global competitors and realized that companies I had assumed would be far bigger than us were only a few times larger, or at most ten to twenty times larger. The market itself had a ceiling. Only then did I truly understand why VCs care so much about market size. After seven hard years, the project had finally begun to work, but I had a larger ambition, so I made a bold decision to pivot. In 2010 I had been right in the middle of the mobile paradigm shift, but I lacked the capability and experience to seize it. Still, I watched the companies that did seize it grow to a level latecomers could no longer challenge. Even while running a small agency and failing with product after product every year, I had kept one conviction deep inside: paradigm shifts come about once every ten years, and next time I would be ready.

If I was going to pivot, I wanted to do it in an industry undergoing that kind of shift. Among the candidates I considered - AI, IoT, VR, and blockchain - I chose blockchain. At first I tried building Web3 products directly, but I concluded that the infrastructure for application businesses was not ready yet. Unless we were going to run an exchange or a mainnet, investing felt like the only real option. After the 2017 bull market, 2018 became an extreme bear market. Web3 startup valuations collapsed and almost no one was investing. I believed that if you want exceptional outcomes, you have to act when everyone else turns away. So rather than trade, I decided to begin venture investing with a longer time horizon. Because no one was investing, even small amounts of capital were enough to enter the market as a venture investor.

Growth as an Investor

2018-2025

My path as an investor began almost unintentionally. I bet my life on personal capital. An investment stake that began in the tens of millions of won turned into returns worth hundreds of times that amount at the peak just two years later. If the first seven years had been the life of an entrepreneur, the next seven were almost entirely the life of an investor. I invested a cumulative KRW 280 billion of personal capital into roughly eighty companies in Korea and abroad. One small startup in Argentina that I backed early became the leading unicorn of the metaverse theme; I continued supporting every round and invested KRW 50 billion into it. A company that began with a valuation around KRW 10 billion became one of the defining companies in its category, at over KRW 1 trillion in value. I also invested in a small Australian game company that had been delisted, supported follow-on rounds aggressively, and watched it become one of the leading global Web3 companies at a valuation of around KRW 8 trillion. I was also the first, and at the time the only, investor backing a major Korean game company that went on to pioneer P2E, standing with it through its difficult beginning.

Because I was both a proprietary-capital investor and an entrepreneur, I was able to see potential in companies no one else was paying attention to. Acting according to the philosophy of Start Where Others Stop, making decisions when others would not, produced unusual results. Being a proprietary-capital investor also allowed me to try a number of unconventional and distinctive approaches. One example was building an investment alliance with major game companies across different countries. We gathered the top three game companies in each market, screened dozens of game and Web3 startups each month at Blocore, selected the single strongest company, and had the investment teams of ten major game companies join one video call at the same time to hear the pitch. There was no common fund; each company decided independently whether to invest. The participants included Krafton, Nexon, NCSOFT, and Netmarble in Korea; Sega, Konami, Bandai Namco, and SNK in Japan; Lilith Games in China; and 2K, part of Take-Two, in the United States.

The goal was not immediate financial gain. It was to build a reputation as a global force in game investing by repeatedly co-investing with the leading game companies in each country. I also believed the strategic synergy created when a major game company came in as a shareholder would improve investment outcomes. Managing funds as an investment firm was also unusual. True Global Ventures, the Singapore-based venture capital firm I co-founded in 2018, began with the goal of building a genuinely global fund from day one. It was run by serial entrepreneurs and investors of different nationalities, spread across countries and operating remotely. The initial plan was to raise private capital from global family offices rather than public institutions, but at first we failed. In the end, the founders pooled their own money to get it started.

That fund produced record-level results, and on the back of that track record we were able to raise a follow-on fund. The ten-year fund we launched in 2021 distributed substantial returns back to LPs within just two years, putting it in the top 3% globally among venture funds by both TVPI and DPI. The fund manages roughly KRW 380 billion, and more than 40% of the capital was committed directly by the co-founders, an unconventional structure meant to signal both responsibility and conviction. It is one of the highest GP-commitment venture funds in the world. I succeeded both as an individual investor and as a fund manager.

