WhoBuilt

Pokémon Go

Location-based augmented reality game featuring Pokémon.

Key facts

Capabilities
Its success combined location-based game design experience from Ingress with Pokémon intellectual property.

From talks

Results and examples shared in single talks

Timeline 3

Dated events, newest first. Open the sources under any item.

How we verify
Built2Capability1
20231 event
  1. Jul 21, 2023Built
    Niantic built Pokémon Go
    “Niantic, the makers of Pokémon Go.” 3:50
    Verified2 sources· Talk
20181 event
  1. as of Dec 2018Capability
    Its success combined location-based game design experience from Ingress with Pokémon intellectual property.
    “Then you combine that with the world's most popular IP, Pokémon, and you've got a hit.” 57:00
    Unverified1 source· Talk
20161 event
  1. Jul 2016Built
    Niantic Labs built Pokémon Go
    Verified1 source· Web· archived

Talks 6

27:59
Apple Vision Pro: Startup Platform Of The Future?

Diana, a YC group partner and longtime AR/VR founder, explains how Vision Pro combines cameras, sensors, custom processors, and eye tracking to make real-world augmentation possible. She contrasts Apple’s video pass-through approach with optical AR and discusses why spatial computing remains technically difficult and early. Drawing on the iPhone’s history, the speakers suggest that useful startup opportunities may emerge years after a platform launches, once adoption and developer ecosystems grow. They advise founders to evaluate applications on their merits and to pursue the space when they have a strong, sustained interest in solving its technical challenges.

Feb 21, 2024· 28 minMentioned 2:08
20:48
Startup Experts Reveal Their Favorite Pivot Stories

The talk teaches that successful startups often change their ideas, customers, or go-to-market after learning that their original approach is not working. Examples include Brex returning to payments, Goat moving from group dinners to sneaker resale, and GoCardless shifting from consumer bill splitting to business payments. Founders can find better opportunities by speaking directly with customers, testing whether they will pay, and understanding a market before building too much software. The speakers also warn against changing ideas constantly and recommend tracking a clear KPI to tell whether a business is working.

Jul 21, 2023· 21 minMentioned 13:42
28:12
Tips For Technical Startup Founders

Diana explains how a technical founder’s work changes from early ideation through launch and product-market fit. In the ideation stage, build a quick prototype and show it to users; for an MVP, do things that don’t scale, limit scope, and choose familiar tools that support fast iteration. After launch, combine analytics with user conversations, keep shipping, and balance fixes against learning what customers need. Once product-market fit arrives, founders can scale the technology, hire, and shift toward engineering leadership.

Apr 21, 2023· 28 minMentioned 23:20
35:44
on Augmented Reality and Building a Startup in a New Market

Diana Hu explains how augmented reality combines computer vision, graphics, hardware, optics, and real-time systems, and why she sees it as a next step in computing. She describes AR as being in an infrastructure-building phase: better tools and abstractions must come before applications spread across industries. Mobile supply chains, more efficient computing, and faster wireless networks are helping AR approach consumer use. For founders in emerging markets, she recommends building core technology, proving it works with demos, and finding investors who believe in the long-term vision. She also reflects on joining Niantic after her startup was acquired, immigrating from Chile, and making the most of YC and startup relationships.

Aug 28, 2019· 36 minMentioned 15:05
1:09:15
Director of NYU's Game Center and Creator of Universal Paperclips

Frank Lantz argues that games create meaning through the gap between a simulation and real life, letting players become absorbed in an activity and then reflect on what it means. He describes game design as shaping spaces for thinking and doing, and sees games such as Universal Paperclips and Shadow of the Colossus as examples of that double movement. He discusses how communities can develop games and play styles through modding, why deep competitive communities matter, and how games can become sports over time. He also explains how NYU's Game Center teaches both coding and artistic judgment, and why creative work and entertainment are hard to predict.

Dec 20, 2018· 1 h 9 minDiscussed 56:52
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