AIMED venture studio overview covering games, Web3, martech, commerce, and casual games
Vision
About This Essay
This essay was written to share AIMED's beliefs, vision, mission, and core values with our team.
If I only shared the final statements, they could easily read like a declaration neatly organized by management. But each sentence carries years of experience, trial and error, and honest reflection.
I believe the same sentence reads differently once you know why a word was chosen and what experience it came from. So before presenting the final version, I want to first explain where these ideas began.
What Kind of Organization Are We, and Why a Venture Studio?
AIMED is an unusual organization with both founder and investor DNA. As founders, we have repeatedly gone through the painful process of building products and businesses from nothing. As investors, we have watched from close range the decisions that separate growth from failure. We have seen, from both sides of the table, what makes a business collapse and what allows another to survive and produce outsized results.
Through that process, I became convinced of one thing: there are parts of entrepreneurship that cannot be learned without living through them. Advice from investors, mentoring, and education all help, but there is still a category of things you only understand after colliding with them yourself. Business is structurally a chain of uncertain situations, and founders are forced to make decisions in conditions they have never experienced before. That creates a great deal of avoidable pain, and many companies fail to survive it. People often treat that as a founder's fate. I do not. I believe there are meaningful parts of that uncertainty and trial-and-error that can be reduced. The conventional startup and venture capital structure does not really solve for that, but a venture studio can. Only founders who have fought those battles can materially help entrepreneurship, and even then, occasional advice or investor guidance has clear limits. A venture studio is a structure built to break those limits. Management that has personally lived through both building and investing can reduce trial-and-error in areas like vision design, business direction, and decision-making, where experience matters disproportionately. At the same time, specialists can contribute a level of expertise from day one that early-stage startups would normally struggle even to hire. Capabilities that an ordinary startup would need years of mistakes to build are embedded into the structure from the start. Inside that structure, expertise is not just about processing tasks. It becomes meaningfully influential in whether the business wins or loses.
And the structure means something else as well. The traditional venture capital and startup ecosystem assumes a founder who bets their entire life on one company. But there are many people with exceptional ability, experience, intense work ethic, and even founder-level drive who still cannot realistically absorb every personal risk that full-scale entrepreneurship demands. That does not make them lesser than founder-type talent. A venture studio gives those people a structure in which they can still take ownership, go deep, and prove their ability without wagering their whole lives.
Experimenting with and proving a structure that can build better companies, something possible precisely because we are both investors and founders, is what AIMED does.
"Then what is it that we are truly pursuing inside this structure?"
To answer that, I first had to look back on the experience I hated most.
The Work I Hated Most: What Venture Capital Taught Me
I am such a work addict that I often say work is my favorite hobby. I tend to enjoy almost any kind of work.
But there was one kind of work I genuinely did not want to do: the work inside the venture capital firm I co-founded and operated.
The incentive structure was among the best in the industry. And still, I felt zero desire to help grow that company. I did not even feel like working hard for my own share.
I could not believe in the vision. There was no direction that felt real or exciting. Even if I voiced my thoughts on where the firm should go, it changed nothing. Decisions kept leaning on past success and prior experience rather than persuasive logic.
I could not work with ownership. Goals came top-down, and there was extreme micromanagement, to the point that even daily tasks were assigned in detail. I was not convinced those tasks would actually help create results, but because real discussion was impossible, I found myself doing the work defensively and by force. I constantly felt, "Why am I being used so poorly?"
I was not respected. Meetings involved yelling, insults, and contempt. If I offered a different opinion, it was dismissed as a "silly opinion." Because persuasion rarely worked, everyone became exhausted and simply let one person do whatever they wanted. Important information was not properly shared, and important decisions were made unilaterally and then handed down for compliance.
There was, however, one experience I still remember clearly. A portfolio company was fighting for survival, and I stepped in to think through business direction with them and even got involved in planning and development. I had not felt much fulfillment even when investment returns reached the equivalent of hundreds of billions of won. Yet in this work, where I personally gained nothing economically, I felt the strongest sense of meaning and drive.
That was when I realized something.
No matter how large the reward, if you lack ownership, cannot believe in the vision, and are not respected, work becomes draining. Time feels wasted, and life itself feels squandered. By contrast, when you can shape work with ownership, you naturally become immersed in it and even enjoy it.
That experience became the starting point for AIMED's core values, especially Agency and Resolute Will.
"I want a company with a goal that makes my heart race, where the daily work itself is fun, where the process of moving toward that goal is itself a source of happiness. Not once in a while, but every day. I want to build a culture and a company where that is possible." That was the thought that took hold of me then.
Is Work Time That Consumes Life?
After that venture capital experience, I found myself asking a more fundamental question.
"If we spend more than half of our waking day working, and that time is draining, doesn't that make life as a whole unhappy?"
To be honest, work was not always enjoyable for me either. As the company grew, the number of difficult problems I had to handle kept increasing. The fun work shrank, the work I did not want to do took over most of my days, and I gradually lost the joy of working. I even began to lose the passion and immersion that had always been my greatest strength, and everyday life became unhappy.
Then I reached a turning point. I experienced that even work I hated could become enjoyable depending on how I chose to approach it. Once I found meaning in what I was doing, the very things I had hated most, organization design, town halls, difficult conversations, became things I wanted to do and could even enjoy. From that point on, I began consciously asking what value and meaning my work held, for the sake of my own happiness, so that the work I do every day could remain enjoyable. The reason I worked expanded from "fun," "achievement," and "recognition" to the happiness of my daily life and my life as a whole.
