Highlights This Week from the Inside Network Job Board: EA, Toy Studio, Storm8, & More

Recently, we launched the Inside Network Job Board – dedicated to providing you with the best job opportunities in the Facebook Platform and social gaming ecosystem.

Here are this week’s highlights from the Inside Network Job Board, including positions at Electronic Arts, Toy Studio, Storm8, OneRecoveryFuel Industries, and CafeMom.

Listings on the Inside Network Job Board are distributed to readers of Inside Facebook and Inside Social Games through regular posts and widgets on the sites. That way, you can be sure that your open positions are being seen by the leading developers, product managers, marketers, designers, and executives in the Facebook Platform and social gaming industry today.

New Hires In Social Gaming: Digital Chocolate, Kabam, Playdom, & More

It’s a slow week in terms of social gaming hires, according to data from LinkedIn. That said, the lull isn’t entirely unexpected after last week’s boom. Of the top social companies, only four showed any new activity. Even then, two were mere internal changes, while the others’ hires were of a singular nature. In fact, even the colossal Zynga has remained quiet this time around — again, at least according to data visible on LinkedIn.

Nevertheless, if your company is bringing on new people or doing a notable promotion, please let us know. Email editor (at) insidesocialgames (dot) com, and we’ll get it into this or next week’s post.

As for people who are hiring, be sure to check out our Inside Network Job Board.

Here’s this week’s list:

Digital Chocolate

  • Joni Suvanto– Though not a new hire, Suvanto represents the only activity within Digital Chocolate as he moves up from Junior Game Designer to Game Designer.

Kabam

  • Steven Silver — Silver marks Kabam’s single hire this week as he joins the team as their newest QA Analyst. Previously, he was a QA Compatibility Technician at Gazillion Entertainment.

Playdom

RockYou!

  • Jared Rea — The last of the new hires this week is Rea who joins RockYou! as a new Community Advocate. Before this, Rea was a Marketing Manager for Playspan.

Ubisoft Plans Ties Between Branded Social Games and Existing Properties

French video game company Ubisoft has been quietly building up its presence on Facebook over the past few months. This morning it’s announcing its biggest move yet, with the release of several branded social games that tie back to existing game franchises.

Ubisoft is readying Facebook launches for four particularly significant brands: Assassin’s Creed, Petz, the Settlers, and a game that will be announced later this month.

Each Facebook version will tie back to the original in some way. For example, in the Assassin’s Creed game, which will be called Project Legacy, Facebook users will be able to search out items that will complete item sets within the console or PC version of the game.

Large game publishers like EA, THQ and Ubisoft itself have long toyed with the idea of tying together different versions of games, creating what Ubisoft’s head of digital publishing, Chris Early, calls a “virtuous cycle” of gameplay.

However, efforts so far have been limited, even in the major EA franchises released by Playfish. Facebook games like Dante’s Inferno and Madden NFL Superstars arguably assist their creators as marketing vehicles or make money as stand-alone products, but they don’t confer benefits within versions on other platforms. Ubisoft, by contrast, is going for a fairly deep integration, with an eye to encouraging players to use multiple platforms.

The most interesting example of this tie-in may actually be Petz, which is one of Ubisoft’s most successful (if not terribly well-recognized) franchises with titles like Catz and Dolphinz. Ubisoft plans to launch Petz World, a free-to-play MMO, online this year with links back to a Nintendo DS title, with each version unlocking special breeds in the other.

Hamsterz Worldwide, the Facebook version, comes in as the third point of a triad, but with a significant spin: while the other Petz games are for kids, Early says that Hamsterz is made for adults.

The idea is that the parent on Hamsterz will have fun while also monitoring what their kids are doing, which is usually done through a parental monitoring account in games like Club Penguin. Meanwhile, both child and parent can unlock more items for each other.

Ubisoft is making a significant assumption here. Both its traditional games and Facebook games are likely to accumulate large numbers of users, but there may only be a small overlap between the users of different platforms.

Where other game companies have been hesitant to be seen as forcing players to cross-platform — especially negative views of social titles lingering for many gamers — Ubisoft is jumping in with multiple titles, seemingly trusting players to go along with the plan. (Besides the Facebook titles named above, it will also release an iDevice version of its Heroes of Might and Magic franchise.)

