Gunjo · Business Intelligence for the AI Era
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miHoYo's Cai Haoyu: From Dormitory Demo to a $30 Billion Global Gaming Powerhouse

Founded: Cai Haoyu, Liu Wei, Luo Yuhao · miHoYo

JOURNEY

Key Fields

FIELD STAMPS
IndustryContent / Creator Economy
RegionChina
ScaleGiant
ChannelOther

Origin

In 2011, Shanghai Jiao Tong University graduate students Cai Haoyu, Liu Wei, and Luo Yuhao founded miHoYo in a dormitory in Shanghai, driven by a shared passion for anime culture. The trio believed that 'tech otaku will save the world,' aiming to create games that truly touched hearts rather than just chasing profits. Starting with only 100,000 RMB in angel investment and a university startup grant, they persisted in the anime-style open-world genre even after their first two products failed to meet expectations.

Milestones

2011
Founding Turning Point
Cai Haoyu, Liu Wei, and Luo Yuhao founded miHoYo in a Shanghai Jiao Tong University dorm, securing 100,000 RMB in angel investment and a 100,000 RMB university startup grant. All three had technical backgrounds. Cai Haoyu served as CEO, leading a team of just 7 people in a rented office in Xuhui District, with the ambition to create original anime IP games in a market that was then nearly empty.
2013
First Product Failure Failure
The first single-player game, FlyMe2theMoon, launched in 2012, garnered only a few thousand downloads with almost no revenue. The first generation of Guns GirlZ launched in 2013, but due to rough gameplay and lack of operational resources, it performed poorly. The team survived by taking on outsourcing work, and Cai Haoyu later recalled that they 'almost couldn't pay salaries,' marking miHoYo's first near-death experience.
2014
Guns GirlZ 2 Breakthrough Turning Point
Guns GirlZ 2 launched in 2014, breaking through the domestic anime gaming circle thanks to its distinct art style and the accumulated Guns GirlZ IP. It generated over 10 million RMB in its first month and over 100 million RMB in annual revenue. That same year, miHoYo secured millions of dollars in Series A funding, expanded to 50 employees, and proved the monetization potential of the anime gaming market.
2016
Honkai Impact 3rd Industrialization PMF
Honkai Impact 3rd launched in 2016, stunning the industry with console-grade 3D action performance. It generated over 200 million RMB in its first month and exceeded 1 billion RMB in cumulative global revenue. This success allowed miHoYo to establish its self-developed engine and art industrialization pipeline. The team grew to 300, and by 2017, revenue reached 1.1 billion RMB with a net profit margin exceeding 30%, establishing them as a leader in the domestic anime gaming sector.
2019
Genshin Impact High-Stakes Bet Turning Point
miHoYo launched the Genshin Impact project in 2017, involving the entire 700-person team and over $100 million in R&D costs over three years. During its first public test in 2019, the game faced intense controversy for its visual similarity to The Legend of Zelda: Breath of the Wild, leading to widespread accusations of plagiarism. While miHoYo was not yet a public company, its reputation was under immense pressure, and Cai Haoyu became the target of public scrutiny.
2020
Genshin Impact Global Explosion Growth
Genshin Impact launched simultaneously on multiple global platforms in September 2020, generating over $250 million in mobile revenue in its first month and over $2 billion globally for the year. By 2021, revenue rose to approximately 30 billion RMB, with overseas markets accounting for over 50%. It became one of the fastest games in history to reach $1 billion in revenue, fundamentally rewriting the landscape for Chinese games going global.
2023
Multi-Product Line Expansion Growth
In 2022, miHoYo's revenue exceeded 40 billion RMB with over 5,000 employees, operating three major pipelines: Genshin Impact, Honkai: Star Rail, and Zenless Zone Zero. Honkai: Star Rail launched in 2023, hitting 20 million global downloads on its first day and over $500 million in first-month revenue, forming a multi-IP matrix with total global player spending exceeding 40 billion RMB.
2025
Cai Haoyu's Retirement and AI Pivot Turning Point
In 2024, Cai Haoyu stepped down as chairman of miHoYo to pursue AI entrepreneurship, founding Anuttacon and building teams in the US and Singapore. By 2025, miHoYo's annual revenue remained over 50 billion RMB, but Cai publicly stated that 'only 0.0001% of teams are suited for AAA game development,' urging smaller teams to pivot to AI-native gameplay, sparking significant industry debate.