"If everyone in our company, myself included, could have their daily lives filled and enriched by the joy of working, what could be more valuable than that?" That idea became the emotional origin of AIMED's belief system.
How I Came to Love Entrepreneurship Itself
Many founders say, "Entrepreneurship is a means to achieve a larger purpose." For me, it became something slightly different. At some point, I fell in love with the work of entrepreneurship itself, to the extent that entrepreneurship became an end in itself. Discovering new opportunities, shaping ideas, building and executing, testing hypotheses until answers emerge, creating results, developing my own philosophy and insight about the work, turning that into vision, attracting teammates who want to run toward that vision with me, and ultimately building an ecosystem around it. For me, that entire process became the most beautiful journey.
Even my work as an investor, backing new companies founded by other dreamers and thinking with them about how to help those dreams fully unfold, belonged to the same emotional arc. The act of participating in the creation of a new line of business, a new ecosystem, was itself deeply meaningful and enjoyable. That is why the venture studio direction, "making entrepreneurship a repeatable structure," felt like a natural conclusion to me. Without such a structure, the joy of entrepreneurship ends after one company. With it, the joy can continue in sequence. That continuity matters to me.
There Is No Work That Adds More Value to the World Than Entrepreneurship
To me, entrepreneurship is not simply the act of forming a company. It is a creative journey: challenging unknown possibilities and bringing something into existence where nothing existed before. It is one of the most fundamental, difficult, and meaningful ways to solve problems in the world and build new ecosystems. It is hard enough, painful enough, and costly enough that even after enormous amounts of money, people, time, passion, and life itself are poured into it, the world's problems may improve only a little. And yet entrepreneurship is what still makes people take that challenge.
The venture studio structure is also our attempt to build a model in which the people who take part in that difficult journey can experience the level of growth and reward that effort deserves.
The Kind of Organization We Want to Build
One conviction has grown steadily stronger for me in recent years.
In the age of AI, the value of simple execution will continue to fall, while the value of insight-based thinking will become dramatically more important. AI will replace many of the things we do every day. But only human insight can decide which problems are worth solving and what the essence of a problem actually is.
Many people say that networks, communities, brands, and IP will become more valuable. I agree that they matter, but I see them as outcomes, not goals. Our real goal is to build an organization capable of insightful thinking. Network, community, and brand are things that follow as a result.
That line of thought became our core value of Insight. And I believe insight is not innate. It is something that emerges only when you push obsessively beyond the point where most people are willing to go.
I learned by contrast what it feels like to work in an environment without ownership, shared vision, or respect. I experienced firsthand how life changes when you discover meaning in your own work. I came to love entrepreneurship itself and felt a deep desire to make it structurally repeatable. That, in turn, led me to think hard about the essential values we should pursue in the age of AI.
Those experiences and reflections condensed into the beliefs, vision, and core values below.
As you read each sentence, I hope you will keep that context in mind. These are not abstract slogans. They are the result of what I and our organization have actually lived, felt, and wrestled with over many years.
Our Philosophy
Belief
Work is not time that consumes life. It is one of the most powerful means of making life fuller. When we discover meaning and value in what we do, the joy of working fills each day and ultimately makes life as a whole happier.
And there is no work that adds more value to the world than entrepreneurship. Entrepreneurship is the most creative kind of challenge and one of the most practical ways to build a better world.
We believe that when entrepreneurship becomes a repeatable structure, more people can leave meaningful value in the world through immersion (AIMED) and joy.
Vision
Through entrepreneurship, the most creative challenge of all, we create value that would not come into the world without us.
* At AIMED, "entrepreneurship" means everyone inside the venture studio participating with ownership in the act of building businesses.
Mission
Within ten years, we will leave behind at least one company we built as a great company that becomes the global reference case for the venture studio model.
* By "reference case for the venture studio model," we mean proof that entrepreneurship can be reproduced through the power of structure, not just individual heroics, and that such a structure can create a company that truly represents its industry.
Core Value
Agency
You must be able to understand why something needs to be done and, beyond that, persuade yourself of it. Only when you can also decide for yourself what should be done do you begin to find meaning in your work and become immersed in it.
No matter how large the reward, in an environment that lacks agency, or when you fail to take an agentic stance yourself, work becomes draining and stops enriching life.
By contrast, when you can shape the work yourself toward a goal that makes your heart race, you often experience more joy and fullness in the process than in the moment of achievement itself.
AIMED seeks to become an organization where the process of moving toward the vision becomes a daily source of joy. We believe the joy of working and true immersion can only be built through agency.
Resolute Will
If I had to name one of the most important elements in the birth of a business, it would be will. The force that makes people take risks in uncertainty, the force most necessary for entrepreneurship to happen at all, comes from resolute will.
It is the powerful drive that pushes through countless reasons something should not work and countless real-world constraints to create a beginning from nothing. It is the power of continuation that keeps you going through long periods of uncertainty and indifference with no clear end in sight.
Resolute will is not a one-time decision. It is a stance you choose again every day. And this is the will we share: the will to prepare matters more than the will to merely succeed. We keep going until it works. Because we continue until it works, we eventually succeed.
