Nexon Enters Social Games Market With Classics MapleStory and KartRider

The consumer media’s obsession with World of Warcraft’s subscription numbers often makes it difficult to hear above the din. Nexon’s MapleStory was eight times larger than Blizzard’s behemoth before it ever left American shores; KartRider dwarfs them both combined. Yet Nexon, for all its success in creating massively multiplayer online games, has been conspicuously absent in the social games scene. This is particularly notable for a company that was a pioneer in the dual-currency model.

Later this year, MapleStory Adventures and Kart Rider will come to Facebook correcting what Vice President of Social Games Operations Soo Min Park feels has been a long-standing missing piece to the Nexon portfolio. By re-imagining MapleStory as a less complex title authored in Flash, and building KartRider in Unity with a front-facing playable element during download, Park feels this barrier can be overcome.

“We wanted to expand our web presence to other platforms,” explained Park. “We have expertise in micro-transactions that no one else does and we want to bring that to the social networks. Once our existing IP is launched, original titles will be created to further our efforts.”

Players of the original MapleStory will find MapleStory Adventure familiar but simplified. There will be fewer classes, items, monsters… fewer of everything. And the game will be asynchronous. Due to the use of Unity, players of KartRider should feel more at home with its racing mechanics.

Later this month, KartRider Rush iOS  (and this summer for Android) will launch beginning the campaign to enter the social platform market. Rush features short, Mario Kart-like play against multiple synchronous opponents in a speed or item mode.

 

This Week’s Headlines From Across Inside Network

Here are all the latest headlines from around Inside Network.

IMA LogoInside Mobile Apps

Tracking the convergence of mobile apps, social platforms, and virtual goods.

Monday, February 28th, 2011

Tuesday, March 1st, 2011

Wednesday, March 2nd, 2011

Thursday, March 3rd, 2011

Friday, March 4th, 2011

Saturday, March 5th, 2011

ISG LogoInside Social Games

Covering all the latest developments at the intersection of games and social platforms.

Monday, February 28th, 2011

Tuesday, March 1st, 2011

Wednesday, March 2nd, 2011

Thursday, March 3rd, 2011

Friday, March 4th, 2011

IF LogoInside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Sunday, February 27th, 2011

Monday, February 28th, 2011

Tuesday, March 1st, 2011

Wednesday, March 2nd, 2011

Thursday, March 3rd, 2011

Friday, March 4th, 2011

Highlights This Week From the Inside Network Job Board: MXP4, MTV Networks, & More

The Inside Network Job Board is 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 MXP4MTV NetworksJagex Games, and Digital Chocolate.

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. 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.

Thanks To Our Sponsors

Inside Social Games extends a big thank you to our sponsors for supporting the continued growth of Inside Social Games. Check them out below!

Fortumo is an open mobile payment platform.

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Kontagent is a developer of analytics solutions for social application developers.

RightScale provides cloud computing management for social application and game developers.

Frima Studio develops social games for big brands.

6waves is an international publisher and developer of gaming applications on the Facebook platform.

Peak Games is a provider of social games for users in the EMEA region.

Blue Noodle specializes in pairing casual web and social games with advertising that engages players.

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Sometrics is a provider of virtual currency monetization solutions for social app and game developers.

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SoftLayer provides cloud and dedicated hosting services for social application and game developers.

TapJoy offers monetization services for social and mobile gaming applications.

Brighter Option helps launch, monitor, and optimize Facebook advertising campaigns.

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AdParlor is an official Facebook Ads API Partner and manages large Facebook advertising campaigns – with a focus on growing social games.

Super Rewards is a monetization solution for applications and games running on social networks like Facebook.

PlayPhone provides entertainment content to mobile consumers.

Social Gaming Roundup: Loot Drop, Advertisments, Poker, & More

Loot DropLoot Drop Bets on Talent to Compete in Social Games — Loot Drop has been adding to its list of veteran game creators as it moves to introduce its own games, VentureBeat details. It now includes Doom co-creators John Romero and Tom Hall, game designer Brenda Brathwaite (who was formerly at Lolapps), and chief executive Rob Sirotek. The first title is slated for release in the next few months.

