Social Gaming Roundup: EA’s Origin Platform, CivWorld, Google+, & More

OriginEA Reveals More About Origin — At EA’s Summer Showcase event yesterday, the company revealed new features for its upcoming Origin social gaming network. The main highlight is cross-platform interaction for Facebook, iOS, and Android where users can import Facebook and Twitter friends and host universal leaderboards. Players can also launch games from within Origin and keep tabs on friends’ current games.

Also at the showcase, Electronic Arts Interactive Senior VP Chip Lange demoed features for the upcoming FIFA 12 on iOS, which will allow users to link up two iPhone 4 devices as controllers, and then link those to an iPad via Bluetooth. The iPad can then transmit the game to a big screen TV. Scrabble is getting a similar multi-platform play experience, allowing users on Android, iPhone, Facebook, and iPad to play live games.

Zynga Sales to Reach $500 Million for Facebook – According to GreenCast Capital Management as reported by Bloomberg, social game developer Zynga is expected to generate $500 million in revenue for Facebook this year. The company is stated to pay $100 million in advertising, and the 30% of virtual goods revenue from Zynga games is expected to total around $400 million.

Civ WorldSid Meier Talks CivWorld — Game designer Sid Meier spoke extensively with Gamasutra about the just-launched CivWorld on Facebook. Meier echoes many of the thoughts other traditional game developers have shared with regard to making social games: Find the fun first, then count on monetization from it.

PopCap May Bring Bejeweled Blitz to Google+ — As we’ve noted before, the Google+ source code suggests that social games may be in the platform’s future. According to Fusible.com, PopCap Games may play a role in that. The company has registered two new domain names including playbejeweledblitzplus.com and playbejeweledblitzplus.net. The logic behind the assumption is that all desktop versions of PopCap games are suffixed with the word “Deluxe.”

[Announcement] King.com Launches New Titles — Cross-platform social games developer King.com has announced two new titles this week for both mobile and Facebook. For the former, the iOS game of Miner Speed comes to Android, and for the latter, the company has released Mahjong Saga.

Outspark Launches New Digital Distribution Platform — Free-to-play online games publisher Outspark has announced the launch of a new digital distribution platform called Flint this week, says VentureBeat. The new platform is intended to help third party developers more easily distribute their free-to-play MMOGs and browser-based titles.

Zynga Mobile Makes Another Acquisition: Toronto’s Five Mobile

Zynga’s mobile division has been bulking up as of late. The company said today that it acquired yet another mobile development studio for an undisclosed sum: Toronto’s Five Mobile.

The company, which will become Zynga Toronto, is not a game developer. Instead, Five Mobile is more of a gun-for-hire that brands and media companies pay to build mobile apps. Previous clients include MapQuest, electronic music magazine XLR8R, Royal Caribbean International and TripIt.

Zynga didn’t really provide any specifics on what the team will work on, except to say that it will “focus on advancing multiple initiatives within Zynga mobile.” The acquisition isn’t entirely for talent either. Zynga said it would be acquiring intellectual property with the deal. Ameet Shah, Five Mobile’s managing partner for sales and business development, will lead the studio and report back up to Zynga Mobile.

> Continue reading on Inside Mobile Apps.

Mike Sego on Monster Galaxy’s Monsterous Facebook Growth

[Mike Sego is CEO of social game and online community developer Gaia Online. Though the developer got off to a false start on Facebook with Ocean Party, Gaia entered the social games spotlight with its second Facebook game, Monster Galaxy. Launched in November 2010, the Pokemon-style adventure game now boasts 18 million monthly active users and frequently breaks 1 million in daily active users. The story below is an "as told by" monologue, drawn from a recent Inside Social Games interview with Sego.]

All my life I’ve been passionate about games — my parents used to call me the “Game Boy” because I’d be hunched over in a corner playing my Game-Boy handheld console for hours on end. I distinctly remember the moment I decided to study Computer Science. It happened when I first learned that the maximum integer you can hold with 16 bits is 65535. I instantly made the connection that that’s the most experience you can earn in Dragon Warrior. From then on, I knew I wanted to build games. But enough about me — this is a story about Gaia, and our path to making Monster Galaxy.

