How Elan Lee built Exploding Kittens into a 100-game empire

Executive overview

Most creative teams waste time on open-ended brainstorming that produces nothing. Elan Lee, CEO of Exploding Kittens, runs his design process on constraints, rapid rejection, and a single-question playtesting filter.

Games should make players entertaining — not the other way around. That principle drives every design decision, from the core gameplay loop to the one-liner that sales must nail before a game ships.

The fastest path to great ideas is killing bad ones without ego.

Kickstarter launch strategy

  • Built audience before launch by leveraging co-founder Matt Inman's decade-long following on The Oatmeal
  • Used Kickstarter's preview page to share early access with influential people
  • Deliberately inserted errors (typos, broken images) so reviewers had something to "catch" — turning passive observers into invested advocates
  • Result: 219,000 backers, still the most-backed Kickstarter campaign in history

The super fan formula

  • Games should make players entertaining, not entertain players passively
  • First game: players discover relationships and social dynamics through the game's toolset
  • Subsequent games: players develop personal strategy and a sense of mastery
  • Mastery feeling — self-discovered, not handed to them — drives word-of-mouth

Core gameplay loops

  • A core gameplay loop is a simple interaction repeated from start to finish, escalating in tension with each cycle
  • Exploding Kittens draws from Russian roulette: one "kill" card hidden in a shrinking deck, odds worsening each turn
  • Every other card in the deck modifies the loop (peek, deflect, steal) — enhancements, not distractions
  • New gameplay loops are still being discovered; the medium is young enough that no definitive taxonomy exists

Creative constraints in brainstorming

  • Open-ended "come up with a game" sessions produce nothing after three days
  • Constraint method: buy 20 random objects from three different stores, combine any two, design a game around them
  • Key audience constraints: known demographic, target game length (20-minute sweet spot), one-sentence describability
  • If a game can't be pitched in a single memorable sentence, it doesn't get developed

Quarterly design retreats

  • Three days, same physical location, no phones, no outside obligations
  • Everyone sleeps and eats together to sustain creative momentum
  • Process: generate and kill ideas rapidly — thousands per day, not two or three
  • Improv's "yes, and" rule is explicitly rejected; "that sucks, next" is the operating mode
  • Ideas need a champion to survive: one person arguing for more time is enough to keep it alive; silence kills it
  • Decision-making is collective — no single authority in the room

Protecting psychological safety while rejecting ideas fast

  • Leader goes first: Elan publicly accepts immediate destruction of his own ideas
  • No ego modelled visibly in round one; by day three new designers trust the process
  • Pride shifts from individual ideas to the five or six strong concepts that survive

Sales and marketing as final filter

  • On day three, marketing and sales join the retreat to hear pitches
  • Their test: can they write a one-liner? Can they visualise 15 seconds of compelling social content?
  • A great game with no sellable hook is abandoned without sentiment
  • Surprising reversals happen: a "math game" the designers doubted became a top prospect after marketing stripped out 90% of the math
  • Half-baked ideas are shown deliberately; marketing sometimes sees potential the designers missed

Knowing when a game is done

  • 400 volunteer families in the "Kitty Test Pilots" program receive pre-release games and return video recordings of play sessions
  • Old approach: 50-question feedback forms — useless
  • Current approach: one question — "Do you want to play again?"
  • Release threshold: 99% of responses are "yes"

Game naming

  • Names must be evocative, ownable, and legally clear — most candidates fail on at least one criterion
  • Process: designers generate names → art team discards and regenerates with imagery in mind → Matt Inman often delivers the final answer
  • Let's Hit Each Other With Fake Swords: long, cumbersome, fits barely on the box — but you instantly know how to play
  • About 20% of released names are acknowledged mistakes; the rule is to make new mistakes, not repeat old ones

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