SupersonicAdsSupersonicAds Launches BrandConnect — Virtual currency monetization firm, SupersonicAds, has announced the launch of BrandConnect this week. The new virtual currency monetization solution uses cost-per-engagement (CPE) brand engagement such as videos and branded widgets.

Electronic Arts Expands Partners Program to Social & Mobile Games – Electronic Arts has announced the expansion of its EA Partners program to the social-mobile space this week. Through Chillingo the company will support iOS and Android titles, and through Playfish, it will support Facebook.

KabamSan Francisco Mayor Announces Kabam Move — Social games developer Kabam is moving its office to downtown San Francisco. Announced by Mayor Edwin M. Lee during The San Francisco Business Times, the company will not only relocate and bring 150 jobs.

WeeWorld Launches Social Game Advertising Network — A new ad network for social games and virtual worlds has launched this week says Engage Digital. Created by WeeWorld, the new Social Game Advertising Network (SGAN) will help advertisers incorporate branded virtual goods campaigns into various titles.

PokerConThe Duchess of Poker to Host Zynga Poker University — Zynga has announced that Annie Duke, “The Duchess of Poker,” will be instructing Zynga Poker University at PokerCon this month. The event will take place March 18-19 in Las Vegas.

Motorola Invests in Moblyng — Motorola Mobility has invested HTML5 games developer and publisher Moblyng this week. Though the amount is not disclosed, TechCrunch notes a filing indicating that Moblyng raised $7.5 million out of a $10.9 million round. Moblyng develops titles for Android, iOS, Facebook, and WebOS platforms.

CyberAgent Announces GameWave Social Game Platform — In a post from Serkan Toto, CyberAgent has announced it’s new social game platform, GameWave, for the iPhone. The platform is noted to be available this spring.

Core Games Make an Appearance on This Week’s List of Emerging Facebook Games

This week’s list of top emerging Facebook games (as defined by games under 1 million monthly active users) is mostly comprised of titles that we haven’t seen before. There are a few familiar faces in the crowd though, the first being Pirates Saga — a game that we talked about last week and reviewed shortly after its December launch. According to AppData, our tracking service for monitoring the growth of the top Facebook games, Pirates Saga has been on a growth spurt since the end of February.

Two more familiar games appearing on the list this week are The Oregon Trail and Carmen Sandiego. Despite being iconic titles that many people grew up playing, both Blue Fang games have failed to truly take off in the way that other established brands have (such as EA’s Monopoly Millionaires).

Top Gainers This Week – Games

Name MAU Gain Gain,%
1. Wild West Town 987,574 +392,207 +66%
2. Coins Dozer 510,068 +260,139 +104%
3. 無限德州撲克 487,266 +232,584 +91%
4. SNSplus 367,730 +224,186 +156%
5. 麻將-台灣麻將 294,973 +219,588 +291%
6. Poker Texas Boyaa 557,216 +205,516 +58%
7. Pirates Saga 331,824 +180,739 +120%
8. The Oregon Trail 787,223 +177,866 +29%
9. 101 Oyna (KAMERALI) 369,319 +172,490 +88%
10. Fantasy Kingdoms 888,276 +161,045 +22%
11. Footy! 573,913 +145,226 +34%
12. Gun Bros 477,706 +131,665 +38%
13. Mucit Köy 283,255 +130,917 +86%
14. Townster 210,253 +127,295 +153%
15. Social Empires 854,357 +125,821 +17%
16. Slotomania – Slot Machines 624,994 +110,678 +22%
17. แฮปปี้ฟาร์ม 566,036 +110,050 +24%
18. Carmen Sandiego 302,516 +109,496 +57%
19. Galactic Trader 447,643 +104,942 +31%
20. Habbo Hotel Brasil 275,659 +102,550 +59%

