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    Home»News»Interview»Brian Mariotti is Re-Finding His Collecting Bliss with Thrilljoy
    Dive into action with this limited edition Mizu collectible from  Blue Eye Samurai!  With intricate details that capture Mizu’s powerful presence, she’s the perfect addition for any fan looking to add a splash of excitement to their lineup! Courtesy Thrilljoy
    Interview

    Brian Mariotti is Re-Finding His Collecting Bliss with Thrilljoy

    The DHKBy The DHKNovember 2, 202411 Mins Read
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    Collectors, we’ve got bad news for your display cases – there’s a new collectibles company in town, Thrilljoy. Making their debut at New York Comic-Con (NYCC) earlier this month, the endeavor is the brainchild of Brian Mariotti, Eric Peng Cheng, and Dolly Ahluwalia. 

    They’re launching with three flagship product lines, featuring a bevy of exciting licenses from some of your favorite franchises. There’s PIX! Which are high-end collectibles “immortalizing pivotal moments in pop culture.” Mega Pix 12” which are supersized and feature magnetic accessories. Finally an apparel line with Thrilljoy Threads. 

    We had the chance to speak to Mariotti at NYCC. (Interview has been edited for length and clarity.)


    DHK: Okay. Do you keep collectibles in box personally, or are you a take them out of the box person?

    Mariotti: Yeah, I’m going to be complex with this. If it’s old school packaging, like my 60s tin Batman stuff from Japan: In box. Old Hanna-Barbera in box. New stuff: out of box.

    DHK: You’re a monster.

    Mariotti: Yes. Never an easy question.

    DHK: I suppose, but you get access to double. So you could have one.

    Mariotti: Well, that’s the perfect world. In a perfect world, even the old stuff is one inside the box and one outside.

    DHK: Tell me what your creative process is like with Thrilljoy and how that has evolved from previous endeavors?

    Mariotti: Oh, look, I don’t think most people knew that I had a lot to do with the design and development of everything at Funko, including Pop, and naming Pop and the stylization. But, you know, as that company got bigger and bigger and we went public and all that stuff, it just I got away from what I think I do best. I think I’ve got some skills, and a lot of areas I’m clueless in. And so getting back to what I like to do best, which is creating.

    It’s been invigorating and it’s been like 7 or 8 years, (since) where I’ve had a chance to just go untethered and create whatever I wanted, not have to argue with all my artists, and it’s been it’s been really fun. It’s really like kind of a refueled me and, you know, my retirement. I really, honestly thought I was going to retire.

    And it lasted about three weeks and I was just going batshit crazy. And so like, all right, I gotta do something. This is what I came up with. So yeah.

    DHK: So what are the trends that you’ve noticed since the last time you were involved in the creative process earlier versus now when you’re reentering? Because fandoms change, right? Consumers change. What has stood out the most?

    Mariotti: I think where we’re going to kind of draw our ethos around is limited edition and chase pieces.

    DHK: Son of a …

    Mariotti: I think fans, though it is the bane of their existence, they want it. I’ve seen people open 24 piece editions here and they started shaking and there crying. One guy just went out and he got two of them just by random. Put one on WhatNot. Sold for $3,000 on a company that started yesterday. And that shows that there’s something good about what we’re doing.

    When someone can resell something that cost $50 bucks for $3000 the same day the company opened…. So I think: Scarcity, Chase, and Community. 

    Ultimately, (it’s) the diversity of licenses and high, high quality products you’ve got to have – I don’t care who I am or what I did in the past. What licenses I have. If you don’t make something that’s compelling and unique and different, and I feel like with Pix we did a really good job of putting something out there that’s so much storytelling and so much heart into a piece that, and I think for the price we’re asking, the perceived value is through the roof.

    When people get to see the box and the magnetic closures and all the cool elements of this thing. I think it’s scarcity, and I think it’s, it’s just a really good product.

    DHK: So you’re not opposed to the reselling culture necessarily?

    Mariotti: I would tell you I said the same thing at Funko. You make really smart business decisions where you treat your customers right, your fans right, your retailers right. You will automatically, if you have a good product, have a great secondary market. But in upper end collectibles, it’s even more important to nail all the aspects of every part of the product. Then it will have a really, if you don’t overproduce, will have a really healthy secondary market.

