How Two Cal Grads Are Making Games and Online Communities Safer

August 3, 2026

Though Kun Gao ’04 and George Ng ’03 went to UC Berkeley at the same time, they didn’t meet until years later when a mutual friend and fellow alum introduced them. That Cal connection has repeatedly played a big role in the entrepreneurs’ careers, as they have founded multiple companies with others linked to Berkeley.

Their latest joint venture, GGWP, is a startup that provides AI-powered moderation and community management tools for games and other online platforms. As gaming and social media platforms grow, they quickly become overwhelmed with user-generated content. GGWP helps companies manage this firehose of information so their communities stay engaged. Their company is backed by other notable founders, including — again — several fellow Cal grads.

Ng earned his bachelor’s degree in economics, later returning to UC Berkeley to teach a course in machine learning. Gao graduated with dual degrees in electrical engineering and computer sciences (EECS) and applied mathematics. They spoke with UC Berkeley writer Alexander Rony about how their alma mater impacted their impressive careers.

Alexander Rony: How did the two of you meet?

Kun Gao: George and I didn’t know each other until after college, when we were essentially neighbors. We were connected by a friend — our co-founder, Ling Xiao, who was in EECS the same year as me. Coincidentally, George and I both exited our previous companies around the same time — George with Cyence, myself with Crunchyroll. 

George Ng: I was looking for other entrepreneurs to connect with. I wanted someone’s perspective other than our investors, and I didn’t have a ton of people in my immediate circle who had that visibility. It was refreshing to talk to other people who had started companies in Silicon Valley and taken venture funding. We reconnected through those circles, and we were trading notes on different companies in the space and areas we were investing in. 

What convinced you to found GGWP?

Kun Gao: When COVID hit, we were stuck at home, hanging out and playing games together online. We realized that gaming was as toxic, if not more so, as we remembered in college, and we said, “Why isn’t anyone doing anything about this?” 

George Ng: Kun, our co-founders, Ling and Dennis Fong, and I — we all have young kids. I was looking at our kids being more involved in interactive experiences online and seeing how scary it was.

Kun Gao: We ended up connecting with some of our friends who publish games, and they told us that it’s very challenging for them to look at all the large datasets to take action in real time. The systems they built were quite bespoke. There really wasn’t a platform that publishers can take off the shelf to scale to their needs. 

Game publishing and live operations have changed dramatically in the last 20 years. Now, multiplayer games launch and grow to tens of millions of players within weeks, and then the game has to figure out how to address billions of messages and make sure it’s a safe environment for all players. So, with those challenges in mind, we set out to build GGWP, which stands for “Good Game, Well Played.”

What are the risks for companies that don’t adequately moderate content on their platforms?

George Ng: This has evolved quite a bit since we started our company. Historically, U.S. law gave online platforms broad protection from being treated as the publisher of user-generated content. That protection helped the internet grow, but it was never absolute, and expectations have changed. Large platforms may not be able to review every piece of content, but they are increasingly expected to identify and address serious harms. Regulations such as the Digital Services Act in Europe impose stronger obligations around illegal content and the protection of minors.

You can play pickup basketball at RSF, and everyone’s a college student, but matchmaking online is based on server location and speed, so you’ll have a 30-year-old grouped with a 12-year-old. If you allow them to talk, sometimes there’s great mentorship, but other times, it gets hostile very quickly, and they’re crossing the line. Especially during COVID, people were leaning toward games even more as an escape, and the last thing you want from a mental health standpoint is to have to deal with these types of issues.

Beyond safety and legality, moderation keeps people engaged. There are so many options out there, and people are disengaging because other users are toxic or inappropriate or not fun to play against.

A profile photo of a smiling man with short hair and a t-shirt
Cal’s greatest strength is its students.
George Ng
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I have founded five companies, and every single founding team has included someone from Cal.
Kun Gao