Turning Points

  • In 2014, Guns GirlZ 2's first-month revenue exceeded 10 million RMB, shifting the team from the brink of dissolution to profitability and validating the anime monetization model.
  • In 2019, the decision to invest 1 billion RMB despite the Genshin Impact controversy turned the tide through global-quality production, marking a major industry inflection point.
  • In 2020, overseas revenue accounting for over 50% of Genshin Impact's total proved that original Chinese IP could target the global market directly, rewriting the 'going global' model.
  • In 2024, Cai Haoyu's decision to step away from the daily management of the 50 billion RMB company he built to go 'All in AI' marked the second major pivot of his career.

Failures & Pitfalls

  • The 2012 debut product, FlyMe2theMoon, generated almost zero revenue, forcing the team to rely on outsourcing to survive.
  • The first generation of Guns GirlZ in 2013 suffered from poor gameplay and operational failure, quickly fading into obscurity after launch.
  • In 2019, Genshin Impact was heavily criticized by global players for its high visual similarity to The Legend of Zelda: Breath of the Wild, causing the brand's reputation to hit rock bottom.
  • The 2022 release of Zenless Zone Zero faced multiple delays and polarized test feedback, with critics labeling it a 'reskinned Genshin,' leading to significant internal rework.

关键成功要素

  • Commitment to original anime IP rather than following domestic trends of 'reskinned' online games, using content to drive monetization and build a highly loyal user base.
  • Self-developed engines and art industrialization pipelines, with a three-year iterative R&D cycle to ensure top-tier global product quality.
  • Global simultaneous release strategy, bypassing domestic licensing restrictions by targeting overseas markets directly and diversifying revenue streams.
  • Founder Cai Haoyu's technical background and willingness to bet all resources on critical nodes, such as the $100 million+ investment in Genshin Impact.
  • Continuous integration of AI and gaming; post-2024, the company has focused on AI-native content to maintain a technical first-mover advantage.

Lessons

  • Don't blindly chase trends in the early stages of a startup; achieving excellence in a niche vertical (anime) can also build a giant.
  • Failure is the norm. After the cold start of the first product, the team found the right direction through rapid iteration and user feedback.
  • Public opinion crises are not fatal. Responding with product quality is more effective than crisis PR; Genshin Impact eventually turned its reputation around through quality.
  • Founders must have the courage to 'let go of the present.' Cai Haoyu's pivot to AI at the peak of his success is another expression of long-termism.
  • Globalization is not just translating Chinese games into foreign languages, but setting standards based on global aesthetics and release cadences from the very beginning of development.

Core Data

  • 2023 Revenue:Over 50 billion RMB (based on public data, not independently verified)
  • Total Global Player Spending:Over 40 billion RMB (based on public data, not independently verified)
  • Genshin Impact First-Month Mobile Revenue:$250 million (September 2020) (based on public data, not independently verified)
  • Honkai: Star Rail First-Month Revenue:Over $500 million (2023) (based on public data, not independently verified)
  • Team Size:Over 5,000 employees (2024) (based on public data, not independently verified)
  • Overseas Revenue Share:Over 50% (2021) (based on public data, not independently verified)
  • R&D Investment (Genshin Impact):Over $100 million (based on public data, not independently verified)

Competitors / Peers

miHoYo's main domestic competitors are Tencent Games and NetEase Games. The former excels in channels and traffic, while the latter has deep roots in MMOs and PC games, though both entered the anime gaming sector later than miHoYo. In the global market, they face console giants like Sony and Nintendo, as well as mobile gaming firms like Supercell and Roblox. miHoYo has built a differentiated barrier through its high-quality anime-style open world. Recently, emerging firms like Hypergryph and Kuro Games have attempted to capture market share in the anime sector, but it will be difficult for them to shake miHoYo's leading position in global IP industrialization and user scale in the short term.