    DHK: But I think there is some push back to be honest about the scarcity thing making it completely impossible for the average person…

    Mariotti: I think the frustration is you go on somebody’s website and it’s filled with bots and the real fans don’t get the product? Absolutely. So we spent an inordinate amount of money and despite our very bumpy first day on our website, which is to be expected, we went high level on bot protection.

    We want to make sure that the products get into the fans. There’s always going to be somebody that buys two and resells one, that’s okay.

    DHK: Or somebody who gets two chases somehow.

    Mariotti: We don’t want this to become about bots winning the battle. Getting all the products from people that turn around have no, no real affinity for them. Anyone trying to flip them.

    DHK: Okay so the secondary market – you encourage it for people who are hardcore collectors and you know, they have their income to spend on that versus… Okay, I respect that.

    Mariotti: Yeah.

    DHK: What has been your favorite license so far of Thrilljoy?

    Mariotti: Yeah, I think, I think for me personally, I mean, when I developed the Van Gogh. Yeah, with the gold museum frame and the Starry Night background, I’m like, oh, my God, we got a really good product here. I mean, I just kind of like, ‘Oh, wow!’ If done right, right style for the figure. Right frame. Right artwork. Right. License. Why this is so much storytelling in so much moment in time here. Yeah. So, Van Gogh has been my favorite. I think, the fans are just so excited when they get a chase piece or when they get a super chase piece, they lose their mind. And so, that’s fun. And I think the one thing I’ve seen from the show is the few days that we marketed the company, which was only four days before we open.

    They are so impressed by the product in person versus what they saw on a picture. They get it now. They can feel it now.

    DHK: The tactile experience.

    Get ready to unleash your inner art lover with this limited edition Vincent van Gogh collectible!  Courtesy Thrilljoy

    Mariotti: Yeah. Exactly. Yeah. And I think that is going to be the best thing for us. We knew that it was such a unique product that we wanted to come to a fan event to launch so people could actually physically play with it because we’re not going to go out and sell the Walmarts and the Targets and the Amazons.

    Yeah, we got a great partnership with Hot Topic, Box Lunch and a Bait (Inc) and Undefeated (Inc), which is my partner Eric Peng right there. But, other than that, you know, you’re going to rely a lot on direct to consumer online. So to get this in front of people and let them really understand how cool this is, we’ll make it so easy for them to go.

    Oh, yeah. Now I know the format. I have a couple. I’m buying this license and this license.

    DHK: So it’s the educational piece 

    Mariotti: Absolutely.

    DHK: So what percentage of the mix is gut instinct because you’ve been doing this. and you’re an expert versus audience research when you’re picking or pursuing a license?

    Mariotti: I think, I think with the licensing part, I kind of know it in my sleep, you know, and if there’s something that I’m not really good at, if it’s like an anime title, I don’t know if I’ve got enough resources. I’m like, hey, what do you guys think about this? This has been done to death or not done at all and understand that. 

    So I think in that regard, that is the easier part of this. And, and I always know that a license can give you a different fan base, which is great. Yeah. Expand the fan base and then people get excited about what you do. Yeah. I think when it comes to product development, you need that feedback from people you trust.

    As you’re developing something to make sure that you are checking the boxes, you know, have to be checked free to be successful at a launch. And so I think in that regard, it’s much more, it takes a village. Certainly, you know, a lot of the ideas I had, originally with this, have been elevated by all my partners and little tweaks here and there that I didn’t think of, like the card and the, you know, the acrylic card holder for the card, the magnetic (parts). All ideas that came outside of me that I’m like, oh my God, what a great idea. Let’s make it, let’s make it better.

    DHK: How do things in the cultural zeitgeist get onto your radar? Or what are some of the more unexpected ways that things have come to your attention?

    Mariotti: For me? I mean, I’ll give you one example: Moo Deng the baby hippo. 

    DHK: THE greatest. 

    Mariotti: Okay, so we showed an image last night at our big panel that we’re going to do Moo Deng, and the proceeds are going to go to actually help Moo Deng and creating that environment for her in her zoo in Thailand. So that’s something that’s like, you got to be on it.

    But for me, it’s, 1) ears to the fans and they know I have they’ve got that way to reach me. 2) My wife and I do probably a movie or two a week at the cinema and we binge watch TV shows relentlessly. And so like right now I’m, I’m tweaking between “Bad Monkey,”, “Sunny”, “Industry,” and, what was the other one I just finished?

