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Machine Zone, Inc. (formerly Addmired)· Winter 2008 (W08)

Machine Zone (MZ)

A man who started his company while collecting unemployment benefits — and who came from the dying world of coin-op arcade machines — looked at the iPhone and saw something everyone else missed: not a phone, not a gaming device, but a virtual supermarket in everyone's pocket. He was right, and it made him a billionaire.

Gabriel "Gabe" Leydon · 18 min read

Machine Zone (MZ), YC Founder Story

Company: Machine Zone, Inc. (formerly Addmired) Founders: Gabriel "Gabe" Leydon (CEO), Halbert Nakagawa (CTO), Mike Sherrill YC Batch: Winter 2008 (W08) Industry: Mobile Gaming / Real-Time Technology Infrastructure Founded: 2008 | Game of War Launch: October 2012 Peak Valuation: ~$3, 5 Billion Peak Revenue: $1B+ annually (Game of War alone, 2015) Total Revenue (2014, 2018): $4.5 Billion across flagship titles



The One-Line Summary

A man who started his company while collecting unemployment benefits, and who came from the dying world of coin-op arcade machines, looked at the iPhone and saw something everyone else missed: not a phone, not a gaming device, but a virtual supermarket in everyone's pocket. He was right, and it made him a billionaire.


Lens 1, The Before State

Who Was Gabe Leydon Before YC?

Gabe Leydon did not come from Silicon Valley money. He did not come from Stanford or MIT. He came from the coin-operated arcade business, one of the most unglamorous corners of the gaming world, where he spent seven years working at companies like Atari, Tsunami Visual, and Global VR. His crowning achievement in that era was designing the America's Army arcade game, the first arcade game ever commissioned by the US Army.

It was a niche career in a dying industry. Arcades were being killed by home consoles. The coin-op business had no future, and Leydon knew it. When he eventually left, he was not pivoting toward a hot opportunity. He was escaping a collapsing sector and trying to figure out what came next.

The answer, for a stretch, was: nothing. Leydon started Machine Zone, initially called Addmired, in 2008 while collecting unemployment benefits. His own words: "I didn't come from money. I started Machine Zone while I was on unemployment benefits."

That is the before state. Not a college dorm. Not a cushy tech job. Unemployment checks and a scrappy idea built with two co-founders who also didn't look like the typical YC archetype.

The Personal Pain They Were Living

Leydon's frustration wasn't with a broken product, it was with a broken market assumption. The games industry in 2007, 2008 was obsessed with premium titles, high production budgets, and console-first thinking. Meanwhile, Leydon had spent years watching arcade players, not the casual crowd, but the obsessive, competitive, community-driven players, and he understood something the industry hadn't caught up to yet.

People didn't just want to play games. They wanted to belong to something. The most engaged arcade players weren't there for the graphics, they were there for the community, the competition, the social proof of being the best in the room.

When the iPhone App Store opened in 2008, Leydon immediately recognised it not as a gaming platform but as a social platform with a payments layer attached. Every person who owned an iPhone was walking around with a potential arcade machine, a community hub, and a wallet, all in one device.

Why He Almost Didn't Fit the "YC Founder" Mould

The YC W08 batch was full of the usual faces, developers with CS degrees, recent grads from elite universities, people with clean LinkedIn profiles. Leydon was a mid-career professional from the coin-op industry, applying with an idea that started as a MySpace widget (a "Hot or Not"-style plugin called AddHer and AddHim). That is not a glamorous pitch.

What he had that couldn't be taught was seven years of hands-on understanding of player psychology, specifically, how to design games that persuade people to keep spending money to keep playing. That knowledge, accumulated in the unsexy world of coin-operated machines, turned out to be the exact skill the mobile gaming gold rush needed.

Key Insight for Aspiring Founders

Your "irrelevant" career experience is often your secret weapon. Leydon's arcade background looked like a liability. It was actually his moat. He knew monetisation psychology at a depth that no one coming straight from a CS programme could match. Whatever industry you're leaving behind, don't erase it. Mine it.


Lens 2, The Idea Origin

How the Idea Was Actually Born

Addmired started with what looks, in hindsight, like a completely wrong idea. The first product was a pair of MySpace widgets, AddHer and AddHim, that let users rate each other in a "Hot or Not" format. TechCrunch called it "a Hot or Not-esque social network plugin." It was not going to change the world.

But that wasn't the point. The point was to get into the market, learn the platform, understand user behaviour, and move fast. Leydon was not attached to the idea of social widgets, he was attached to the insight underneath it: mobile devices were about to create an unprecedented social layer on top of gaming.

When Apple opened the App Store in 2008 and introduced in-app purchases in 2009, Leydon saw the moment clearly. He pivoted from social widgets to free-to-play mobile games, and between 2009 and 2012, Addmired released 13 games, including Original Gangstaz, iMob, iMob 2, and Global War Riot. Each one was a test. Each one built the team's understanding of what made players spend, stay, and recruit their friends.

The First Ugly Version, and What It Taught Them

The early games were not technically impressive. They were text-based RPGs with simple mechanics and social hooks. iMob, for example, was essentially a gangster-themed game where you recruited real friends to join your mob, a mechanic that drove virality through social pressure. It was rough. But it worked.

The critical insight from this era was not game design. It was real-time communication. Players in iMob were talking to each other constantly, coordinating attacks, forming alliances, trash-talking across time zones. The social layer was more engaging than the game itself. Leydon started building a real-time messaging infrastructure to support this, and it became the technological foundation that would eventually make Game of War technically impossible to replicate.

The Signal That Validated the Direction

The explosion of the App Store in 2008 was the external signal. But the internal signal was simpler: people were spending money. Real money. On a free game. The freemium model, combined with social pressure mechanics and community identity, was generating revenue that nobody in traditional gaming had predicted from a mobile app. Leydon had spent his career designing arcade games that required quarters. He immediately understood what in-app purchases actually were: a digital quarter slot, available 24 hours a day, with no queue and no embarrassment.

The Pattern This Follows

Machine Zone's story follows one of the rarest but most powerful YC patterns: the patient pivot. Rather than committing to one idea from day one, Leydon used YC and the following years as a paid exploration period, releasing 13 games between 2009 and 2012, building real-time infrastructure with each one, until he had enough capital, team, and technical depth to go all-in on the one that would define the company. The final idea was not the first idea. It was the idea that emerged from surviving long enough to see clearly.


Lens 3, The Application Anatomy

What Addmired Looked Like When It Applied to YC W08

When Gabe Leydon, Halbert Nakagawa, and Mike Sherrill applied to YC in late 2007, they were applying as Addmired, a social network plugin company. The App Store didn't even exist yet (it launched in July 2008). Mobile gaming as an industry was not yet a thing.

What they were pitching was, essentially: social engagement tools for the web, with a team that knows how to design for behavioural psychology. The gaming pivot came later.

Why Their Application Worked

The Addmired team had three things that YC bets on above almost everything else:

1. Domain credibility that was unambiguous. Leydon had seven years in the games industry. He had designed products for Atari and shipped a game for the US Army. He was not a first-time builder guessing at what users wanted, he had years of direct, paid feedback from the most brutally honest audience in the world: arcade players who vote with quarters.

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