From here, we can’t say whether Ubisoft will be successful or not, but watching the attempt should be instructive.

That’s not where Ubisoft’s news ends. The company also formally announced Vineyard Country, which we first reviewed back in June, and Party Central, a music app that sounds a bit like Nightclub City. Settlers: My City has also been around since June (our review is here), but Ubisoft has just begun publicly talking about the game.

We’ll circle back with more in-depth previews of the other games soon.

New iPad Title, NinJump HD, Hits #1 On Apple Charts

NinJump - HDBackflip Studios, the developers behind Paper Toss, appear to have another mobile hit on their hands as their newest title, NinJump – HD, has hit the #1 spot on Apple’s top free applications list for the iPad. Having been released about a week ago, the game has climbed rapidly, and unlike past reviewed titles, its rise doesn’t appear due to promotions such as FreeAppADay.com.

NinJump – HD itself is a cross between other popular iPhone games like Chop Chop Runner and Ninjatown, combining the evasion mechanics of the latter with the pacing of the former. These elements, combined with a few new, more minor, features, make the game an excellent addition to one’s mobile collection.

There is no story to NinJump — no real, tangible objective. The player is a ninja who, for whatever reason, is climbing up a pair of infinitely tall buildings, and any number of things are out to get him including killer squirrels, other ninjas,Bird Power exploding bombs, and the occasional bird. Should the player get hit, it’s game over, so the “goal” is to try and earn the highest score possible, by climbing as high as possible before dying.

It really all comes down to timing as each type of enemy has a different movement to avoid. Ninjas hold still but throw ninja stars across the map, squirrels move horizontally, and birds swoop. In order to avoid them, players must tap the screen to jump to the opposite building. When they do so, the player’s character will attack and destroy any enemy in the way.

This is where the only strategy of the game comes into play. Should the player kill three of the same enemy types in a row, they will transform, temporarily, into a hybrid of that creature and become invincible, while traveling upwards significantly faster. Beyond this, however, the rest of the game is a challenge based on twitch reaction.

Thus far, it doesn’t seem that the ascent increases in speed (like Chop Chop Runner), but the number of enemies does appear to increase, and the ninjas, in particular, Bombsthrow more ninja stars. Furthermore, overhangs and balconies also begin appearing. These force the user to jump to the opposite side before they collide.

Aside from the noted transformations, the only element to the game that actually helps the player is the occasional shield power up. Thankfully, these tend are fairly frequently, and will absorb a single hit, should the player slip up.

On the social end of things, the NinTown is part of the OpenFeint network, but surprisingly, the game doesn’t even have achievements. However, it does still come with competitive leaderboards, as well as the classic challenge posting. Using Facebook, Twitter, or standard email, users can challenge friends with the traditional “Beat My High Score” post.

Three In A RowVisually the game looks great and has a wonderful presentation. Furthermore, the iPad rendition looks tremendously better than the original iPhone version.

Overall, NinJump – HD is a fantastic free game for one’s iPad and, despite its simplicity, quite fun to play. Nonetheless, it’s the type of game that’s much better suited for play on the move, thus the original iPhone rendition feels like the better of the two versions. Either way, free is free, so for the players, it’s a good deal either way, and an app certainly worth adding to one’s collection.

Facebook Now Showing Credits Purchase History; Missing Balance Bugs Continue

As Credits become the only paid virtual currency on Facebook, the company is trying to make it easier for people to use. Most recently, it has started showing users their Credits purchase history. While the feature is only appearing in some accounts, it’s useful for anyone trying to keep track of their spending patterns — not a way to maximize short-term revenue, but important for establishing long-term trust.

The purchase history is visible within the user account interface, under Payments.

On a related front, Credits is continuing to be plagued with a problem: User balances are not appearing in some parts of the interface. We’ve been seeing comments on our sites for some time about this issue, and Facebook has an error message on its Help Center page about Credits with a little more detail. It says “Missing Credits Balance? We are currently experiencing a problem where many users can’t see their Facebook Credits balance. Until this is resolved, please note that you can view your balance by opening a purchase window in any game that supports Facebook Credits. We appreciate your patience.”

