Kirkland North
A Yale student accidentally built a game so addictive that 25% of his entire campus played it — then turned that accident into a YC-backed startup, only to discover that virality and a business are two very different things.
Gabe Smedresman · 15 min read
Kirkland North, YC Founder Story
Company: Kirkland North (product: PlayTurf / Turf) Founders: Gabe Smedresman (Yale), Andrew Fong, Matt O'Brien, Hugo Van Vuuren (Harvard) YC Batch: Winter 2008 (W08) Industry: Social Gaming / Campus Tech Headquarters: Oakland, California Seed Funding: $225,000 (Harrison Metal Capital) Status: Inactive (acquired/wound down post-YC)
The One-Line Summary
A Yale student accidentally built a game so addictive that 25% of his entire campus played it, then turned that accident into a YC-backed startup, only to discover that virality and a business are two very different things.
Lens 1, The Before State
Who Were They Before YC?
Gabe Smedresman was a Yale student who liked building things for fun. No grand startup ambition, no desire to disrupt fintech or reshape infrastructure. In January 2007, he was just a college kid who thought it would be interesting to run a campus-wide territorial war game, modelled loosely on Risk, using Yale's campus map as the board.
His co-founders came from Harvard. Andrew Fong (later VP of Infrastructure Engineering at Dropbox and then CTO at fintech startup Vise) was a UC Berkeley-educated engineer with deep technical instincts. Hugo Van Vuuren was a South African-born Harvard economics graduate, shaped by the Ubuntu philosophy of human interconnectedness, who had grown up thinking deeply about community and collective action. Matt O'Brien rounded out the team.
None of them had startup experience. None had raised money. They were students who had played a game that consumed their campus, and decided someone should turn it into a business.
The Personal Pain (or Obsession) They Were Living
The pain point here wasn't frustration, it was fascination. Gabe watched something unexpected happen: he ran a game at Yale purely for fun, and it became a campus-wide social phenomenon within days. Over 3,300 Yale students, more than 25% of the entire student body, participated. The game ran for over a month.
What Gabe observed was rare: a digital product that created real-world social energy. People were strategising with their dormmates offline. They were forming alliances with strangers from other residential colleges. Territory on a screen was creating conversation, rivalry, and community across physical spaces.
Hugo Van Vuuren articulated the insight clearly: "People get really excited when there's something going on that involves their home territory." The game wasn't competing with Netflix or video games. It was tapping into something more primitive, the human instinct to defend and conquer home turf, in the most literal sense.
Why They Almost Didn't Look Like "Real" Founders
These were students who built something that went viral completely by accident. They had no monetisation plan, no business model, no existing company. The product wasn't even called Turf yet, Gabe had called the original Yale experiment "Old Campus Tree Risk."
More complicated still: by the time they were applying to YC, a rival startup, GoCrossCampus, had launched with players from Gabe's original game, claimed credit for the idea in a New York Times article, and was already gaining institutional traction at Ivy League schools. Kirkland North wasn't just a startup entering a market, it was a startup defending its right to exist in a space someone else was already claiming.
Key Insight for Aspiring Founders
The most valuable ideas often look like hobbies first. Gabe didn't set out to build a startup, he ran an experiment. The startup came from watching what happened when 3,300 people couldn't stop playing something he built in his dorm room. If you've ever built something for fun that people couldn't put down, that is a signal worth taking seriously.
Lens 2, The Idea Origin
How the Idea Was Actually Born
In January 2007, Gabe Smedresman built the first version of Turf as a for-fun experiment at Yale. It was a digital territorial war game using the Yale campus map, residential colleges became territories, players used an online interface to claim zones, and the whole thing played out over weeks.
The concept was simple: take the mechanics of Risk (claim territory, defend it, expand) and anchor it to a real place people already cared about. Your dormitory. Your campus. Your neighbourhood. The digital map was a mirror of the physical world the players lived in every day.
The game exploded. 3,300+ students. More than a month of gameplay. Cross-campus alliances. Offline strategy sessions between strangers. For a product that had no marketing budget, no growth hacking, no viral loop engineered into it, this was extraordinary.
The company's name, Kirkland North, came directly from a pivotal moment in a subsequent Harvard game, Kirkland House being one of Harvard's residential houses for upperclassmen, and the "North" referring to a climactic territorial battle during that run. The founders named their company after a moment in their own game's history.
The First Ugly Version
The first version was barely a product at all. It was a web interface mapped onto a campus layout, running on basic infrastructure, created by one student for his own amusement. There was no user onboarding flow, no monetisation, no scalability plan.
What it had instead was an idea that was structurally viral: the game required you to recruit people from your own campus to play with you. You couldn't enjoy it alone. Every player needed an opponent, and opponents came from the same real-world community. The growth mechanism was baked into the game design without anyone planning it.
The Signal That Validated It
The signal wasn't an investor call or a product review. It was watching 25% of Yale's entire student body play something built by one person in their spare time. When a Stanford game later drew over 2,500 players, more than one-third of Stanford's undergrad population, Kirkland North had their second proof point. The game wasn't a Yale fluke. It travelled.
The Pattern This Follows
Kirkland North fits the archetype of accidental virality turned intentional business, a pattern seen across early social products. The product found its own users before the founders had a strategy for finding them. The risk in this archetype isn't proving the idea, it's figuring out the business model after virality has already happened, when the product is already "free" in people's minds.
Lens 3, The Application Anatomy
What Made Their Application Work
Kirkland North's YC application had one extraordinary asset: undeniable social proof from the real world. They could say, concretely, that a single game Gabe ran at Yale had engaged 3,300+ students, 25% of the student body, for over a month. No surveys. No projections. A real number from a real experiment.
YC has always valued founders who have already done something, who have shipped, learned, and seen results rather than theorised about them. Kirkland North had shipped. They had results. They had a product that had proven viral engagement at multiple elite campuses. That evidence was their application.
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