Gun Bros is an action game developed by Glu Games that originally debuted on iPhone in October 2010. With the gameplay mimicking the mobile version, Gun Bros features click-to-shoot combat of enemies that have to be defeated in order to move on to higher stages. While defeating the opposition, players earn XP and a currency called Xplodium that can be redeemed after each stage. Players unlock new armor and weapons and level up. Socially, Gun Bros allows players to bring their friends along, which adds in their level and weapons to a player’s overall strength. It clearly wasn’t designed for the Facebook platform, though, as it doesn’t utilize many of the viral channels that make Facebook such a powerful platform. Gun Bros grew over 110,000 MAU in the past week and is now hovering around 490,000, but it doesn’t seem to be retaining its users as only around 5% of its monthly users are playing each day.

Social Empires is a strategy game by Social Point that we reviewed earlier this week. Closely following games such as Backyard Monsters, Social Empires attempts to bring in the full strategy game experience complete with combat, resources, and villager training. Many developers are attempting to bring ‘core’ style games to the Facebook audience, including companies such as Kabam. Social Empires increased its MAU by 17% in the last week, bringing its total monthly playerbase up to 861,000.

 

Facebook Credits GetBalance API Helps Developers Dynamically Price Virtual Goods

Facebook has released the getBalance API call as an incentive to game developers who use Facebook Credits as their exclusive premium in-game currency. The call lets developers determine the Facebook Credits balance of any of their users. This allows them to identify high rollers with a large balance of Credits and dynamically price virtual goods to increase purchase probability or profit margin, improving monetization.

Starting July 1st, all Facebook games must process payments exclusively through Facebook Credits, Facebook’s virtual currency. Developers can either use Credits as their payment method, allowing users to purchase a game’s proprietary premium in-game currency with Credits, or use Credits as their premium currency. Facebook wants developers to use Credits as their in-game currency (PDF) because it removes an extra step from the spending flow, as Credits as a payment method requires users to buy to credits to buy premium currency to buy virtual goods.

> Continue reading on Inside Facebook.

 

BitRhymes Grows on Facebook With Business Sim Game Salon Street

Salon StreetA long-time developer on MySpace, BitRhymes began building games on Facebook starting in 2010. Now it’s getting some results, in the form of Salon Street. Recently appearing in our fastest-growing Facebook games list (based on monthly active users), the game has been steadily growing in the MAU department. Currently hosting over 1.3 million MAU, the daily active users have been much more sporadic, totaling, currently, approximately 112,000.

A basic business-sim, Salon Street doesn’t do anything drastic to differentiate itself. Peppering in a few new features, it does come with a few extra elements, like customized salon services. Where it does falter, however, is in the initial hook, granting users too little money and too expensive of items to buy.

As the name of the game suggests, players are given their very own virtual salon, with the whole objective being that of every other social business-sim on Facebook: Level up, make it pretty, and make it a success. The basic rules of the game stem from the variety of similar games already on the market.

SalonPlayers are given a “service chair” (with more available for purchase with higher levels) in which to perform various salon services for incoming patrons. There’s actually a wide variety of services ranging from a simple haircut, to piercing, to crazy manicure mineral bath deals. Regardless, each service must have supplies in order to be performed, and as such, the game takes a more Market Street approach.

Supplies are ordered via a catalog and will take varying amounts of time to be delivered. Depending on the value of the service they are used for, they will take longer to arrive, and will, unfortunately, expire should the player not use them to stock a service chair. Yes, the stock is used the stock the chairs themselves. It’s more or less the same as stocking drinks or food products on a counter in Café World — one set of supplies per chair.

Once stocked, customers seeking specific services will wander in, and start generating a small stream of revenue. As they are taken care of, the player will earn fame — which causes more customers to arrive — and should they have to wait too long, or their desired service is unavailable, fame will decline. Also, the amount they pay is not a set number. It is, in fact, augmented by the “Luxury” level of one’s virtual space, which is increased by placing décor.