Insight
The ability to dig one layer deeper, persistently, and grasp the essence that does not show itself on the surface.
You need insights that are uniquely yours, insights you generate and create yourself. This is necessary not only for big topics like vision and strategy, but also for the smallest unit of work. And only when you can explain that insight logically and in context does it become persuasive.
Insight requires behaviors most people do not take because they do not want to. Sometimes those behaviors may look trivial or simply annoying. But insight is born precisely when you are willing to go further than most people are willing to go.
For example, in handling customer complaints, it is not enough to simply process the response. You need the instinct to think one step further and notice what is not visible, the courage to ask the customer one more question even if it may irritate them, and the persistence to bear that inconvenience.
The same is true in game testing. Insight does not emerge from merely reporting visible bugs or discomfort. It emerges when you spend extra time and mental energy asking why the fun breaks at a certain point and how it could be improved.
When you deliberately think once more about the work you own and act once more on that thought, you earn insights that are distinctly your own. Those insights drive personal growth, and eventually company performance. In the age of AI, the value of simple execution will continue to fall, and companies will have to search for more fundamental sources of value. That source may take the form of network, community, brand, or IP. Our goal is to build an organization capable of insightful thought. If we succeed at that, the rest will follow as outcomes.
Intellectual Honesty
For us, intellectual honesty means not turning away from uncomfortable facts, but looking at them more deeply, and being able to admit when we are wrong and update our thinking. What matters more than whether I am right is what actually works.
Even if we have already invested, already spent the time, and already publicly committed to a decision, the moment we see evidence that our hypothesis is wrong, we must be able to acknowledge it and reverse course.
Intellectual honesty is not just a personal virtue. It is a condition for organizational survival. We are an organization that repeatedly builds businesses in uncertainty. We need to recognize error quickly and treat failure not as an individual's fault but as learning for the organization. There is not success and failure. There is success and learning.
Accumulation and Sharing
A venture studio is not simply the sum of multiple businesses. It has meaning only when it becomes a structure in which experience and know-how accumulate and are shared. Accumulation and sharing matter in every company, but in a venture studio they are directly tied to the reason the organization exists, which makes them non-negotiable.
That requires an attitude that prioritizes organizational learning and accumulation over immediate short-term convenience. To put it bluntly, if we cannot protect and live by this value, then we have no reason to exist as a venture studio. We must defend a structure in which the insight someone earns through intense work does not remain a private lesson, but is accumulated as an asset of the organization, and a culture in which that knowledge is naturally shared.
When both success and failure become assets that can be shared, repeated entrepreneurship becomes a challenge with progressively higher odds. That is a generous and valuable act, because it clears a better path for everyone who will take the next challenge.
The State We Aspire To — Immersion (AIMED)
In the age of AI, the value of execution itself is falling quickly. AI will increasingly excel at recognizing patterns and optimizing repetition.
But full human immersion has not yet been replaced. AI finds patterns inside what already exists, while humans create meaning around problems that have not yet been fully defined.
By immersion, AIMED means a state in which potential is expressed to its limit and the process itself becomes joyful.
When agency defines the problem for itself, insight digs into what is not visible on the surface, intellectual honesty admits error and changes direction, and resolute will refuses to let go until the end,
work stops being draining, and you fall so deeply into it that you lose your sense of time in the midst of joy.
The energy produced by immersion goes beyond individual growth. It creates the moment when a business finds its breakthrough.
Immersion does not arise from willpower alone. It is generated inside a structure where the core values are alive and moving. We do not want an organization that demands immersion. We want to build one where immersion emerges naturally and almost inevitably.
Through the power of being fully immersed, AIMED, we create value that would not come into the world without us.
Founders Narrative
Becoming a Founder
As a teenager, I learned that one person dies of hunger roughly every six seconds, and I became deeply interested in the problem of famine. I had been fortunate enough to be born in Korea, but I could not treat the issue as someone else's problem. If I had been born into a different environment, my life too might have disappeared regardless of effort or will. What struck me even more was the fact that a relatively small amount of money could save a life that was otherwise dying.
I started dreaming about solving hunger. One path was becoming a doctor and doing medical volunteer work. Another was becoming a politician and addressing the distribution problem. Another was becoming an entrepreneur and earning enough money to have real leverage. I chose the entrepreneurial path. I entered the Department of Chemical and Biological Engineering at Seoul National University, took a leave after one semester, and later dropped out. At twenty, I founded AIMED, then called Gameberry.
I donated, and I even built and ran volunteer organizations myself. But I came to think that if the problem could be solved simply with money, Bill Gates would already have solved it. What was needed was not just giving money away, but innovation that actually solved the problem. Just as businesses solve the problems of their industries, I believed humanity's most fundamental problems required even greater capability, larger pools of capital, and more creative methods.
So I set a target number, decided to grow a company with everything I had until I reached it, and then to challenge the kinds of problems I believed were truly worth solving. Because my motivation for starting a company came from that place, I always found it difficult to answer when people asked what the company's vision was.
I had loved games since childhood, and when I tried to start a company at twenty with no social or professional experience, I naturally began with game development.
Struggling as a Founder
–
I started with mobile game development, but we failed before we even managed to launch.
In order to survive, I tried several kinds of work. During that process, I realized how badly marketing was needed for a game launch, and I also believed that the newly opened smartphone market of 2010 would create a paradigm shift in the global distribution of content. On that basis, I started an overseas mobile marketing agency business.