But I did not enjoy the work. The essence of succeeding in fund management was not investing well, but fundraising well, and I had neither the passion nor the aptitude for that. I felt clearly that this was not a field in which I could become the best in the world. The pure work of finding startups, investing in them, and helping them was enjoyable and suited me. Yet the pleasure of being right in my investment judgment, or of making a great deal of money, never satisfied me as much as the envy and longing I felt when I wished AIMED, which I was still running in parallel, could grow like the companies I had backed. In the end, what I wanted was not success as an investor, but success as an entrepreneur. I wanted products and services I had built to be used by many people. That was what I truly longed for. This was what pushed me toward the venture studio model, but it also became the starting point of an overly hasty expansion.

Trial and Error as a Venture Studio

2021-2025

After my investment success gave me significant capital, I converted the existing ad-tech company into a venture studio because I wanted to grow AIMED into something much bigger. I injected personal capital into the company, expanded the organization, and added new business units.

Outstanding people from Google, Naver, Kakao, Nexon, Krafton, Coupang, EA, and other leading companies joined in large numbers, and in a short time we scaled to an organization of more than two hundred people. A company that had once been profitable turned into one burning roughly KRW 2 billion a month. Expansion into industries where we had no expertise, star-level C-suite hires made without enough thought about role design. Looking back, the expansion came not from a clear vision of the venture studio model or deep reflection on industry and business, but from simple ambition to make the numbers bigger. Along the way, the company lost many of the strengths that had once made it special and began to lose direction.

When capital was abundant, our thinking did not reach the essence. We focused more on what to do and what numbers to hit than on why. It is not that there were no results at all. Some of the businesses raised money from global investors such as Supercell, Pantera Capital, and Griffin Gaming, and some generated hundreds of millions of dollars in profit. But instead of making qualitative decisions grounded in meaning and vision, we chased larger quantitative outcomes.

Only after liquidity problems emerged did we begin asking fundamental questions. How did our company end up like this? Why am I doing this work? During this period, multiple business units that had absorbed billions of won of our own capital had to be shut down. It was painful trial and error, but it led to equally deep realization. The time that followed was a process of putting down my ego, returning to the beginning, and starting again not as an investor but as an entrepreneur. It was a period in which I rediscovered my genuine commitment to building a great company without giving up, and in which I thought deeply about why I do business, what kind of person I am, and what kind of leader I need to become.

That led me to more fundamental questions. Is the parent company nothing more than a functional organization? What contribution can it truly make? Is the governance sustainable? Is the structure itself fighting against human nature, both in fundraising terms and in terms of the incentives of subsidiary CEOs? Is there a reason venture studios, unlike VC firms or accelerators, have never truly industrialized, because they are that difficult, or structurally close to impossible? What would actually have to be different for the venture studio model to work, and could we be different?

And then the most fundamental question of all: beyond launching multiple businesses simply to produce outcomes, did we have our own reason for existence and our own vision for the venture studio business itself?

The First Year of Venture Studio Growth

2026

After sixteen years, I finally found the vision. It had been a long struggle. Are we an investment company, a game company, an advertising company? What kind of company are we, really, when we operate so many businesses? It felt like we should have a vision, but what was ours? Could a target aimed simply at producing larger numbers really count as a vision?

Looking back, there were things I genuinely enjoyed and loved even while I was chasing results and scale. There was a reason I never gave up on this company despite repeated severe crises. Only after revisiting what AIMED truly meant to me did I understand it. It had always been there, obscured by my greed for numbers, and now it had begun to come into view.

In retrospect, AIMED was never a company that fit the VC growth model. I had taken investment once and even returned it in full after deciding it did not fit. I had also spent more than seven years making venture investments myself, so I know the structure and limitations of VC better than most. There are clearly businesses in the world that VC cannot back, or can only back with great difficulty, yet are still immensely valuable. Businesses that must be grown at a different pace, in a different way. Businesses that must be judged by a different standard and supported through a different kind of endurance. Businesses that do not need capital merely to lift valuation, but a structure that can grow the vision, the organization, and the management team - one that invests not only in the outcome but in the growth process itself.