Moving into slightly newer territory: Depending on the player’s level, they will receive various VIP customers. Consisting of both friends and random non-player characters, these customers will pay significantly more for services, which consists of everything from hair coloring to nails. In both cases, players have to pick out the style they are asking for, but it appears that anything can be chosen and they will be happy. Moreover, these customers are treated via a VIP chair that never needs to be restocked. However, the number of VIP customers the player receives is finite and recharges over long periods of time.

VIPsAs another gating mechanism, players have a rack of towels that is used to service all customers. These, however, cannot be restocked like normal supplies. Lasting several hours, they can only be refilled by friends who visit one’s virtual space, or every eight hours by an NPC.

Beyond this, other social mechanics stem from the many similar games that came before Salon Street. Like in games such as Hotel City, all employees within the space begin as temporary workers. These workers take a bit of the player’s revenue, but can be replaced by friends, who provide free labor. Other social mechanics are more standard. This consists of leaderboards, gifting, and even helping one another upgrade service chairs by sending parts as gifts. As a side note, upgraded chairs unlock new services.

That’s really the biggest complaint with Salon Street. Everything feels so undifferentiated. Granted, the game has mixed many different mechanics into it, but they’ve all been done before. They’re all just “safe.” Salon Street needs an identity of its own, be it a more unique core mechanic or even just a truly creative style to it (and this doesn’t refer to just static visuals, but rather a flair such as that found in Nightclub City).

Sadly, the static visuals fall short as well. This isn’t so much the art style, as much as it is how much the player can do with the space early on. All of the decorative items in the game are rather high in price, and the amount of starting money is very low, comparatively. Furthermore, the initial services that players can perform in that first sitting don’t exactly make much of a pay day.

Nail ArtIn our first sitting, it was only possible to purchase one in-game currency decorative item, one virtual currency item, and some wallpaper (and not even enough to paint the whole wall). This is often the most enjoyable element to business-sim games like this, and the player isn’t given enough resources to truly get into it, thus the hook of the game is much weaker. To draw comparison, the amount in which new users could initially decorate their virtual space in Casino City is fantastic.

On the upside, there is at least one new, interesting, element to the game. In addition to ordering basic supplies, users can order “personalized” nail art which is not only creative, but can be shared with friends, as supplies, for free. This particular feature is something that could be significantly expanded upon, and become a much more interesting hook to the game should users be able to customize more things (e.g. hairstyles and tattoos). While on the topic of potential, and as a side note, the title Salon “Street” actually suggested that players might be able to host a chain of salon businesses; which would have also been interesting.

Nevertheless, the game is marked as a beta version (though most games never seem to leave it), and is subject to change and improvement. Overall, Salon Street is not a bad game, but even though it rearranges various mechanics from other past games, it just doesn’t feel terribly unique. Thankfully, the game does at least change a few things and is trying to combine older mechanics to create something newer feeling. In that, there is potential, but the biggest change needed for this and all other future games of this ilk, is either a core play or style element that truly makes it stand out.

Lessons In Facebook Game Design: Mike Sellers on Online Alchemy’s Holiday Village

[Editor's note: We've been covering the latest discussion around possibilities in social game design this week. What's the place of synchronous gaming on the Facebook platform? What about races, tournaments, deception, tolls, and all sorts of other mechanics?  Below, Mike Sellers of game developer Online Alchemy shares his experiences building a game that featured a shared virtual space -- and the trouble he and his team encountered given the current mindsets of Facebook gamers. For context on the topic of social game design innovation, see this recent presentation by Playdom's Raph Koster and follow-up commentary by guest columnist Tadhg Kelly.]

Holiday Village is a social game developed by Online Alchemy and launched on Facebook in late 2010. It allows multiple players to create a small “Christmas village” together.

The game, in my view, is notable for several reasons: First, it’s a game that is actually social – you play collaboratively with your friends in the same space at the same time.  Second, it embodied several successful design concepts that do not derive from the current design tropes commonly seen in Facebook games. And third, we were able to develop it as an original IP with a small team in a very short amount of time – about 7 weeks from first concept doc to launch. In some ways this effort was highly successful, in other ways it didn’t match what we hoped for. As you might expect, we learned a lot along the way.