At the time, traditional online marketing agencies were already large, but mobile marketing was barely even a concept. We were almost the only company in Korea saying we would do global mobile marketing, and demand concentrated on us. In the very year we pivoted, we generated both revenue and operating profit.
But after about a year, it no longer felt like I was creating real value. It felt like a temporary specialty built on information asymmetry that would soon disappear, and then become something close to labor supply. At its core, the business was still sales. As a twenty-year-old without an established network, in a market where traditional online agencies were obviously going to move into mobile, it was neither what I ultimately wanted to do nor what I believed I could become great at in the long run.
I came to believe that if I wanted to create larger value, I had to build my own product.
At the time, the common view was that startups should obviously raise venture capital. But I never resonated with the model of growing valuation while running losses. Even if it took longer, I decided to try growing the company without investment. That meant running a cash-generating agency business in parallel with product development.
For seven years, I repeated the same pattern: make money through the agency business during the day, build products at night, launch almost one a year, and fail almost one a year. Meanwhile, the agency business we had neglected started losing revenue as well, and our cash balance approached the bottom.
Only then did I truly understand something. I had always thought I knew the idea that you must build not the business you want, but the business people actually need, and I even believed I was already doing that. But only when I was cornered, when there were no real chances left, did I realize that I had not. I understood it for real only when the stakes became existential. From then on, I stopped trying to manufacture demand where none existed. Instead, I decided to provide value within demand that already existed. And if I was going to build products, I should do so in advertising, a domain where I already had knowledge and experience.
The ad-tech solution we launched in 2017 was the first to generate meaningful results. Within a year of launch, it reached KRW 10 billion in annual revenue with a 20% operating margin. In total, the product generated KRW 37 billion in revenue and KRW 17 billion in operating profit, and I was named to Forbes' 30 Under 30 Asia that year.
At the same time, I also felt that if we wanted to grow the company much larger, we needed better talent, and that from the perspective of that talent, our company was seen not as a startup but as a small or midsize business. I believed the companies they wanted to join were startups backed by major VCs. For HR branding reasons, I decided to raise venture capital for the first time and secured an initial KRW 6 billion investment from leading VC firms.
But because we raised it without truly needing the money, I came to feel even more strongly that our business and company were not suited to the model of being scaled through VC capital. In the end, I asked for understanding and repaid the entire investment.
After operating for another year, I analyzed our global competitors and realized that the companies I had assumed would be vastly larger than us were only a few times larger, and at most 10 to 20 times bigger. The market itself had a ceiling. That was when I finally understood why VCs care so much about market size.
It was a project that had only just begun to produce results after seven years of hardship, but because I had a larger ambition, I chose to pivot decisively.
In 2010, I had been standing in the middle of a mobile paradigm shift, but I did not have the experience or capability to seize it. Later, I watched the companies that did capture that shift grow to levels that latecomers could barely touch. Even while running a small agency business and failing at products year after year, I had a conviction deep inside me: paradigm shifts come roughly every ten years, and next time I would be ready.
If I was going to pivot, I wanted to do it in an industry where such a shift was unfolding. 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-layer businesses was not ready. Unless I was going to build an exchange or a mainnet, it seemed that the only thing I could really do for the time being was invest.
After the 2017 bull market, 2018 became a brutal bear market. Web3 startup valuations collapsed, and no one wanted to invest. I believed that if you want extraordinary outcomes, you have to act when everyone else is turning away. So I decided that rather than trade short-term cycles, I would look several years ahead and begin venture investing. Because nobody was investing, it was possible to enter the market as a venture investor with relatively small amounts of capital.
Growing as an Investor
–
Somewhat unintentionally, that was how my path as an investor began.
I bet my life on it with my own capital. What began as investments worth only a few billion won produced returns that, at peak, reached hundreds of times the original amount within two years.
If the previous seven years had been my life as a founder, the next seven were largely my life as an investor. I invested about KRW 280 billion of my own capital across more than eighty companies in Korea and abroad. In one case, I kept supporting a small Argentine startup through every round until it became the unicorn that led the "metaverse" theme, ultimately investing more than KRW 50 billion into it. A company that had once been valued in the low tens of billions of won became a category-leading business worth over KRW 1 trillion. I also invested in a tiny Australian game company that had been delisted, supported it aggressively in follow-on rounds, and watched it become one of the defining global Web3 companies at roughly KRW 8 trillion in value. I was also the first and only investor in a major Korean game company that went on to pioneer P2E, sharing its hardest early days.
The combination of being a self-funded investor and a founder allowed me to see the potential in companies nobody was paying attention to. Acting on the philosophy of Start Where Others Stop, making decisions when others would not, produced unusually strong results.
Because I was investing my own capital, I could also try many non-standard and unconventional approaches.
One representative example was building an investment alliance with major game companies in each country, what we called Core Alliance. We brought together the top game companies in each market, selected the single most outstanding company from dozens of game and Web3 startups screened by Blocore every month, and had the investment teams of ten major game companies join the same video call to hear the pitch together. There was no shared fund. Each company made its own investment decision independently.
The participating companies included Krafton, Nexon, NCSoft, and Netmarble in Korea; SEGA, Konami, Bandai Namco, and SNK in Japan; Lilith Games in China; and 2K in the United States, ten global major game companies in total.