SGN Launches MiniTycoon: Casino, a New Mobile Social Game

SGN executive chairman Shervin Pishevar is presenting a new game on stage today at the TechCrunch Disrupt conference in San Francisco, for the iPhone. It’s called MiniTycoon: Casino, the first in a series of three business simulation mobile social games that the company is rolling out before the end of the year.

He’s calling it the first fully social game for mobile, at least that SGN has launched to date. ”Most of our competitors have been cycling games out very fast, but we’ve been working on it for more than a year,” he says.

We haven’t had the chance to play it ourselves yet — it’ll hit the app store within the next two weeks — but it appears to be along the lines of what we’ve seen on Facebook, and more recently on mobile devices. The mechanics are similar to others we’ve seen: planting slot machines, crap tables, roulette tables, hiring friends. There’s a social network inside of the game, using SGN’s internally developed social service, Sign, as well as Game Center integration. You can visit your friend’s casino, and earn or lose money there.

The game is also aiming to take advantage of Apple’s viral channels. When its time to harvest your slots, you get a notification; you can send gifts to your friends, decorations, and other features.

The overall art and user interface design, led by 16 year EA veteran Margaret Foley-Mauvais, looks polished compared to many of the other interfaces in mobile. Stay tuned for our full review when the game comes out.

Pishevar also shared some more of the company’s strategy for the launch — it is aiming for this game to be the first of many social games that can scale to many millions of users, like what Zynga was able to do with FarmVille last year.

“Zynga’s acquisition of My Mini Life was one of the greatest in the history of technology,” he said. “Even Playfish was having problems. MyMiniLife allowed them to scale to 75 million to 80 million. We have 25 million users on the iPhone, we’ve learned how to scale really well. We’ve taken what we’ve learned on other games, and brought it today. We’ll deliver the FarmVille moment on the iPhone.”

SGN took a year to build this game. And as Ngmoco has done with its “We” series — We Rule, We Farm and We City — SGN is working on the next one. The company will create an even stronger tie-in than just theme, though with three separate Mini Tycoons apps that all interconnect and share currency.

“I love Steve Jobs, but Apple took too long to allow in-app purchases. It didn’t really happen until 2010,” Pishever said on stage. Now that they can be done, “we think it’ll be doing 1 million dollars plus a month,” he said.

And while the game and its sequels are coming to Android eventually, he said that there are no plans to bring them to Facebook (where SGN began) nor any plans to integrate Facebook’s mobile APIs.

People can follow @minitycoon on Twitter for more details on the game.

More screenshots below:

Atommica Launches Home Fest on Facebook

Home FestAnother music-based social game has come to Facebook. Home Fest — the first game from Argentina-based developer Atommica, created in association with Bueeno and Sony Music Latin America — lets you throw a house party with bumping beats. As you might expect, the concept borrows heavily from Booyah’s popular title, Nightclub City. But the game feels a bit sparse, as many features haven’t been released yet.

In Home Fest, you own a house and set out to throw a great party. To do so, you must decorate the space to be appealing and purchase various forms of entertainment to keep your guests happy while they dance to snippets of popular music.

Music SelectionMusic is a core aspect, and Atommica delivers great tunes. You start a party for a set period of time (longer parties cost more) and choose music to play. You don’t get the ability to pick specific songs, but unlike Nightclub City, you are able to choose the mix of genres to play: Pop, R&B, Rock, Reggaeton, and Dance.

Most songs are from top, popular artists like Justin Timberlake and Kelly Clarkson. There are also some cover songs from Glee and a number of Spanish titles. You can purchase songs you like through Amazon.com, which is linked directly through the game. The music all sounds fantastic and you could easily just leave the game running in the background for that alone.

Of course, you need more than music to make a party. As guests begin filing in, you need to provide entertainment. To keep guests happy, you must purchase different entertainment fixtures such as DJ booths, bars, hot tubs, and so on. The more entertainment you have, the more guests arrive and the more cover charges you collect. Different entertainment items also earn extra income over periods of time.

Decor items that don’t provide entertainment, also do not seem to affect guest happiness. The variety is also fairly standard: chairs, tables, and so forth. Thus far, wallpapers are unavailable, and the volume of decor items feels pretty low. Home Fest is still a new game, however, so this will certainly change over time.

