A Thinking Ape Founder Story: How Kenshi Arasaki Built A Thinking Ape (Winter 2008 YC Batch)
Three Canadian engineers quit Amazon, got into YC with a chat app, watched it fail to take off — then noticed something unexpected in their own data: people were using their chat rooms to form war clans. They ignored everything they'd built and followed the community. That pivot became one of Canada's most profitable mobile game studios, built entirely without venture capital.
Kenshi Arasaki, Wilkins Chung, Eric Diep · 18 min read
A Thinking Ape (ATA), YC Founder Story
Company: A Thinking Ape (ATA) Founders: Kenshi Arasaki, Wilkins Chung, Eric Diep YC Batch: Winter 2008 (W08) Industry: Mobile Gaming / Social Community Platforms Founded: 2008 | HQ: Vancouver, BC, Canada Employees (2025): 81+ Top Games: Kingdoms at War, Party in My Dorm, Kingdoms of Heckfire, Casino X Revenue Model: Free-to-play freemium (top-grossing Apple App Store developer)
The One-Line Summary
Three Canadian engineers quit Amazon, got into YC with a chat app, watched it fail to take off, then noticed something unexpected in their own data: people were using their chat rooms to form war clans. They ignored everything they'd built and followed the community. That pivot became one of Canada's most profitable mobile game studios, built entirely without venture capital.
Lens 1, The Before State
Who Were They Before YC?
Kenshi Arasaki was born and raised in Calgary, Alberta, not exactly Silicon Valley. He earned a computer science degree from the University of Calgary, landed a job at Amazon straight out of school as a retail engineer, and by his own description had a great opportunity as a new grad. Stable job. Good salary. Clear career track.
But something was eating at him. The iPhone had just launched. Facebook was exploding. Kenshi could see the edges of something massive forming, a new world of mobile and social software that nobody had really cracked yet, and he was writing retail logistics code at Amazon.
His co-founder Wilkins Chung was in a nearly identical position: a fellow Canadian, also an engineer at Amazon, also watching the same windows open in mobile and social platforms. They were the kind of colleagues who could finish each other's technical sentences, and who shared the same low-grade career restlessness that quietly becomes a startup.
Eric Diep, who joined slightly later, had his own remarkable line on his resume: he built the first-ever Facebook app (Quizzes), a fact that sounds almost mythological now but meant that he'd been swimming in the Facebook developer ecosystem before most people even knew it existed. He later faced genuine immigration difficulties trying to stay in the US, which would eventually factor into where ATA put down roots.
The Personal Pain They Were Living
The pain wasn't a single frustrated moment, it was a slow accumulation of observation. Kenshi, Wilkins, and Eric kept seeing the same problem everywhere on the early mobile and social web: people wanted to connect in groups, and the tools to do it were terrible.
SMS was fragmented. Email groups were clunky. Instant messaging required both people to be online. There was no simple way to create a group channel that worked across email, SMS, IM, and the web simultaneously. They weren't theorising about a problem, they were living it every time they tried to coordinate with friends across different platforms.
That gap became Chatterous: a multi-source group chat engine that unified SMS, email, IM, and web into one channel.
Why They Almost Didn't Look Like "Real" Founders
Three Canadian engineers in their mid-twenties, with good Amazon jobs and no prior startup experience, pitching a messaging app in 2008, this was not a profile that screamed "obvious bet." The messaging space was already crowded. Bigger companies had tried and failed to unify communication channels. And Canadian founders were, at the time, almost invisible in the Silicon Valley ecosystem.
What they had going for them: they were deeply technical, they understood distributed systems from their Amazon experience, and they were applying to a YC batch where Paul Graham was still personally evaluating every application. The bar for "technical credibility" mattered enormously, and three AWS-era Amazon engineers cleared it easily.
Key Insight for Aspiring Founders
Geographic outsiders have one huge advantage: they haven't absorbed Silicon Valley's consensus thinking about what's "possible." Kenshi, Wilkins, and Eric didn't grow up believing certain problems were too boring or too crowded to solve. They saw a real gap and applied. That unfiltered perspective, untainted by what VCs were already funding, is something most Bay Area founders have quietly lost.
Lens 2, The Idea Origin
How the Idea Was Actually Born
The original idea, Chatterous, came from a simple, lived observation. Group communication across devices was broken. The iPhone had just changed what mobile software could be. And these three engineers had the technical skills to build a clean, unified group chat layer that worked everywhere.
It wasn't a lightning bolt idea. It was a pragmatic engineering solution to a problem they and everyone around them was experiencing daily. The kind of idea that, in retrospect, seems obvious, which is usually a sign that it was never the wrong problem, just potentially the wrong timing or market.
The First Ugly Version, And What It Accidentally Revealed
Chatterous launched and did something that many messaging apps dream about: it got users. Communities formed. Groups came alive. People were actually chatting.
But here is the specific, accidental discovery that changed everything:
When Kenshi and Wilkins looked at what people were talking about inside Chatterous, a pattern emerged that they hadn't planned for. A significant cluster of the most active, most engaged, most retained groups were forming around social web games. Players were using Chatterous as the communication backbone for their gaming clans, coordinating attacks, sharing strategies, building alliances.
The chat platform they'd built wasn't being used as a general communication tool. It was being used as a war room.
This was not in the pitch deck.
The Pivot, Following the Data, Not the Dream
Most founders in this position would have dismissed the gaming traffic as noise and pushed harder on the original vision. Kenshi and Wilkins did the opposite. They looked at the data and asked the more uncomfortable question: what if the game is the product, not the chat?
They decided to build a simple game on top of Chatterous, not to become a game company, but to prove their theory that the chat engine could amplify social gaming. Kingdoms at War was, in their own words, never supposed to be a success. It was a proof-of-concept. An experiment. A demo they could take to real gaming companies to say: "look what happens when you put our chat layer inside a game."
Nobody wanted to partner. But the game itself was profitable within a few months of launch. And it never stopped growing.
The Pattern This Follows
ATA fits one of YC's least-discussed idea archetypes: the accidental discovery pivot. They didn't set out to build games. They built the conditions, a live product, real users, real data, under which the actual opportunity revealed itself. This only works if founders are watching their users obsessively rather than defending their original thesis. Most founders defend the thesis. ATA followed the users.
Lens 3, The Application Anatomy
What Made Their Application Work
ATA applied to YC W08 with Chatterous, a technically ambitious, clearly scoped product that solved a real problem in communication. The application would have been strongest on two dimensions:
Founder credibility: Two Amazon engineers with deep distributed systems experience proposing to build infrastructure-level software. This is exactly the kind of founder-market fit YC looks for in technical applications, people who have actually built at scale before.
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