The goal was not immediate financial gain as much as it was to repeatedly co-invest with the leading game companies of each country and build a brand as a global force in game investing. I also believed that the strategic synergies created when a major game company joined the cap table would improve investment outcomes.
It was also unusual that, beyond deploying my own capital, I operated funds as an investment firm. The Singapore-based venture capital firm I co-founded in 2018 began with the explicit goal of creating a truly global fund. It brought together serial entrepreneurs and investors of different nationalities, operating the fund remotely from different countries. The original plan was to raise private capital from global family offices rather than public institutional money, but we failed at first. In the end, the founders pooled their own capital to get it off the ground.
That fund went on to generate record-setting performance, and based on that track record, we succeeded in raising a follow-on fund. The ten-year fund launched in 2021 distributed substantial returns to LPs within two years and landed in the top 3% globally among venture funds on both TVPI and DPI.
The fund manages about KRW 380 billion, and more than 40% of it was directly committed by the co-founders, an unusual expression of responsibility and confidence. It is one of the venture funds in the world with the highest GP commitment ratios.
I produced results both as an individual investor and as a fund manager.
But I did not enjoy the work. The essence of success in fund management turned out not to be investing well, but fundraising well. I had neither the passion nor the temperament for that, and I concluded that this was not a field in which I could become world-class.
I genuinely enjoyed discovering startups, investing in them, and helping them. But the thrill of being right in my investment decisions, or the fact that I was making a great deal of money, was less satisfying than the sense of envy and longing I felt whenever I wished AIMED, which I was still running in parallel, could do as well as the companies I had invested in.
In the end, what I wanted was not success as an investor. It was success as a founder. I wanted products and services I had built to be used by many people.
That was the trigger for the transition toward a venture studio, though my impatience also became the trigger for overexpansion.
Trial and Error in Building a Venture Studio
–
After my investing success gave me access to substantial capital, I decided I wanted to grow AIMED much larger. I converted our existing ad-tech company into a venture studio, invested my own capital into the company, expanded the organization, and added new business units.
Outstanding talent from companies such as Google, Naver, Kakao, Nexon, Krafton, Coupang, and EA joined us in large numbers, and in a short time the organization grew to more than 200 people. A company that had once been profitable became a loss-making company burning roughly KRW 2 billion every month. We expanded into industries where we lacked deep expertise. We hired star C-level executives without enough reflection on roles. Looking back, that expansion came not from a clear vision of the venture studio model or deep thinking about industry and business, but from a simple desire to make the numbers bigger. In the process, we began to lose the very strengths that had made the company good in the first place and drifted off course.
When capital was abundant, my thinking did not go deep enough to reach the essence. I focused more on what to do and what results to produce than on the question of why.
It is not as if there were no results at all. Some businesses raised capital from global investors such as Supercell, Pantera Capital, and Griffin Gaming, and some generated profits worth tens of billions of won. But rather than seriously wrestling with meaning and vision, we kept chasing bigger quantitative outcomes.
Only when liquidity problems emerged did I begin asking the essential questions.
How did our company end up in its current form? Why am I doing this work?
During that period, several business units into which we had invested tens of billions of won each had to be shut down. It was a painful phase of trial and error, but the depth of the learning matched the pain.
The time that followed was a process of setting myself aside, recovering my original intent, and starting again not as an investor but as a founder. It was the period in which I rediscovered the sincerity of my desire not to give up and to build the company into something much larger. I thought deeply about why I do business, what kind of person I am, and what kind of leader I need to become.
As a result, I was forced to confront a set of fundamental questions.
Is the parent company merely a functional organization? What contribution can it truly make? Is the governance structure sustainable? Does it go against human incentives, both in terms of fundraising and in terms of alignment for subsidiary leadership? Is there a reason venture studios have not become industrialized the way VCs or accelerators have, because they are that difficult, or structurally close to impossible? If the venture studio model is to truly work, what has to change, and can we be different?
And then there was the most fundamental question of all: beyond simply launching multiple businesses that might produce results, do we have our own real cause and vision for the venture studio business itself?
The First Year of Venture Studio Growth
After sixteen years, I finally found the vision.
It had been a long struggle. Are we an investment firm, a game company, or an advertising company? What exactly are we, a company running several businesses? It felt as though a company should have a vision, but what was ours? Could a goal that exists only to produce big results really count as a vision?
Looking back, even in the period when I was chasing performance and numbers, there were things I genuinely loved and that truly made me happy. There was a reason I never gave up on this company, even through multiple severe crises. Only after reexamining what AIMED really meant to me did I understand it. That meaning had always been there, hidden behind my appetite for numbers, and now I could finally see it clearly.
In hindsight, AIMED itself was never a company that should be grown through the standard VC model. I had raised investment and then returned it all because it did not fit, and because I had personally done venture investing for more than seven years, I understood the structure and limitations of VC better than most.
There are clearly businesses in the world that VCs cannot invest in, or struggle to invest in, even though they are valuable. Businesses that have to be grown with a different tempo and a different method. Businesses that need to be judged by a different standard and supported with patience. Businesses that do not need a structure that grows valuation through capital alone, but one that can grow vision, organization, and leadership, a structure willing to invest in growth itself, not just performance.