Holiday Village started out as an idea by Samantha LeCraft, a designer at Online Alchemy. We had one of those “wouldn’t it be cool if…” conversations during the holiday season in 2009 about people building little Christmas towns together – putting online the kind of experience many have at the holidays when they arrange little buildings into a sort of small fantasy town. I thought she had a great idea for a holiday app, and told her to remind me of it the next summer, when we might have time to actually do something with it.

By summer 2010 we were working hard on another project, and so we weren’t really able to get started on our “holiday game” as we loosely thought of it until the autumn. By then we knew we had a very short amount of time until the holidays and few resources to put toward the game. But we had looked at the market and it seemed viable, we had a technology stack that would support a collaborative social app, and we wanted to have this little game see the light of day. In the first part of October we wrote up the first iteration of the design, and by late November we launched Holiday Village on Facebook.

I should note that not only was the backend technology terrific, but we were fortunate to have amazing Flash/Flex programmers creating the client, a great art director who quickly understood how important the feel of the app was to it, and a fast, flexible, and professional group of contract artists. This team while small and geographically distributed (and working on other projects), was able to develop and iterate quickly and effectively.

The primary design goal for Holiday Village was to evoke an emotional response unlike those typically found in current social games: since this was a game built around holidays, we wanted people to feel a sense of family, warmth, comfort, and nostalgia – even nostalgia for a time and place they may have never seen.  We chose an abstract 1930s/40s American style for the art, evoking classics such as It’s a Wonderful Life without being directly derivative or too specific with the era.

We also chose the UI, sound effects and music very carefully: we wanted mellow nostalgia, the warm feeling for friends and family not present that people often feel at the holidays – but not tilting over into feelings of sadness or loss. Our primary experiential goal was for family and friends who are far apart to be able to gather together around building their own iconic, ideal holiday villages. We complemented the main initial activities of building the village with quietly falling snow, the ability to see the village in daylight or night, and the ability to turn on a “music box” mode where the village scrolls slowly by as the snow falls and the quiet music plays.

Based on the player reports we received, we believe we hit this emotional goal well. Our players (mostly women) definitely resonated with the emotional tone the game presented. They enjoyed being able to see their village in the day or night (and especially with the holiday lights on), playing with the falling snow, and actually playing the game too. Comments like “now I want a mug of hot chocolate!” were common.

In addition to the emotion-related design goal, another important goal for us was to try out having players on Facebook create and build their own shared spaces. Each village is a “space” defined by the players and private to them and their friends. Unlike many games on Facebook today where each player has their own space (e.g. farm, city, etc.), these villages are shared fully between players. One person starts a village and can invite others. Anyone who is a “member” of a village can edit it with equal authority (though the person who started it can always kick others out). Players do not share their personal inventory of buildings or in-game coins, but they can gift building to others — and the village itself acts as a form of shared inventory, since any member can move, add, or delete items there.

While shared spaces are nothing new in MMOGs and similar games, they are not yet common on Facebook. In fact, many of our players seemed to not understand the concept at first, or did not believe that they could actually be in the same village with another person and both be interacting with it at the same time. Facebook users seem to have been well-trained that games are single-player with carefully limited avenues for socialization (usually consisting of asking someone else for help – a form of “begging as gameplay” that we wanted to avoid).

The expectations set up in current players of Facebook games took us by surprise in another way as well. When we first released Holiday Village we did so as an “app” rather than a “game.” We knew that many people buy small holiday buildings at prices of $50 to $100 each to build villages in their homes (there are literally thousands of YouTube videos made by people proudly showing off their town displays).  The question was, would people be willing to buy a virtual building for a dollar or two, or a set of trees for fifty cents?