EntertainmentThe Social Features of Home Fest also seem incomplete. Right now, friends can visit one another’s homes, but there isn’t anything to do there. Gifting isn’t ready, but it is coming. The only other apparent social mechanic is that party guests are usually random Facebook friends.

The only real issue with House Fest is that it needs to mature. It simply lacks the polish that Nightclub City had at its release. As an example, guests come in and dance the same moves during the whole party, only occasionally walking around. In Nightclub City, they dance, talk, visit the bar, get angry, and generally, just interact with each other more, making the game gratifying to watch.

In the end, Home Fest has some great music, but still comes off as a lesser version of  Nightclub City.  Home Fest’s entertainment décor mechanic is a nice, differentiating factor, we just need more items to decorate with. We will be watching with interest to see how this game develops. So far, it has grown to over 19,000 monthly active users.

Six Chinese-Language Titles Show Up on This Week’s List of Fastest-Growing Facebook Games by DAU

It’s not unusual to see a few Chinese-language games scattered around our weekly AppData lists of fastest-gaining Facebook titles (this one is by daily active users), but no less than six appear on today’s list, with four of those appearing in a block near the top.

Here’s the top 20 list:

Top Gainers This Week – Games
Name DAU Gain Gain,%
1. Original FrontierVille 7,399,800 +608,325 +9%
2. Original Café World 5,301,141 +547,756 +12%
3. Original 德州撲克(中文版) 898,359 +353,973 +65%
4. App_2_135261626503589_1397 開心水果(开心水果) 329,872 +326,533 +9,779%
5. Original 創世紀2012 391,814 +312,611 +395%
6. Original 守衛家園 427,388 +310,504 +266%
7. Original Texas HoldEm Poker 6,395,806 +200,302 +3%
8. Original MindJolt Games 2,189,690 +191,896 +10%
9. Original Traveler IQ Challenge 183,341 +178,055 +3,368%
10. Original Games 1,434,505 +165,518 +13%
11. Original Bejeweled Blitz 4,519,034 +164,177 +4%
12. Original 幸運號碼 150,105 +146,728 +4,345%
13. App_2_256799621935_1837 Car Town 1,115,262 +111,414 +11%
14. Original Bubble Island 962,492 +102,223 +12%
15. Original Millionaire City 1,816,493 +100,306 +6%
16. App_2_221120598574_241 La Ferme 106,854 +96,541 +936%
17. Original Warstorm 127,187 +74,920 +143%
18. App_2_36706751821_9203 FantaBook 209,530 +68,416 +48%
19. App_2_149314558413832_1420 小小戰爭 211,828 +53,470 +34%
20. Original Ninja Saga 957,019 +52,765 +6%

Zynga’s FrontierVille and Café World appear at the top, but as is usually the case when Zynga’s older, larger titles appear on these lists, there’s no significant movement in their overall numbers.

Next up are the four Chinese-language games, which are diverse genre-wise, with poker, farming and role-playing all making an appearance. The tie that unites these games is that they’re all by Boyaa, with the exception of 創世紀2012. The two Chinese-language games coming in at numbers 12 and 19 are by Luv Online and Five Minutes.

Texas HoldEm Poker is a Zynga game that may actually be gaining even more users than it already has. It’s also quite possible that the growth is in fact from Chinese-language users; it has been about a month since Zynga released a version in Chinese, included within the original app.

MindJolt Games appears to be finally regaining some of the millions of users it has lost over the past few months. But it has a serious rival: Games, by GSN, is not far behind on the list, with a clearer long-term growth trend.

Ngmoco Gets into City Building with We City on iPhone

We City iPhoneIn mid-July we took a look at Ngmoco’s mobile FarmVille competitor, We Farm, and noted the announcement of another coming title to the We series: We City. Well, as of last week, the company has launched We City for both the iPhone and iPad, bringing Ngmoco’s take on social city builders to the mobile realm.

City-builder through and through, We Farm mimics the core elements of many of its predecessors, including Playdom’s Social City and TeamLava’s City Story. Nevertheless, while the game’s central mechanics may have been done before, it does come with a rather interesting means of progression, which makes playing and building up one’s city quite gratifying — even if the app runs sluggishly, at best.