Those are the kinds of businesses AIMED is now building. Investing more than KRW 10 billion of our own capital into SLG R&D in a genre no one else in Korea had chosen to challenge, or accepting losses while building an organization to break the structural cycle of the ad agency business, those are challenges that are only possible because AIMED exists.
When I say these are businesses VCs cannot invest in, I do not mean they are impossible businesses. I mean they are businesses that can only be born when there is vision, belief, and conviction that go beyond pure logic and rationality, and businesses that can be supported long enough to bloom.
And I believe the results will be remarkable in ways that ordinary, logic-driven investment tracks rarely produce, both in quantitative performance and in qualitative meaning and value.
Building, growing, and proving businesses that would struggle to bloom without us, that is what AIMED does.
I still hope we succeed.
But I have now found something even more important to me, something I truly want to pursue. Even if I fail, I already feel enough meaning in the pursuit itself that I would not regret it.
James Lim
Founder and CEO
Thesis | Game
What Kind of Fun Are We Pursuing?
Because fun is an abstract concept, saying "we want to make fun games" 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 like films, comics, and YouTube is fundamentally different from the fun they feel from active content like games. Passive content is consumed while sitting back. What matters there is concept, story, and visual execution, and the act of consumption itself does not generate need.
Games are different. They are active content, and in the course of play they must generate needs, wants, and demand. Games can absolutely deliver strong experiences and emotions through great concept, story, and visuals as well. But those are still emotions that can often be delivered more conveniently by passive media.
That makes it difficult for games to win if they are targeting only the same kinds of feelings that Netflix or short-form video are already designed to deliver better.
What fundamentally distinguishes games 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 their longevity.
If a game fails to create that feeling, players lose their reason to play an active medium at all. This is true not only from a monetization standpoint, but from the standpoint of the game's survival as content. Passive content can focus almost entirely on the product itself. Active content must focus on designing the situations that generate needs, wants, and demand.
It is similar to the "sell me this pen" scene in The Wolf of Wall Street. If you want to sell a pen, which is not an always-essential product, do you focus on making a better pen, or on creating the situation in which the pen becomes necessary?
Games, by nature, do not have built-in utility, so those situations must be designed intentionally. Even the experiences and emotions a game wants to deliver through concept, story, and visual identity should exist in service of that situational design. And the smaller the team, the more important this priority becomes. It takes a large organization to compete primarily through concept, story, and visuals, but situational design can be done by a smaller team.
The Value Only Games Can Provide
Beyond food, clothing, and shelter, every human being also carries a desire for achievement and recognition. But the real world is not designed so that everyone receives enough of either. Only a minority spend years in school and are admitted to the universities society recognizes. Work is no different. Everyone needs to satisfy their need for achievement and recognition in some form in order to live well, and I do not believe that must happen only through standards prescribed by society.
Games are one of the very few tools that can satisfy those needs at a meaningfully high level for almost anyone. That is what I see as the uniquely positive value of games. If all we want is to kill time, ease boredom, or feel entertained, then Netflix and YouTube are already good alternatives. What makes games fundamentally different is the experience of achievement and recognition through active play. In real life, earning achievement and recognition usually takes years of time and cost. If a student studies for years and gets into the university they wanted, the resulting achievement and recognition are significant, but they do not last forever, and not everyone who takes the journey gets to enjoy them.
In games, by contrast, a player can feel achievement within tens of minutes, experience growth, and receive recognition inside an in-game society such as a guild. I believe the level of fulfillment can reach 70 to 80 percent of what people feel in real-world equivalents, but at a far lower cost in time and money, and in a way that almost anyone can access. Of course, becoming excessively absorbed in games while neglecting real life can be a problem. But that is not unique to games. Any pursuit becomes unhealthy when taken too far. When used in a healthy way, games are one of the most efficient tools we have for satisfying the higher-order needs human beings need in order to live well.
The Role of Games in the Age of AI
The 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, the deeper issue may not be basic survival, assuming explosive productivity growth and policies like universal basic income reduce those pressures, but rather how people will satisfy their higher-order needs.
For a long time, many of those needs beyond survival, achievement, recognition, and self-actualization, have been fulfilled through work. If people can no longer work in the same way, how will those needs be met?
I believe the most plausible and already-validated tool is games.
Games will evolve into many different forms, including the games humanity already enjoys today, but I think the essence will remain the same. It is about designing situations in a virtual world that generate needs, wants, and demand, and then creating experiences in which people resolve them through active behavior. That is what we believe games fundamentally are, and why we believe their role will become even more important in the age of AI.
Thesis | Web3
The question this market hears most often is, "Why does this need to be blockchain?" Of blockchain's many technical properties, I have always focused most on the token itself as a reward mechanism. Stock options were a revolutionary tool that changed the startup ecosystem. They turned employees from mere labor into stakeholders whose interests were tied directly to whether the company succeeded or failed, and that sense of ownership enabled tens or hundreds of employees to create innovations that outpaced large incumbents. Startups before stock options and startups after stock options are fundamentally different organizations.
I believe tokens are a tool that can extend that logic all the way to customers. Customers cease to be mere consumers and become stakeholders directly connected to whether the business succeeds or fails. If not tens or hundreds, but hundreds of thousands or millions of people begin to feel ownership, then the ripple effects will operate on a completely different scale from what stock options did for startups.
But for that potential to become real, the business model has to be properly designed and actually work. Can tokens create communities, and then ecosystems, that are much larger, faster-growing, and more loyal? Can that ecosystem actually drive the business and become a moat? That is what gives Web3 businesses their reason to exist in our view.
