Game Server Project

Long ago when I was 14 with $40 in my pocket I noticed a growing market in the Minecraft server industry with little supply for the demand. Acting in a haste, I gathered a handful of friends with a wide array of skills from Java development, Web design, and community management. From then we wrote up a game plan and got into action. The focus of the gameplay was around the social aspect and built around competition.

The players would rank up through a set of ranks and get access to new tools that would help them progress further. The further you got the more powerful you would be in return. Due to the younger demographics, we noticed how teenagers loved having something to boast about, so our core gameplay mechanic became that. 

Club Obsidian

Pre-Setup Process

Building out a game from scratch isn't an easy process especially when seeing a new industry snowball into existence. At the time of development, we noticed only a handful of others trying to reach this demographic. So, we acted fast and released a beta version of the server within 2 weeks, through the development process we created the permission structure, the backend databases for SQL management and the primary developer built out custom software for chat management and reward deployment.


During this time it was my goal to create an intuitive website to grab at least a  10% - 15% return on impressions to website signups and build out a monetization platform through purchasable virtual goods. The focus for the website was offering in-game goodies to users who signed up and treating the website as a platform for people to connect with in-game trades, clans or just to have a conversation through the forum platform. As for monetization the goal was simple, build out purchasable tags that came with a set of cosmetic goods that players could use to boast while including visual walls in the game to encourage the buying process.

Community Retention

In the beginning, the community started from nothing and blew up to reach 1,000 consecutively online at times. The conundrum you face while running an online community is planning out content releases for years to come while keeping players interested and buying anything new within the store. At a point, it's about brand loyalty but furthermore, it's about providing an experience to the player they can't get anywhere else once the market becomes more oversaturated. For that, we fostered a community where over the years players would come back and explain how this platform was apart of their childhood. We utilized building a brand identity to create a social platform for people to make friends and compete. 

Years later after the primary demographic has aged past the game mode we built the later content releases around nostalgic content and showcased the old with a new cleaner presentation. 


Utilizing virality to push impressions and reach further

Public Reception

2,000,000+ Unique players | 100,000+ Transactions

 1,000 - 5,000 + Daily visits