In part, the answer was yes:  Our initial monetization was good (as was our viral spread – we did a little advertising, but by far most of our users came in via word-of-mouth from other players), but it was paralleled by questions and complaints about the open-ended app-like rather than directed game-like experience we provided: “What’s my goal?” “How can I earn coins?”  “How do I play the game?”  “Why should I have to spend money?”  Clearly, the free-to-play mindset has taken hold in the players we were seeing, and the idea of an app that did not provide gameplay-that-makes-coins, did not lead the player somewhat by the nose, and did not provide non-monetary options for gaining rewards was not popular. This may seem obvious, but it was worth the experiment. While some are still wondering whether the free-to-play model will really work, our experience indicates that with the mass market, it has become the de facto expectation.

As a result we quickly added in gameplay to create a more game-like directed experience. The challenge was to make the gameplay thematically consistent with the idea of building your holiday village. Within a few days we designed and launched an integrated matching game based on which buildings you chose to put in your village: each day, each building in your village generates one or more “value” tokens that contribute to the well-being of a community – happiness, prosperity, and unity. A home tends to create more happiness tokens for example, while a store provides more prosperity and a church or post office creates more unity.

These tokens were then used to fill in matching spaces (randomly determined) in bars of increasing length. Abstractly, the bars represented “what your village needs to thrive,” with the value tokens supplied by your buildings. The more buildings of different types you had, the more bars you could fill, and the more coins you received.

Overall, this gameplay was very well received: players played and enjoyed it, and used the rewards to purchase more buildings.  This of course dampened our direct monetary sales, but also appeared to increase player satisfaction overall. Unfortunately, this also confirmed to us what we knew we were missing: while the gameplay and monetization connection worked well, we had insufficient “consumable” goods (speed-ups or other one-time-use items) that could be bought, and we lacked a secondary currency loop for purchasing premium goods. While we were aware of these shortcomings, at the time we lacked the resources to act on them.

This leads us into the “what went wrong” category, or perhaps, how our limitations constrained us. The gameplay we had was well-received by the players, but was clearly not sufficient.  This is an example of how we were exploring the “M” in MVP (Minimum Viable Product): because we were highly time-and resource-bound from the very start, we kept extremely tight control on the scope for this game. Our programmers and artists were able to put in a few extras, but overall we kept a firm, even ruthless clamp on the design scope for the game.

Keeping to this enabled us to develop and launch the game at all – but there is a minimum below which a product is no longer commercially viable. If you cannot start above that line or get above it quickly post-launch, even a game that is loved by its players and is nicely viral will die. We did not have the time during the holiday push nor the resources to devote to adding in the features that we believed were needed to keep the game’s popularity going once it has first flared up.

Overall, we learned a lot with Holiday Village as most companies do with their first Facebook game. Just putting a game up on Facebook these days is an exercise in learning and frustration — in part because the Facebook API is so poorly documented and changes so rapidly (without any versioning or way to tell what will work or not work, since older games are not required to match to new changes). We learned to trust our design instincts and research in terms of addressing the mass-market female demographic, as well as how this market has had its expectations set by current games. We also saw how readily they took to the more social aspects of villages as shared private spaces, and believe these will be a differentiator for games in the coming year. Finally, we learned quite a bit about the importance of recognizing what features can be removed from an MVP candidate and which must be present to maintain the “viable” part of MVP. By now everyone knows that launching the game is only the first big milestone, not the last; as we experienced, being resource-constrained at and after launch can strangle even a game that otherwise hits its design and technical goals.

Mike Sellers is the Chief Alchemist of Online Alchemy, a social games developer and designer artificial intelligence engines.

New Hires in Social Gaming: Digital Chocolate, GameHouse, Kabam, & More

Eight top developers have shown hiring activity based on LinkedIn updates and other sources. In terms of major hires, two older updates from Playdom and Zynga came our way in the form of BioWare’s Gordon Walton and Valve Software’s W. Wright Bagwell. The two join the respective companies in the roles of executive producer and director of design. More recently, Keith Zentner is noted as PopCap Games’ new director of franchise marketing and Benjamin Cooley is now CTO of studios (STG) at Zynga.

As always, if your company is hiring new people or making 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. Also, please note that information about most new hires, below, comes directly from company updates from LinkedIn.