The businesses AIMED is building today are exactly that kind of business. Whether it is investing more than KRW 10 billion of our own capital into SLG R&D in a genre no one in Korea had dared to challenge, or enduring losses while building teams to break the vicious cycle of the advertising agency business, these are only possible because AIMED exists. The fact that VC cannot invest in these businesses does not mean they cannot succeed. It means they are the kind of businesses that can only come into being through a vision, faith, and conviction that go beyond reason and logic, and that need support until they bloom. And I believe the results will be remarkable in ways that are not visible in businesses that follow the standard investment track built on ordinary rationality alone, both quantitatively and qualitatively.

Building, nurturing, and proving businesses that would struggle to bloom without us: that is what AIMED does. I still hope for success, of course. But I have found something even more important to me, something I want to pursue. Even if I fail, I will not regret it, because the pursuit itself already carries more than enough meaning.

James Lim signature
James Lim
Founder and CEO

Thesis | Game

What Kind of Fun Do We Want to Build?

Because fun is an abstract concept, I came to believe that saying, "We want to make a fun game," is almost the same as having no direction at all. We needed our own definition of what kind of fun we wanted to create. The fun people feel from passive content such as films, comics, and YouTube is fundamentally different from the fun they feel from active content such as games. Passive content is consumed from a seat. What matters there is concept, story, and visual execution, and no real sense of need is created in the act of consuming it.

Games are different. They are active content, and in the process they must generate need, want, and demand. Of course, games can also deliver strong experiences and emotions through excellent concept, story, and visuals.

But those are the same kinds of emotions that passive media can deliver more conveniently, and it is difficult to beat Netflix or short-form video when they are designed from the ground up to target exactly that. What makes games fundamentally different from passive content is their ability to continuously stimulate need, want, and demand through active play. That is the core of games, and the essence that determines how long a game can live.

If a game fails to create that feeling, users lose their reason to play an active medium at all. That is true not only from a monetization perspective, but from the perspective of survival as content. Passive content can focus purely on the product itself. Active content must focus on designing situations that generate need, want, and demand.

It is similar to the famous "sell me this pen" scene from The Wolf of Wall Street. If you want to sell a pen, which is not an always-essential product, should you focus on making a better pen, or on creating a situation in which a pen becomes necessary?

Games are services with no inherent utility, which means those situations must be intentionally designed. Even the experiences and emotions we want to deliver through concept, story, and visuals should exist in service of that situation design. This becomes an even higher priority for teams making games with small headcount. Delivering a competitive experience through concept, story, and visuals usually requires a large team. Designing situations does not.

Value That Only Games Can Deliver

Beyond food, clothing, and shelter, every human being carries a desire for achievement and recognition. But the real world is not designed in a way that allows everyone to receive enough recognition. Only a minority gain admission to the universities society esteems after years of education. The same is true in work. People can only go on living by satisfying their need for achievement and recognition in one form or another, and I do not believe that those needs must always be met only through socially prescribed standards.

Games are virtually the only medium that can offer a meaningful level of fulfillment for those desires to anyone. I believe this is the positive value only games can provide. If all you want is to kill time, relieve boredom, or feel entertained, Netflix and YouTube are sufficient alternatives. What fundamentally separates games from them is the experience of achievement and recognition through active play. In real life, gaining achievement and recognition usually requires years of time and cost. A student may study for years to enter a desired university, and the recognition and fulfillment from that are real, but they do not last long, nor are they enjoyed by everyone who takes part in the process.

In games, by contrast, even tens of minutes of play can make people feel achievement, progress, and recognition within a social structure such as a guild. I believe the level of emotional fulfillment that comes from those experiences reaches roughly 70-80% of what people feel in real life, yet it can be achieved by anyone with far less time and far less cost. Of course, becoming excessively absorbed in games at the expense of real life can be a problem, but that is not unique to games. Any pursuit becomes unhealthy when taken too far. Used well, games are one of the most effective tools for satisfying the higher-order needs human beings must fulfill in order to live well.

The Role of Games in the Age of AI

A future in which AI replaces human jobs is not far away. When I think about what people will do with their lives in that era, I suspect the more serious question may not be how they will survive, especially if explosive productivity gains and policies such as basic income soften that problem, but how they will continue to fulfill their higher-order needs.

For a long time, higher-order needs beyond food, clothing, and shelter - achievement, recognition, self-actualization - have been fulfilled mostly through work. If work is no longer available as the primary vehicle, how will people meet those needs?