I do not think the industry has fully found the answer yet. Most projects have focused on complicated sink design and supply control in pursuit of sustainable token economies, but most of that has not worked in practice. I believe the key is not sinks, but reward design. Reward only those user actions that materially contribute to ecosystem growth, then measure and optimize how much value each unit of reward creates for the ecosystem, the Return on Reward Spend. Only through that kind of repeated trial and error do I believe a token economy can truly work.
That belief is why I invested in this market and continued to believe in it. There have been financial returns, but I still have not seen the real use case I was hoping for. I am in this market to build it directly: a business model in which the leverage created by customers with ownership, a kind of value only Web3 can produce, is realized in a form that actually works.
Gameberry is a studio made up of small development teams that can autonomously build the games they themselves want to make. At large game companies, very few people beyond a small number of directors truly get to make the game they want. And yet founding a game company directly is even more uncertain than ordinary entrepreneurship.
Gameberry was designed to start precisely at that point. It gives people the freedom to make the games they want in an environment without founder-level personal risk, and while the upside is not identical to starting a company yourself, the reward structure is designed to share in the performance you create in a way that resembles entrepreneurship. On top of that, teams can actively leverage AIMED's industry-leading UA capabilities and marketing capital, and because know-how is shared across teams, they can build games in an environment with higher odds of success than going it alone.
Among the many emotional needs games can satisfy, Gameberry has focused on achievement and the desire for growth. We have built idle and growth RPGs because we believed they were efficient vehicles for the kind of fun we want to deliver, but I do not think we need to remain confined to that genre forever. The core fun we want to implement is the fun of growth itself. We are building the know-how to satisfy players' desire for growth through sophisticated system, balance, and business-model design.
An environment where you can autonomously make the game you want, and a structure where the outcome is fully recognized as yours. That is the kind of studio Gameberry wants to build.
How do you build a major game company? Not just a company that makes one or two successful games, but one that can stand after Nexon, NCSoft, Netmarble, and Krafton. What would it actually take?
That question led us to ask which genre we could become world-class in. We felt we had to pioneer a genre others had not already mastered, a genre others would not easily choose to challenge. For more than a decade, MMORPGs had dominated the Korean mobile game market. As demand for MMORPGs began to soften, we saw an opportunity: not that gamers would disappear, but that another genre could fill the gap.
We believe SLG is the strongest candidate to absorb that demand. In terms of growth and player-versus-player competition, MMORPGs and SLGs pursue fundamentally similar kinds of fun, and in practice there is already a large player base that enjoys both genres.
Chinese SLG titles have already begun to occupy top-grossing ranks in Korea, and because SLGs can have exceptionally high LTV, they support long-term live service over many years. Demand has already been validated, but domestic supply is still extremely limited.
SLG is a genre with extraordinarily high barriers to entry. Projects of this scale require dozens of people, years of development, and budgets ranging from billions to tens of billions of won. Korea has very few developers with direct SLG production experience. To build know-how in a new genre and generate results, you have to accept repeated failure and spend years cultivating talent. Large game companies may have capital, but when their key talent is already tied up in live services for core genres, it is difficult for them to make a do-or-die commitment to an entirely new one. Most attempts have ended as project-based experiments that were abandoned when early results failed to appear. Small studios cannot even begin because of capital constraints, and the investment market almost never funds a new genre at this scale without a proven track record. Even after launch, SLG requires genre-specific live operations expertise, and because user acquisition costs are high, it demands UA capability well beyond what most Korean game-company marketing teams or ad agencies can deliver. That level of UA execution is rare.
That is why we concluded that in Korea, there was effectively no company other than AIMED that could take on this challenge. So in 2022, before anyone else had seriously moved, we started.
Over the past four years, we have invested roughly KRW 14 billion in development, entirely with our own capital and without outside investment, while enduring countless failures and lessons. We do not see this as cost alone, but as R&D investment to accumulate know-how that latecomers will not be able to easily catch up with. On top of that, AIMED possesses industry-leading UA capability built through digital advertising work for numerous global game companies and through the direct development and operation of ad solutions handling traffic at massive scale.
Capital, will, and UA capability, the three things that determine the fate of an SLG company. We believe we are the only Korean game company that holds all three at once.
Our goal is not simply to become a game company that makes a great deal of money. It is to become a major game company. Our first attempt may fail. Even so, our SLG challenge will succeed in the end. Because we will keep going until it does.
Puzzle Studio (CIC)
Puzzle Studio (CIC)
Casual games are one of the largest game categories in the world. And yet Korea still has virtually no casual studio recognized at a global level.
When people say "casual," many immediately think of match-3. But casual is not a single genre. It is fragmented across countless subgenres, block puzzles, jigsaws, liquid sorting, card sorting, merge games, word puzzles, many of which do not even have clearly standardized names. Most casual developers do not go deep into any one of these subgenres. Instead, they follow trends and make a different kind of game each time, which makes it difficult for the know-how from one game to carry meaningfully into the next.
We saw an opportunity there. If we go deep into a single subgenre and keep compounding balance, system, and business-model expertise from game to game, we believe we can build a casual game company that can compete globally.
