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Case Study · Proof of Play

I owned a revenue-generating game, and built the tooling that let two people run it.

Pirate Nation Arcade was an experimental web3 spin-off of Proof of Play's flagship IP. I owned it end to end and built the content pipeline that turned an intractable data schema into balanced, shippable game content, so a tiny team could operate a live product.

Role: Product owner + tooling Team of 2 ~$500K in the first months Abstract chain
Proof of Play Arcade key art: a pirate roguelite adventure in an arcade cabinet
Pirate Nation Arcade, a pirate roguelite spin-off I owned and operated.

The challenge

Proof of Play wanted to spin its flagship IP, Pirate Nation, into a standalone arcade product on the Abstract chain, fast and lean, as an experiment. The bet only worked if a very small team could stand it up and keep it fed with content. There was no budget for a full studio.

The hard part was the content. The game's data lived in an EAV schema (entity-attribute-value): properties scattered across thousands of rows, effectively unqueryable, and impossible to balance by hand. Authoring waves, enemies, decks, and cards by reading raw rows would have been slow and error-prone, exactly the bottleneck that sinks lean teams.

What I owned and built

I owned the product end to end, scope, content, and operations, and personally built the content and analytics tooling that made a two-person team viable. The core was a pipeline that parsed Pirate Nation's intractable EAV data into clean, hierarchical structures fit for analysis and balancing, plus a data viewer that let me inspect and tune content directly.

This is where AI earned its place: I used it to turn a near-unqueryable schema into queryable, structured content, collapsing what would have been weeks of manual data wrangling into a repeatable tool. The tooling, not the headcount, is what let the product ship and keep shipping.

And the content itself was mine. I designed the cards, the enemies, the decks, the wave progression, and the meta the tool surfaces. So I sat on both sides of it: the designer deciding what should exist, and the engineer who built the system to author, inspect, and balance it.

flowchart LR
  EAV["Pirate Nation data
intractable EAV schema"]:::raw --> TOOL["Content pipeline I built
parse · structure · validate"]:::mine TOOL --> BAL["Balanceable content
waves · enemies · decks · cards"]:::mid BAL --> GAME["Live arcade game
owned + operated by 2"]:::good classDef raw fill:#fee2e2,stroke:#dc2626,color:#7f1d1d; classDef mine fill:#dcfce7,stroke:#16a34a,color:#14532d; classDef mid fill:#eef2ff,stroke:#6366f1,color:#1e1b4b; classDef good fill:#dbeafe,stroke:#2563eb,color:#0b3a8f;
The leverage: my tooling turned unusable raw data into balanced content a two-person team could ship on a schedule.

The tooling, on screen

This is the PN Arcade Manager I built, narrated in my own voice. It inspects every card, enemy, deck, and wave, computes drop odds and average damage per turn, calculates leaderboard reward payouts to player wallets, diffs test-net against production, and reads full battle logs to spot broken strategies.

A narrated tour of the PN Arcade Manager. Built solo, the system that let two people run the game.

The product, in motion

Attract-mode gameplay from Pirate Nation Arcade.

The outcome

The Arcade generated roughly half a million dollars in its first few months, run by two people. The point is not the headline number, it is the shape of it: a real revenue product, owned and operated by a team small enough to fit in a sentence, because the unglamorous work, wrangling data into shippable content, was solved once in tooling instead of paid for over and over in labor.

That is the pattern I keep coming back to. Find the bottleneck that forces a big team, automate it, and let a small team punch far above its weight on a live, revenue-generating product.

By the numbers

~$500K
Revenue in the first few months
2
People running a live product
504
Commits in the content tooling I built solo
1
Pipeline that made an unqueryable schema balanceable
Owned
End to end: scope, content, and operations
web3
Abstract-chain spin-off of Pirate Nation
An owner-operated experiment at Proof of Play. The transferable lesson is leverage: solve the bottleneck in tooling and a tiny team can own and run a real product. Happy to walk through the pipeline in a conversation.