Looking for new opportunities? The Inside Network Job Board presents a survey of current openings at leading companies in the industry.

Here’s this week’s full list:

Digital Chocolate

GameHouse

  • Jamie Toghill — GameHouse, the social gaming arm of RealNetworks, starts off its long list of hires with Toghill, who joins as a senior producer. Toghill was previously a lead designer at Disney Interactive Studios.
  • Cliff Stefanuk — Now a product manager at GameHouse, Stefanuk was previously a sales manager at Filogix Limited Partnership.
  • Daniel Kristjanson — Prior to joining GameHouse as a game artist, Kristjanson was an animator at Smiley Guy Studios.
  • Robert Sanchez — Sanchez joins GameHouse as a game designer. Before this, he was a 2D artist/UI designer at Big Fish Games.
  • Joseph Boutilier — GameHouse gains a new game designer with Boutilier, a former student at the Vancouver Film School.
  • Steven Pennington — Joining GameHouse as a software developer co-op is Pennington, who was previously a BlackBerry multimedia applications Java developer co-op at Research In Motion.
  • Aimee Paganini — Previously a senior producer at Humongous Entertainment/Atari, Paganini now fills the same role at GameHouse.
  • Eric Glomstad — Now a web developer for GameHouse, Glomstad was previously filling the same role at Clearwire Inc.
  • Morgan LaVigne — LaVigne is now a software development engineer at GameHouse. Prior experience stems from clients such as Microsoft and White Stripes.
  • Krystle Alvarez — GameHouse brings on Alvarez as their newest game artist. Before this, Alvarez was a web designer at ShareBuilder from ING Direct.
  • Suneetha Talasila — Talasila is now a senior software developer at GameHouse. Talasila was previously a consultant for Frontier Technologies LLC.

Kabam

  • Stanislave Vishnevskiy — Kabam brings on a new software engineer with Vishnevskiy, a former software developer for Casamba Inc.
  • Sasan Padidar — Now a software engineer for Kabam, Padidar was previously an analyst and programmer for Virtusales.

Metrogames

  • Pedro Mancheno — A single hire for Metrogames this week as Mancheno joins the team as an iPhone developer. Prior to this, he was a Unity3D developer at Band Of Coders.

Playdom

  • Gordon Walton — As noted already, Gordon Walton has joined Playdom as an executive producer (as of mid-February). He was previously BioWare Austin’s VP and co-general manager.

Playfish

  • Sam Miller — Miller joins Playfish, this week, as their newest game artist. Before this, he was an artist at Rare.

PopCap Games

  • David Schulman — PopCap hires on Schulman as a social gaming business analyst intern. Prior to this, he was a financial analyst intern at Marcus & Millichap.
  • Keith Zentner — As noted earlier, Keith Zentner joins PopCap as its new director of franchise marketing. Zentner was previously a managing partner at Copious LLC.

Zynga

  • Vince Livings — In an internal change at Zynga, Livings moves from 2D artist to 3D artist.
  • Ange Maestas — Now an executive assistant at Zynga, Maestas was previously filling the same role at Beche Group, LLC.
  • John Egan — Egan joins Zynga as “freelance.” He was a a freelance art director and Flash animator at Organic.
  • Randall Smith — Zynga gains a new 3D artist with Smith, a former artist from Kuma Reality Games.
  • Hiten Kapadia — Previously a payroll accountant at Cascade, Kapadia joins Zynga as a senior payroll accountant.
  • Annie Krambuhl — Before joining Zynga as a graphic artist, Krambuhl was a graphic designer at Dapper/Yahoo!.
  • Owen Lopez — Now an associate engineer at Zynga, Lopez was previously a security guard at Cypress Security.
  • Benjamin Cooley — As stated prior, Benjamin Cooley is now CTO of studios (STG) at Zynga. He was previously a programmer for Booyah.
  • W. Wright Bagwell — Also one of Zynga’s bigger hires recently, W. Wright Bagwell joins the team as the new director of design. Before joining, he was a designer at Valve.

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