Gamify was a community for people with a taste for the epic. It gathered fans of videogames, athletes and trickers.
It was 2014 when Sean, Carlos and I discovered gamification. We had a common background playing videogames and practicing various sports, so the idea of unlocking achivements in real life sounded amazing.
We didn't know how to take this game mechanics to "real" life, but shortly after joining the Google for Startups Campus, a couple of conversations leaded to running a rather unconventional pilot with the Campus.
Looking for a problem to solve
Campus was having a party with lots of activities, so we had this idea of turning each activity into an achievement that anyone could unlock using our web-app, being featured in every TV at the Campus for each "unlock".
The experiment was quite successful: everyone had lots of fun, the usage metrics during the party were amazing, and suddenly we had data and feedback from 300+ users.
But we realized that, having zero expertise in the event planning industry, it wasn't a good idea to keep developing that product.
Being one of the founders part of an internet-famous show in Spain, we decided to explore the possibilities of a social product.
In the following months, we recruited and interviewed dozens of his followers to find out what kind of product could engage this target (gamers from 16 to 24, at that moment), and managed to build a vibrant community while on private beta.
Iterating – not fast enough
Gamify changed a lot, almost every 2 weeks since the first release: in v0.1 anyone could claim achievements, and the community decided if it was "legit or not".
The product had an infinite feed of achievements unlocked and waiting to be validated, and soon we added the possibility of sending a "challenge" to anyone, to see if they could beat you unlocking a certain achievement.
We had lots of fun, but back in the day, Sean Carlos and I were on our early 20s and had almost no experience. At some point, the Gamify team grow to 7 members, and with a highly-demanding user base, suddenly it became impossible for us to manage the situation.
At some point we tried to pivoted from app to YouTube channel, but after some months of wasting resources and losing traction, we finally decided to kill it.
What happened next?
After many different adventures, Carlos and I teamed up again and decided to bring back to life the awesome brand assets produced in the "Gamify app era" to launch an apparel brand called Epic Clothing Club.