    Oh, “Pachinko” – I’m obsessed.

    DHK: Oh, my God, season two!

    Mariotti: Obsessed with “Pachinko”. And so, I’m always constantly balancing that with the new movies. And, you know, I’ve always just been such a TV / movie / comic book nerd ever since I’ve been a little kid. So that part is like. Thank god I married someone that’s similarly predisposed to absorbing a lot of content.

    DHK: Is a connoisseur!

    Mariotti: Yes, exactly. So, so, but ear to the ground on the stuff that I don’t know. I’m not. I mean, “Blue Eye Samurai” was the first anime show I’ve ever watched.

    DHK: I love Amber Nozumi and Jane Wu.

    Mariotti: Oh my god I was like, this is utterly amazing. Yeah. And yet I’d never watched anime show before that. So that was definitely not my area expertise. But that show and “Warrior Nun” big rabid fan base with me and obviously those are licenses that there is almost no product made. So I got really excited about being the guy who made “Warrior Nun” (products).

    Unleash your inner warrior with this limited edition Ava Silva collectible from Warrior Nun! This fierce heroine is ready to fight her way into your collection, bringing all the action and drama of the hit series right to your shelf. With her striking pose and vibrant details, Ava embodies the spirit of bravery.  Courtesy Thrilljoy

    Yeah. And so that that part excites me, finding those licenses where there is a fan base but no one’s touching it.

    DHK: For something like a Moo Deng, obviously production pipelines take a while – so when is something maybe I don’t want to say… 

    Mariotti: Too late? 

    DHK: Yes. How do you decide when in a trend you can still jump in?

    Mariotti: So here’s what’s awesome about Moo Deng. Yeah we will basically – we’ve already developed it and we put it on order. And it, it will go live in probably less than a week. Okay. And we’ll just take preorders. But we’ll get the product from start to finish under 90 days.

    DHK: Oh my God.

    Mariotti: So that, when we did all this in four and a half months: start to finish. Okay. I think that part is where being a smaller company has an inherent.

    DHK: And in smaller runs of things? 

    Mariotti: Exactly.