Players jumping into We City have the same goal as they do in virtually every other city builder on the market: make the biggest and best city you can. One of the differentiating elements, however, is that this Ngmoco title has an extraordinary variety of décor with which to decorate, allowing users to create everything from a metropolis, to a resort town, to suburbia.

AirportIn order to earn an income, players must construct factories. Obviously, this is where typical city building features comes into play. Players build these factories — the number of which is limited by level — and fulfill contracts that take a set amount of time. Fail to return in time, and the contract “spoils,” but thankfully, players can enable push notifications for whenever they are completed.

The other means of earning income is through the structures themselves. As players level up, more and more houses, apartments, and recreational buildings become available. While lacking the active control of the factories, these buildings will periodically earn extra coin in the form of “rent.”

None of it is terribly extraordinary from a functional stand point, but the level of detail the user is allowed for decoration is surprisingly high. Players can place virtually everything including trash cans, pigeons, stop lights, and dozens of other items. Moreover, the game doesn’t appear to lock objects in on any grid system, so users have a very organic level of control on where to place everything.

ResortsAll of this décor is very gratifying to place, because different structures will generate different elements in the game world. Like Social City, We City feels very alive with any number of city sounds and people moving through the world. Unlike the Playdom title, however, We City appears to generate types of non-player characters based on the structures themselves. This includes firefighters, bodybuilders, and even helicopters. Adding new buildings not only makes the city look better, but they actually seem to bring it more life.

Unfortunately, some of these decorative items and structures are rather obnoxious to place, especially on the iPhone. The level of control is nice, but the iPhone’s small screen, coupled with the tiny size of many decorative items, makes it a little awkward to place elements. Additionally, the game runs quite sluggishly — a problem that has dogged several of Ngmoco’s social games.

No matter how many times we tried, the game tended to chug at a low frame rate. This made the app painful to use, and the video latency made it extraordinarily difficult to place things where they were wanted. Adding to the problems, the game incorporates a sort of quest system, that gives the player direction. While this is nice, the pop ups (either when a new one is available or an old one completed), only added to the slow down. These slow responses also made accessing menus slower then should be acceptable and even led to the game crashing a number of times.

We CityIronically, one of the slowest loading aspects was the social elements. Sadly, even when getting it to work, it falls short of the social mechanics in games like City Story. Players are able to add neighbors and visit one another’s towns, but the problem is that there is a steep threshold for compared City Story. In order to add a friend, they must own the game, must own an a platform that can run the game, and must have a Plus+ account. Even though friends can access and invite users through networks like Facebook and Twitter, it does little good if any of those three elements are missing.

It is true that many social, mobile games have similar requirements, but here, it is the only noticeable option for social play. In City Story, players can access the towns of any player of the game, and then add friends if they want to. In other, non-city-builders, players can at least compete with one another via achievements or leaderboards.

In the end, despite its strengths, We Story is okay at best. The problem is more than just that the game is a remake of other city-building titles — which may be fine for iPhone players who haven’t seen the Facebook equivalents — but it simply doesn’t run well. Even for a free application, the sluggish… well, everything, about the game is going to deter many a user, and coupled with crashing certainly doesn’t help any. If Ngmoco can fix the technical problems, We City should have no trouble becoming successful.

Facebook Is Advertising Target Credits Gift Cards Above Canvas Applications

In Facebook’s latest in-house promotion of Credits, its virtual currency, the company is running advertisements for its retail gift cards above third-party applications on canvas pages.

The ad simply says: “Facebook Credits Gift Cards: Power up your play on Facebook — visit a Target Store near you to buy a card.” The “near you” is linked to a Target store locator application, making it easy for interested people to buy a card.

Facebook introduced these gift cards with retail chain Target at the beginning of the month as another way to get more users purchasing the currency. Social game developers like Playdom and Zynga began offering their own gift cards last year, following in the footsteps of MMOs and other online games with virtual currency systems. As Facebook has more recently pushed to make Credits the only paid virtual currency for canvas applications, it in turn added this payment option (along with a wide range of others)

To redeem the amount of Credits purchased in one of the cards, users first scratch off the concealment material to reveal a secret code, then enter the code within the Credits interface. Their account will then be credited with the amount.

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