Match-3 is already extremely saturated, and hyper-casual is structurally poor at compounding know-how. The genre we chose is sort puzzles. It has proven marketability without being excessively saturated, it is well suited to reusing balance and systems know-how across titles, and because it does not require ultra-premium Western-style art to compete, it is a genre Korean talent can credibly challenge.
Most importantly, the core mechanic of sort puzzles, sorting something, is inherently open to changes in theme and rules. That lets us create completely different game experiences within the same genre while still reusing core systems and business-model know-how.
Separate from genre choice, we also have another strategic axis: differentiation not only in puzzle fun itself, but in the systems around the puzzle. AIMED has built strong competitive-system and business-model design capability in mid-core and hardcore genres, and our goal is to adapt that capability to casual games to maximize LTV for casual players.
The production model this studio pursues is a different experiment from Gameberry. It is not a structure centered on individual creativity and autonomous game creation. Instead, we maximize reusability across code, planning, assets, systems, and business models, and we share accumulated know-how across the company.
Everything invested into one game should be reusable in the next, so that expertise compounds with every release. This production style naturally connects to automation and AI adoption as well. By automating repetitive work such as content generation, balance testing, and asset production, and by using AI aggressively, we aim to build a studio system with very high productivity.
Creators are free to imagine whatever concepts and ideas they want, but they work within three principles.
1. Become masters of sort puzzles. Within the single subgenre of sort puzzles, we accumulate world-class understanding of balance, level design, and player experience. Rather than knowing many genres shallowly, we go deep enough in one that no competitor can match our expertise.
2. Maximize casual-player LTV through innovative out-of-game systems. Rewards, competition, and business model design around the puzzle create differentiation. We aim to achieve monetization metrics meaningfully above adjacent competitors and build a structure that supports much more aggressive growth.
3. Pursue a reproducible production model. Code, planning, assets, systems know-how, and business-model know-how should all be reused as much as possible, and what is learned should be shared across the organization. With every game, expertise should compound.
Rather than chasing trends by jumping between genres, we want to become a casual studio that builds world-class know-how in one specific subgenre. That is what the Puzzle Studio aspires to be.
Blocore began as the personal venture investment brand of AIMED's founder.
As I invested in Web3 startups and helped the companies I had invested in, experience and a global network infrastructure accumulated. Collaboration requests kept coming from companies that needed help commercializing Web3, so we extended the Blocore brand from investing into building by establishing a Singapore subsidiary under AIMED with the same name and launching a Web3-specialized venture studio business.
I invested aggressively as an investor because I wanted to see our "Why Blockchain" thesis become real. Many companies produced financial success, but I still do not think I have seen that thesis fully realized in its truest sense.
As the market became disappointed by projects that failed to produce business models capable of working for the long term, investor sentiment weakened. It became harder to find startups willing to challenge Web3, and most talent started moving toward AI instead.
As an investor, I produced results through the motto "Start Where Others Stop," investing when others would not. Now I am extending that same philosophy beyond investment and into the builder's challenge of realizing it directly.
We are creating projects independently in payments, AI agents, and RWA, while also building projects together with companies that already hold assets well suited to Web3 transformation.
Creating business models that truly work so that customers aligned by token-based incentives can drive the business and help build a moat, and in doing so, proving why Web3 businesses deserve to exist, that is the kind of Web3 venture studio Blocore aims to be.
Google's and Apple's app stores are core infrastructure for the mobile game ecosystem, but their monopolistic position has made the fee burden on content developers excessively high. Antitrust litigation opened the door to external payments and the web-store era, yet most web-store solutions still fail to solve the fundamental problem of low conversion.
NewPlay is tackling that problem from a deep understanding of game services. It is not merely offering payment infrastructure. It is focused on solving the foundational issues of web stores based on the understanding of users and live service operations that comes from directly running game businesses.
The biggest problem with most existing web stores is that users often do not even know the store exists. NewPlay guides players naturally into the web store through challenge systems connected to in-game content, and improves payment convenience through a point-based payment model. That combination delivers industry-leading web-store conversion rates and industry-low fee levels, maximizing developer revenue.
Redistributing the excess profits created by platform monopolies back to content developers, and maximizing developer income, that is the new infrastructure for game services that NewPlay aims to build.
In the future, more and more of the work people used to do manually will be automated, and companies will continue adopting external solutions to enable that automation. But there is still a large gap between adopting a solution and using it properly. It is difficult to fully understand every feature, and without accumulated experience and implementation cases, it is hard to use a tool to its full potential in the context of a specific company.
Martinee exists to close that gap. Based on deep understanding of each solution, it identifies the specific characteristics of each client, customizes implementation, and helps the client use the tool properly so that productivity is fully maximized. That is work neither the software vendor nor the client is structurally best positioned to do. Martinee is.
Martinee is an official reseller of global martech solutions such as Braze, Amplitude, and AppsFlyer, and has a level of expertise in Korea that is effectively unique in being able to support both implementation and utilization at once. 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, have chosen Martinee as a partner. Martinee does not simply sell software. It directly helps clients build capability that remains inside the organization.
Traditional consulting and agency work are often one-off and highly dependent on the skills of individual consultants, which makes them difficult to internalize inside the client. But Martinee's work in solution implementation and utilization builds capability that stays with the client. That role was necessary in the SaaS era, and it will remain necessary even in the age of AI agents.
Designing the way companies work in the age of automation, that is the vision Martinee pursues.