    You can find the Thrilljoy collection at thrilljoy.com

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    Most studios searching for a match-3 level design company are looking for five different things. Some need levels built from scratch, others require a live game rebalanced before churn compounds, and some demand a content pipeline that won't fall behind. These are different problems, and they map to multiple types of companies. The mistake most studios make is treating "match-3 level design" as a single service category and evaluating every company against the same criteria. A specialist who excels at diagnosing retention problems in live games is the wrong hire for a studio that needs 300 levels built in 2 months. A full-cycle agency that builds from concept to launch isn't the right call for a publisher who already has engineering and art in place and just needs the level design layer covered. This guide maps 7 companies for match-3 level design services to the specific problem each one is built to solve. Find your problem first. The right company follows from there. What Match-3 Level Design Services Cover The term "level design" gets used loosely in this market, and this causes bad hires. A studio that excels at building levels from scratch operates dissimilarly from one that diagnoses why a live game's difficulty curve is losing players (even if both describe their service the same way on a website). Match-3 level design breaks into four distinct services, each requiring different expertise, different tooling, and a different type of partner. Level production — designing and building playable levels configured to a game's mechanics, obstacle set, and difficulty targets. This is what most studios mean when they say they need a level design partner, and it's the service with the widest range of quality in the market. Difficulty balancing and rebalancing — using win rates, attempt counts, and churn data to calibrate difficulty across hundreds of levels. Plus, this includes adjusting live content when the data shows a problem. Studios that only do level production typically don't offer this. Studios that do it well treat it as a standalone service. Live-ops level design covers the ongoing content pipeline a live match-3 game requires after launch (seasonal events, new level batches, limited-time challenges) sustained at volume and consistent in quality. This is a throughput and process problem as much as a design problem. Full-cycle development bundles level design inside a complete production engagement: mechanics, art, engineering, monetization, QA, and launch. Level design is one function among many. Depth varies by studio. Knowing which service you need before you evaluate a single company cuts the list in half and prevents the most common mistake in this market: hiring a full-cycle agency to solve a level design problem, or hiring a specialist to build a product from scratch. The List of Companies for Match-3 Level Design Services The companies below were selected based on verified credentials, named shipped titles where available, and the specific service each one is built to deliver. They are ranked by how well their capabilities match the service types outlined above. A specialist who does one thing exceptionally well sits above a generalist who does many things adequately. SolarSpark | Pure-play match-3 level design specialist SolarSpark is a remote-first studio built exclusively around casual puzzle game production. With 7+ years in the genre and 2,000+ levels shipped across live titles including Monopoly Match, Matchland, and KitchenMasters, it is the only company on this list that does nothing but match-3 level design. Level design services: Level production, difficulty curve planning, fail-rate balancing, obstacle and booster logic design, live-ops pipeline, competitor benchmarking, product audit and retention diagnostic. Verdict: The strongest pure specialist on this list. When level design is the specific constraint, SolarSpark is the right choice. What they do well: Every level is built around difficulty curves, fail/win balance, obstacle sequencing, and booster logic, measured against targets before delivery. Competitor benchmarking is available as a standalone service, mapping your game's difficulty curve and monetization structure against current top performers with specific, actionable output. Where they fit: Studios with a live or in-development game that need a dedicated level design pipeline, a retention diagnostic, or a one-off audit before soft launch. Honest caveat: SolarSpark does not handle art, engineering, or full-cycle development. Logic Simplified | Unity-first development with analytics and monetization built in Logic Simplified specializes in Unity-powered casual and puzzle games, with match-3 explicitly in their service portfolio. Operating for over a decade with clients across multiple countries, the studio positions itself around data-informed development: analytics, A/B testing, and monetization are integrated into the production process. Level design services: Level production, difficulty progression design, obstacle and blocker placement, booster and power-up integration, A/B tested level balancing, customer journey mapping applied to level flow. Verdict: A credible full-cycle option for studios that want analytics and monetization treated as design inputs from day one, not as post-launch additions. What they do well: Logic Simplified builds analytics and player behavior tracking into the design process. Their Unity expertise is deep, and their stated MVP timeline of approximately three months is competitive at their price point. India-based rates make full-cycle development accessible without requiring a Western agency budget. Where they fit: Studios building a first match-3 title that needs the full production chain handled by a single vendor, with analytics built in from the start. Honest caveat: No publicly named match-3 titles with verifiable App Store links appear in their portfolio. Ask for specific live game references and retention data during the first conversation before committing. Cubix | US-based full-cycle match-3 development with fixed-cost engagement Cubix is a California-based game development company with a dedicated match-3 service line covering level design, tile behavior, booster systems, obstacles, UI/UX, and full production on Unity and Unreal Engine. 