I believe the strongest and most proven tool for that is games. They will evolve into many forms, including the kinds of games humanity already enjoys today, but the core will remain the same: designing situations in a virtual world that generate need, want, and demand, and creating an experience in which people actively resolve them through their own actions. That is the essence of games as we see them, and why we believe their role will become far more important in the age of AI.

Thesis | Web3

The question this market receives most often is: why does this need blockchain? Among the many technical properties of blockchain, I have always focused on the token itself as a reward mechanism. Stock options were a revolutionary tool that changed the startup ecosystem. They turned employees from simple labor into shareholders whose interests were directly tied to the fate of the company, and that ownership mentality empowered tens and hundreds of people to create innovation that could outperform large corporations. Startups before stock options and startups after stock options are fundamentally different kinds of organizations.

I believe tokens are the tool that can extend that mechanism to customers themselves. Customers no longer remain mere consumers, but become stakeholders directly connected to whether the business succeeds or fails. If not tens or hundreds of people, but hundreds of thousands or even millions of people can acquire that sense of ownership, the scale of the effect would be far beyond what stock options did for startups. But for that potential to become real, a properly designed business model that actually works is required. Can tokens make a community, and eventually an ecosystem, much larger, faster, and more loyal? Can that ecosystem drive the business and become a moat? That, to us, is the reason Web3 businesses should exist.

I do not believe the industry as a whole has found that answer yet. Much of the field has focused on complicated sink design and supply control in pursuit of sustainable token economies, but most of it has not worked. I believe the key is not sink design, but reward design. Only actions that materially contribute to the growth of the ecosystem should be rewarded, and the real question is how much value each unit of reward creates for the ecosystem. Only through repeated trial and error in measuring and optimizing return on reward spend does a token economy that truly works come into being.

I have invested with that belief and generated financial results, but I still have not seen a true real use case. The leverage created by customers who possess ownership, the kind of value only Web3 can create, becoming real through a business model that actually works: that is what brought us to this market, because we want to build it ourselves.



Gameberry Studio

Gameberry is a studio made up of small development teams that can autonomously build the games they want to make. At large game companies, very few people besides a handful of directors get to build the games they personally want to make. But founding your own game company is far more uncertain than ordinary entrepreneurship.

Gameberry begins exactly there. It offers an environment where people can freely build the games they want without taking founder-level risk, while still receiving a reward structure designed to resemble entrepreneurship through profit-sharing tied to the outcomes they create. At the AIMED level, teams can also leverage top-tier UA capability and marketing capital built up over many years, and benefit from shared know-how across teams, making it a far better environment for success than going it alone.

Gameberry Studio has focused on satisfying the emotions of achievement and growth among the many feelings games can create. We have built growth and idle RPGs because we believe they deliver the kind of fun we pursue efficiently, but we do not think we must be confined to that genre forever. The core fun we want to build is the fun of growth. We are steadily accumulating know-how in systems, balance, and monetization to satisfy users' desire to grow.

An environment where people can autonomously build the games they want, and a structure in which the results are fully recognized: that is the studio Gameberry wants to build.



SLG Studio (CIC)

SLG Studio (CIC) eclipse.aimed.xyz

What does it take to build a major game company? Not just a company that ships one or two good games, but one that can stand in the lineage of Nexon, NCSOFT, Netmarble, and Krafton.

That question led us to ask which genre we could become the best in the world at. We believed we needed to go after a genre others had not already conquered, one that others would find difficult to challenge. In the Korean mobile market, MMORPGs had dominated the focus of most companies for well over a decade. As demand for MMORPGs began to soften, we saw not the disappearance of players, but an opening for a new genre to absorb that demand.

We believe SLG is the strongest candidate to absorb that demand. MMORPGs and SLGs pursue fundamentally similar forms of fun in that growth and competition between users sit at the center of the experience, and there is already a substantial overlap in the audiences that enjoy both genres. Chinese-made SLGs have already begun occupying the top-grossing positions in Korea, and the genre supports years of long-term live service because of its very high LTV. The demand has been proven, but domestic supply is almost nonexistent.

