Portrait of Kyle Smith

About

Twenty years making games, and selling them.

I’ve directed games and I’ve raised the money to make them.

Both jobs come down to the same question. Who is this for, and are there enough of them? A director who can’t answer it ships a game for the team that made it. A founder who can’t answer it writes a deck nobody funds.

001The short version

I started at EA at eighteen, in QA on Need for Speed and FIFA. I left as a lead designer, having pitched EA Playground and driven it from concept to launch, and having built EA's first console social integration along the way.

Then three companies of my own, mostly in Berlin. TreasureHunt for six years — raised $8M+, licensed DreamWorks IP through Universal Games, shipped Trolls Pop, won a Google Play award, and sold the studio's assets during insolvency in 2020 with every employee guaranteed a job. Play Forge after that. Then an acqui-hire into Mirage Labs where I arrived as a product lead and left as CEO of a 150-person group across three continents.

I have run three companies. I am not starting a fourth. What I want now is to hold direction on other people’s games — and to be useful to teams at a stage I have already been through.

002The ledger

Where I have been.

2024–presentToronto · My studio
Game Director, Clayhouse
  • Game direction and publishing readiness for studios: audience work, pitch and deck, publisher and investor targeting, embedded direction through a milestone.
  • One project at a time.
  • Publitz: a free publishing audit for indie Steam developers, designed, built and shipped solo.
2024–2025Toronto
Founder & CEO, Already There
  • Games venture piloting a film-style production and publishing model, with projects financed and staffed per title rather than per studio. Led creative direction and the model design; closed it at the end of 2025.
2022–2023Berlin · Backed by Ankr
CEO, Mirage Labs
  • Came in through an acqui-hire as a product and marketing lead, not a founder and not in charge. Fifteen months later they made me CEO of the group.
  • Ran the group behind Meta Apes: Top 8 on BNB Chain with 400K+ players, taken from Web2 to Web3 in six weeks.
  • Owned economy design across a 150-person team spanning the US, China and Europe.
2020–2022Berlin
Co-founder & CEO, Play Forge
  • Built Puzzle Book, a creator-driven social puzzle concept with curated levels, on a Silicon Allee startup grant.
  • Pitched Breachers, the game whose pitch led Ankr to acqui-hire the team.
2014–2020Berlin
Co-founder & CEO, TreasureHunt
  • Raised $8M+ in venture funding and ran the studio for six years.
  • Licensed DreamWorks IP through Universal Games, did the deal, and set the creative vision for Trolls Pop, a Google Play Best of Casual winner.
  • Sold the studio's assets including Trolls Pop to Huuuge Games during insolvency in 2020. Every employee was guaranteed a job and the whole team carried over.
2011–2013Berlin
Creative Director, goodbeans
  • Led creative direction across web and mobile, drove the web-to-mobile pivot, and shipped Zuko Monsters, the studio's top-grossing mobile title.
2006–2011Vancouver
Lead Designer / Producer, Electronic Arts
  • Started at eighteen in QA on Need for Speed and FIFA. Pitched EA Playground and drove it concept-to-launch — new IP on Wii and DS that beat its sales target three times over.
  • Lead designer and producer on EA Sports Active, the start of EA's fitness franchise and its best-selling Wii title.
  • Designed the first Facebook integration in a console game and established the game-designer role at EA Vancouver.
Recognition

Red Herring Top 100 Tech Leaders, Europe. Google Play Best of Casual — Trolls Pop. Founder, IGDA Berlin Chapter, 2018.

Education

DX Lab (Entertainment Media) — Certificate, Video & Film Post-Production.

Elsewhere

LinkedIn · X

Made at Clayhouse, my studio. Toronto.