30+ in-house animators can cover the full scope of puzzle game production. Level design services: Level production, combo and difficulty balancing, blocker and locked tile placement, move-limit challenge design, booster and power-up integration, scoring system design. Verdict: A viable full-cycle option for studios that need a Western-based partner with transparent fixed-cost pricing and documented match-3 capability. What they do well: Cubix covers the full production chain in one engagement, with strong visual production backed by an in-house animation team. Their fixed-cost model is a practical differentiator for studios that have been burned by scope creep on previous outsourcing contracts. Staff augmentation is also available for studios that need talent to plug into an existing pipeline. Where they fit: Studios that want a US-based full-cycle partner with predictable budgets, cross-platform delivery across iOS, Android, browsers, and PC, and a single vendor to own the concept through launch. Honest caveat: Named shipped match-3 titles are not prominently listed in their public portfolio. This is a verification gap worth closing during vetting, not a disqualifier on its own. Galaxy4Games | Data-driven match-3 development with published retention case studies Galaxy4Games is a game development studio with 15+ years of operating history, building mobile and cross-platform games across casual, RPG, and arcade genres. Match-3 is a named service line. What distinguishes them from most studios on this list is a level of public transparency about retention data. Their case studies document real D1 and D7 numbers from shipped titles. Level design services: Level production, difficulty curve development, booster and obstacle design, progression system design, LiveOps level content, A/B testing integration, analytics-based balancing. Verdict: The most transparent full-cycle option in terms of real retention data. For studios that want to see numbers before they hire, Galaxy4Games offers evidence most studios keep private. What they do well: Their Puzzle Fight case study documents D1 retention growing to 30% through iteration. Their modular system reduces development time and costs through reusable components, and their LiveOps infrastructure covers analytics, event management, and content updates as a planned post-launch function. Where they fit: Studios that need a data-informed full-cycle match-3 partner and want to evaluate a studio's methodology through published results. Honest caveat: Galaxy4Games covers a broad genre range (casual, RPG, arcade, educational, and Web3), which means match-3 is one of several service lines rather than a primary focus. Zatun | Award-winning level design and production studio with 18 years of operating history Zatun is an indie game studio and work-for-hire partner operating since 2007, with game level design listed as a dedicated named service alongside full-cycle development, art production, and co-development. With 250+ game titles and 300+ clients across AAA studios and indie teams, this agency has one of the longest track records. Level design services: Level production, difficulty progression design, level pacing and goal mapping, game design documentation, Unity level design, Unreal level design, level concept art. Verdict: A reliable, experienced production partner with a long track record and genuine level design depth. What they do well: Zatun's level design service covers difficulty progression, pacing maps, goal documentation, and execution in Unity and Unreal. Their 18 years of operation across 250+ titles gives them a reference library of what works across genres. Their work-for-hire model means they can step in at specific production stages without requiring ownership of the full project. Where they fit: Studios that need a specific level design or art production function covered without a full project handoff. This can be useful for teams mid-production that need additional capacity on a defined scope. Honest caveat: No publicly named match-3 titles appear in Zatun's portfolio, their verified work spans AAA and strategy genres; match-3 specific experience should be confirmed directly before engaging. Gamecrio | Full-cycle mobile match-3 development with AI-driven difficulty adaptation Gamecrio is a mobile game development studio with offices in India and the UK, covering match-3 development as an explicit service line alongside VR, arcade, casino, and web-based game development. Their stated differentiator within match-3 is AI-driven difficulty adaptation. Thus, levels adjust based on player skill. Level design services: Level production, AI-driven difficulty adaptation, booster and power-up design, progression system design, obstacle balancing, social and competitive feature integration, monetization-integrated level design. Verdict: An accessible full-cycle option with a technically interesting differentiator in AI-driven balancing. What they do well: Gamecrio builds monetization architecture into the level design process: IAP placement, rewarded ad integration, battle passes, and subscription models are considered alongside difficulty curves and obstacle sequencing. The AI-driven difficulty adaptation is a genuine technical capability that more established studios in this market have been slower to implement. Where they fit: Early-stage studios that need a full-cycle match-3 build with monetization designed in from the first level. Honest caveat: No publicly named shipped match-3 titles are listed on their site — request live App Store links and verifiable retention data before committing to any engagement. Juego Studios | Full-cycle and co-development partner with puzzle genre credentials and flexible engagement entry points Founded in 2013, Juego Studios is a global full-cycle game development and co-development partner with offices in India, USA, UK, and KSA. With 250+ delivered projects and clients including Disney, Sony, and Tencent, the studio covers game development, game art, and LiveOps across genres. Battle Gems is their verifiable genre credential. Level design services: Level production, difficulty balancing, progression system design, booster and mechanic integration, LiveOps level content, milestone-based level delivery, co-development level design support. Verdict: A well-resourced, credible full-cycle partner with a flexible engagement model that reduces the risk of committing to the wrong studio. What they do well: Juego's engagement model is flexible: studios can start with a risk-free 2-week test sprint, then scale to 20+ team members across modules without recruitment overhead. Three engagement models (outstaffing, dedicated teams, and managed outsourcing) let publishers choose how much control they retain versus how much they hand off. LiveOps is a named service line covering analytics-driven content updates and retention optimization after launch. Where they fit: Studios that need a full-cycle or co-development partner for a match-3 build and want to test the relationship before committing to full project scope. Honest caveat: Puzzle and match-3 are part of a broad genre portfolio that also spans VR, Web3, and enterprise simulations. How to Use This List The seven companies above cover the full range of what the match-3 level design market offers in 2026. The quality range is real, and the right choice depends on which service type matches the problem you're trying to solve. If your game is live and retention is the problem, you need a specialist who can diagnose and fix a difficulty curve. If you're building from zero and need art, engineering, and level design bundled, a full-cycle partner is the right call and the specialist is the wrong one. The honest caveat pattern across several entries in this list reflects a real market condition: verified, named match-3 credentials are rarer than studios' self-descriptions suggest. The companies that couldn't point to a live title with an App Store link were flagged honestly. Asking for live game references, retention data, and a first conversation before any commitment are things you can do before signing with any studio on this list.

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