SLG is a genre with extremely high barriers to entry. It requires dozens of people, years of work, and development budgets ranging from billions of won to well over KRW 10 billion. Yet in the Korean games industry, there are very few developers with real SLG production experience. To build know-how in a new genre and reach meaningful results, you have to be prepared for repeated failures and to cultivate talent over a long period of time. Large game companies may have the capital, but when their key talent is already tied up operating live services in existing core genres, it is difficult for them to make a bet this serious on an entirely new one. Most attempts have taken the form of temporary project teams that were abandoned after failing to produce results. Small studios cannot realistically even attempt it because of capital constraints, and in the investment market it is rare to see this scale of funding committed to a new genre without a proven track record. Even after launch, SLGs require genre-specific live-ops know-how, and because user acquisition costs are high, success demands a UA capability that exceeds what most domestic game company marketing teams or agencies can deliver.

That is why we believed there was effectively no company in Korea other than AIMED that could carry out this challenge. And in 2022, before anyone had entered the space in earnest, we began.

Over the past four years, we have invested roughly KRW 14 billion in development entirely with our own capital and endured extensive trial and error. We see this not as a cost, but as R&D investment made to accumulate know-how that latecomers will not be able to catch up with. On top of that, AIMED possesses top-tier UA capability built from years of running digital advertising for global game companies and directly operating ad solutions that handle traffic on a massive scale. Capital, resolve, and UA capability are the three factors that decide the fate of an SLG. We believe we are the only game company in Korea that possesses all three at once.

Our goal is not simply to become a game company that makes a lot of money. Our goal is to build a major game company.

Of course, the first attempt may fail. Even so, our SLG challenge will succeed in the end, because we will continue until it does.



Puzzle Studio (CIC)

Puzzle Studio (CIC)

Casual games are one of the largest game categories in the world. Yet Korea still has virtually no casual studio that is genuinely recognized on a global level.

When people say casual, they often think of match-3. But in reality, casual is not a single genre. It is fragmented into countless subgenres, block puzzles, jigsaws, liquid sort, card sort, merge, word puzzles, and many more that are barely named at all. Yet most casual developers do not go deep into a single subgenre. Instead, they follow trends and keep making different kinds of games one after another. It is a structure in which the know-how accumulated in one game is difficult to transfer cleanly into the next.

We saw an opportunity there. If we go deep into one subgenre and continue compounding our know-how in balance, systems, and monetization with each game, we believe we can grow into a casual game company that truly competes on the global stage.

Match-3 is already an extremely saturated market, and hyper-casual by its nature does not lend itself well to accumulated know-how. The genre we chose is sort puzzle. It is proven commercially without being overly saturated, it is well suited to carrying balance and systems know-how from one title to the next, and it does not require Western-style high-end art, which makes it a genre Korean talent can realistically challenge. Most importantly, the core mechanic of sorting something is inherently open to many themes and rule variations, which means it can create completely different gameplay experiences within the same genre while still carrying over the core systems and monetization know-how.

Separate from genre selection, we have another strategic axis as well. It is to build differentiation not only through the puzzle itself, but through the systems around the puzzle. Our goal is to optimize the competitive systems and monetization design capability AIMED has built in mid-core and hardcore genres for a casual audience, and in doing so maximize casual users' LTV.

The production model pursued by Puzzle Studio is an experiment in a different direction from Gameberry Studio. Rather than relying on individual creativity in a highly autonomous structure, we maximize reusability across code, game design, assets, systems, and monetization, and share accumulated know-how across the entire company.

Everything invested into one game should be reusable in the next. We are building a structure in which expertise compounds with every title. This production model naturally leads to automation and AI adoption. By automating repetitive work such as content generation, balance testing, and asset production, and by using AI at a high level, we aim to build a studio system with exceptional productivity.

Creators are free to imagine any concept or idea they want, but they operate under three principles.

First, we become masters of sort puzzle. Within that single subgenre, we accumulate world-class understanding of balance, level design, and user experience. Rather than moving broadly across genres, we go deep into one until we build expertise no competitor can easily follow.

Second, we maximize casual users' LTV through innovative out-of-game systems. Reward structures, competition, and monetization, these are where we create differentiation outside the puzzle itself. Our aim is to produce payment metrics far stronger than competing titles in similar genres and, through that, enable a much more aggressive growth structure.

