Rohith Varanasi
👤 PersonAppearances Over Time
Podcast Appearances
And then I think we got really lucky with some of the releases that have been coming out around that time when we realized that the first iteration without generative visuals was pretty lackluster and boring and not retentive. was right around when the latest image gen model that came out. And it's Flux by Black Forest Labs. At least August 1st. And we got super lucky.
And then I think we got really lucky with some of the releases that have been coming out around that time when we realized that the first iteration without generative visuals was pretty lackluster and boring and not retentive. was right around when the latest image gen model that came out. And it's Flux by Black Forest Labs. At least August 1st. And we got super lucky.
And it's really the first truly low latency, state-of-the-art image gen model that's fast enough and cheap enough to work in a gameplay loop. We got really lucky with that. And so we've just been blessed in that front.
And it's really the first truly low latency, state-of-the-art image gen model that's fast enough and cheap enough to work in a gameplay loop. We got really lucky with that. And so we've just been blessed in that front.
And it's really the first truly low latency, state-of-the-art image gen model that's fast enough and cheap enough to work in a gameplay loop. We got really lucky with that. And so we've just been blessed in that front.
One of the things that we're doing somewhat differently with Block Party is we shipped it super early in a very rough state just to test if the mechanics work. And we didn't really expect a ton of retention in the first version. It was buggy. We just sent it to some close friends. But people seem to be obsessed. We've had a couple users who have like 15 hours of screen time.
One of the things that we're doing somewhat differently with Block Party is we shipped it super early in a very rough state just to test if the mechanics work. And we didn't really expect a ton of retention in the first version. It was buggy. We just sent it to some close friends. But people seem to be obsessed. We've had a couple users who have like 15 hours of screen time.
One of the things that we're doing somewhat differently with Block Party is we shipped it super early in a very rough state just to test if the mechanics work. And we didn't really expect a ton of retention in the first version. It was buggy. We just sent it to some close friends. But people seem to be obsessed. We've had a couple users who have like 15 hours of screen time.
We have a really strong early user base that is constantly providing feedback, submitting feature requests, sharing it with their friends, and talking about what works and what doesn't, and they're constantly reporting bugs and things that could be better or more efficient or UX improvements. And so we have this constant feed of things that we can build.
We have a really strong early user base that is constantly providing feedback, submitting feature requests, sharing it with their friends, and talking about what works and what doesn't, and they're constantly reporting bugs and things that could be better or more efficient or UX improvements. And so we have this constant feed of things that we can build.
We have a really strong early user base that is constantly providing feedback, submitting feature requests, sharing it with their friends, and talking about what works and what doesn't, and they're constantly reporting bugs and things that could be better or more efficient or UX improvements. And so we have this constant feed of things that we can build.
And I think right now things are constantly moving around as we get new users on board and priorities are shifting. But primarily like the focus, our North Star is, can we make this like fun? And I think I want to double click into that a little bit. I think when I say, can we make this fun? It's not going to make this fun just one time. Can we make this be an infinite source of fun?
And I think right now things are constantly moving around as we get new users on board and priorities are shifting. But primarily like the focus, our North Star is, can we make this like fun? And I think I want to double click into that a little bit. I think when I say, can we make this fun? It's not going to make this fun just one time. Can we make this be an infinite source of fun?
And I think right now things are constantly moving around as we get new users on board and priorities are shifting. But primarily like the focus, our North Star is, can we make this like fun? And I think I want to double click into that a little bit. I think when I say, can we make this fun? It's not going to make this fun just one time. Can we make this be an infinite source of fun?
That sort of helps us align with our roadmap and our decision-making of, okay, does this sort of get us closer to that vision of building these infinite games that never run out of content and are dynamic and are shaped by the players that play them?
That sort of helps us align with our roadmap and our decision-making of, okay, does this sort of get us closer to that vision of building these infinite games that never run out of content and are dynamic and are shaped by the players that play them?
That sort of helps us align with our roadmap and our decision-making of, okay, does this sort of get us closer to that vision of building these infinite games that never run out of content and are dynamic and are shaped by the players that play them?
Right now, the product team is me and my co-founder. My co-founder, Steven, he's the CTO. Probably one of the best iOS engineers I know. He makes me better about product and about thinking about product. The cliche, you're the sum of the five people you spend your time with. I think I really take that to heart. And Stephen and I both really are obsessed about product.
Right now, the product team is me and my co-founder. My co-founder, Steven, he's the CTO. Probably one of the best iOS engineers I know. He makes me better about product and about thinking about product. The cliche, you're the sum of the five people you spend your time with. I think I really take that to heart. And Stephen and I both really are obsessed about product.
Right now, the product team is me and my co-founder. My co-founder, Steven, he's the CTO. Probably one of the best iOS engineers I know. He makes me better about product and about thinking about product. The cliche, you're the sum of the five people you spend your time with. I think I really take that to heart. And Stephen and I both really are obsessed about product.