6 mins read
Role
Founder, product & design
Platform
iOS · Web
Status
Live on the App Store
www.first11.app
Result
300+ active users growing every week
This project started with me, not a brief. I wanted to find out how far AI could take a real product — not a demo or a weekend prototype, but something designed, built and shipped to a real app store, with real users. And I wanted to finally make the app I had been talking about for years.
There is an older and simpler game that every fan already plays. It is the argument before kickoff and the groan during the match: “He should have started him.” “Why is he on the bench?” Every fan believes they can pick the manager’s eleven better than the manager. Nobody had turned that into a game.
So that is what I built. You pick one team, try to name their exact starting eleven, and find out an hour before kickoff whether you read the manager right. I designed and shipped it alone, with AI as the engineer — which changed what my job actually was, from drawing screens to defining the rules.
Building the eleven

Lineup score
LOCKED AT KICKOFF
Each correct player
+3 pts
9 correct picks
+2 pts
10 correct picks
+4 pts
11 correct · Perfect 11
+10 pts
Performance score
ADDED AT FULL-TIME
Goal
+5 / +4 / +3
Assist
+2 pts
Clean sheet · 60+ min
+3 / +1
Plays 60+ minutes
+1 pt
×2 Your captain’s performance counts double.
Rotation bonus
THE BRAVER THE CALL, THE MORE IT PAYS
Started 0 of 5
+4 pts
Started 1 of 5
+3 pts
Started 2 of 5
+2 pts
Started 3 of 5
+1 pt
Started 4–5 of 5
No bonus
Difficulty multiplier
SIDES THAT SHUFFLE PAY MORE
Easy
No bonus
Medium
+10% bonus pts
Hard
+20% bonus pts
The points system — the part that took the longest to get right


The gameweek message map
Email + Push
Last chance — English League locks at 19:00.
Push
Saliba is out of your saved eleven.
Push
Push
Email + Push
Push
Four rules hold the system together. Every message carries a fact you do not already have: a number, a name, a deadline. Never a nudge for its own sake. One message per beat, so three teams finishing in the same hour arrive as one notification.
Every message names the competition, because most people play in more than one. And quiet hours hold anything that is not a deadline from 23:00 until 09:00, in your own timezone. Only a real lock time is allowed to wake you.
The result email

A perfect eleven — the rarest thing the game can tell you, and the one message worth interrupting someone for.
Results
Live on the App Store since August 2026, now on v1.1 — English and Turkish, six European leagues. The biggest league board has passed 200 players, and an Android build is in testing.
Key takeaways
Design a system, not screens
The fastest thing I did was refuse to build anything twice. Colour, type and spacing live as tokens. Team marks, difficulty tags, pills, buttons and the fixture card are components with states, not one-off layouts. New screens got assembled from parts that already existed, so they were consistent by default and quick to build — and when the iOS app came, it read from the same shared core as the web app instead of becoming a second product with its own drift.
Game UX runs on emotion, and I had to learn it
Most of my work before this was e-commerce, where success is a task completed. A game is judged on whether someone comes back next week. So I had to learn a different set of dynamics: the wait while a deadline runs down, the reveal when the real teamsheet lands, the near-miss that makes you want the next gameweek straight away, a standing you feel protective of, a rival who has already picked. That made retention part of the design instead of something added at the end.
Getting into the stores is design work, not paperwork
I took First 11 through App Store review and Google Play submission myself: listings, screenshots that have to match what the build actually does, age ratings, content and data-safety declarations, privacy answers, release tracks and test groups. Every one of those is a design surface with its own rules, and they shape the product. I now plan for that pipeline from the start rather than meeting it at the end.
Distribution deserves the same craft as the product
Running the game’s ads on X meant writing for people who have never heard of it and have two seconds to care. It is the sharpest editing test I know, and it fed straight back into the product: the ad, the store listing and the first screen someone sees all have to say the same clear thing.
AI changed my unit of shipping from feature to product
With an AI partner writing the code, direction became the job — strategy, specs, rules, the points system, and the review gates that stop quality sliding. The judgment did not get cheaper. It got more leveraged.