Third, we pursue a repeatable production model. Across code, game design, assets, systems know-how, and monetization, we maximize reusability and share what we learn across the company. The more games we build, the more expertise compounds.

Rather than chasing trends and hopping from genre to genre, Puzzle Studio aims to become a casual studio that builds world-class know-how within a single subgenre.



Blocore

Blocore is a brand that began with the AIMED founder's personal venture investing activities.

As we invested in Web3 startups and helped the companies we had backed, experience and a global network infrastructure accumulated over time. As collaboration requests continued to come in from companies that needed help commercializing Web3 businesses, we carried the Blocore brand forward as investors and established a Singapore subsidiary under AIMED with the same name, launching a Web3-specialized venture studio business.

We invested aggressively as investors because we wanted to see the "Why Blockchain" thesis we believe in become reality. But although many companies have succeeded financially, we still feel we have not yet seen that thesis fully realized in its truest sense.

As the market grew disappointed with projects that failed to produce durable business models, investor sentiment weakened, it became harder to find startups willing to challenge the Web3 space, and much of the talent base began moving toward AI instead.

We produced results as investors by following the principle of "Start Where Others Stop," investing when others would not. Now we are extending that philosophy beyond investing into the challenge of realizing it directly as builders.

We are creating projects independently in payment, AI agent, and RWA, while also building projects together with companies that possess assets well suited to Web3 transformation.

Building business models that actually work, so that customers whose interests are aligned through tokens can drive the business and create a moat, and in doing so proving why Web3 businesses should exist at all: that is the kind of Web3 venture studio Blocore aims to be.



Newplay

Newplay is a web store solution purpose-built for mobile games. It helps game companies reduce app-store fee burden while giving players a simpler and more rewarding purchasing experience.

As external payment routes have opened up after the EU DMA, the industry is moving toward a hybrid model that combines in-app payments with web stores. A web store is no longer a side channel built to bypass regulation. It is becoming one of the most rational ways to optimize revenue within the rules of the platform ecosystem.

But the real problem Newplay is trying to solve is not simply providing a web store. The essence of the web store business lies in conversion. Newplay focuses on designing a smooth path from gameplay to web store visit to purchase, so that traffic turns into real revenue. Its key strengths are industry-low fees, an average web store revenue conversion rate above 40%, and a low barrier to adoption.

Newplay does not want to be just a tool vendor. It aims to become a partner that helps design and operate each game's revenue-conversion structure. Based on a game's BM structure, player characteristics, and live-event cadence, it works on product configuration, promotion strategy, onboarding, launch, performance improvement, and repeatable rollout.

The shift toward web stores has already begun, and the market is entering the phase where it will identify its standard players. At this point, the real competition is about who can build references faster and prove results more clearly. By solving the web store's core problem of conversion, Newplay aims to become the new growth standard for game companies.



Martinee

The future will bring increasing automation to work that people once handled directly, and companies will adopt more and more external solutions built for that automation. But there is a wide gap between adopting a solution and using it well. It is difficult to master every feature, and without accumulated experience or proven use cases, it is rarely easy to apply those tools in a way that fully fits each company's situation.

Martinee exists to close that gap. With a deep understanding of these solutions, we identify each client's specific needs, build the right setup for them, and help them use the tools properly so productivity can be maximized. We believe this is the kind of work Martinee can do better than either the solution provider or the client alone.

Martinee is an official reseller of global martech solutions such as Braze, Amplitude, and Appsflyer, and has a level of expertise that can support both implementation and practical utilization at the same time. Leading companies across industries - including Starbucks, Naver, Upbit, Musinsa, Krafton, Shinsegae, LG, SK Telecom, Woowa Brothers, Kakao Webtoon, Melon, Shinhan Bank, IBK, Burger King, KFC, Socar, Ohouse, and LotteON - choose Martinee as a partner. What we do is not simply sell software; we build capabilities that can be internalized by the client organization.

Traditional consulting and agency work led by people is one-off and heavily dependent on the capabilities of individual consultants, which makes it difficult for those capabilities to remain inside the client company. Martinee's solution implementation and utilization consulting, by contrast, is about building capabilities that stay with the client. That role was necessary in the SaaS era, and it will remain just as necessary in the AI agent era.

Designing how companies work in the age of automation: that is Martinee's vision.