Gaia Online started back in 2003 as a project born from passion. A group of artists and their engineer friend had the idea to combine an internet forum with gameplay and create a place where simply hanging out – browsing and posting — would earn you virtual currency to help advance your status. The site quickly blossomed into a large community of anime and video game fans, and over time broadened even more.

What transformed Gaia Online from being a project among friends to a successful business was the virtual goods revenue model. The team was running out of money, so they put up a link asking users to donate. In order to thank everyone who donated, the team gave donors a virtual item for their avatar as a gift, a golden halo. The next day, donations tripled because people were so excited about the virtual item. This system got formalized and refined over the years, and the team developed a deep understanding of virtual goods monetization.

In many ways, Gaia Interactive has always been a social gaming company, but well into 2009, we were operating pretty much independently from Facebook, doing everything ourselves on our own destination site. We built our own network, we built the games, we built the community and all the features, etc… Gaia Online was a superset of social networking and social gaming, and in trying to do everything ourselves, we were limited in how much we take on.

I joined the company in October of 2009 to help us pick a direction and figure out our next steps. My background had been in developing (fluff)Friends, one of the first successful Facebook games, so during my period of transition into the company, we took some steps towards exploring a Facebook gaming strategy. We decided to port one of Gaia’s games, an aquarium simulation, to Facebook and launched Ocean Party. The game’s potential was limited by being in such a crowded genre, but it was clear there was still an enormous and growing opportunity for games on Facebook. We strongly believed the team and the talent behind Gaia Online would be incredibly applicable to the Facebook platform, but needed to do something different than what everyone else was doing, something unique that few people could do really well.

So, the idea for Monster Galaxy didn’t come from just one place. It was a combination of three different things that came together around the same time.

First off, having worked on (fluff)Friends, I had infinite ideas about virtual pet games. I’d been musing on the ideas of what Fluff 2 would be for years. The original (fluff)Friends was simply a collage creator, focused around decorating your habitat. I wanted to create something more engaging, where each time you get a new pet it is a glorious moment. I thought a lot about a “pet game” with much more emphasis on the “game”, where players don’t just treat pets like stamps, but you invest time into your pets, going on quests and making them stronger.

Meanwhile, the team here had very similar thoughts. Fantasy creatures had long been among the most popular items on Gaia Online. The team building Ocean Party discussed developing new features that would take you out of your aquarium and into the world. Instead of selling your fish, you would raise them, take them on adventures, and unlock new creatures to collect. The more we discussed this, the more it seemed clear that this doesn’t belong in Ocean Party, and should be a totally different game.

Finally, all of us loved console games. As we were discussing potential social game ideas, we did this intellectual exercise to explore all the top-selling console games of the past 30 years and discuss what each would look like on Facebook. How would these games look in that context? Facebook is missing so many of the top video game genres, and we grew to believe that social gamers needed to be exposed to what core gamers already know, and that people who already know core games needed to be exposed to social games. To attract both those audiences, we needed to create a game inspired by one of the most popular video games of all time — and for all the reasons mentioned before, we were the most excited about Pokemon.

From there, the team that built Monster Galaxy was primarily four artists and four engineers working for about four months. In designing the game, it was important for us to think critically about how Monster Galaxy would be uniquely suited for Facebook, incorporating our best ideas, and deviating from Pokemon in some big ways. For example, we currently don’t have avatars. That was one of the early decisions we made, to let players quickly jump into action, and make the primary focus of the game the monsters themselves.

The team worked heads down for about four months, focusing on the artwork, characters, and gameplay, before we got the game into a “launchable” state. In many ways, post-launch is when the real development process begins, because we start having the most important factor we need to make decisions: Data. It’s humbling at times to see how much of a difference a change to a live game can make, from overhauling major things like the game balance, to even small visual tweaks.

For example, one of our initial design philosophies in Monster Galaxy, which became a catch-phrase among the team, was to “put a cat on it.” Whether it was modals, ads, icons, or logos, our initial instinct was to fill the game with cute cat-like creatures. This thinking stemmed from Gaia Online, where this aesthetic has worked incredibly well. So even though the game was about battling monsters, we rationalized that we should stay with cats because it would help us attract both the female audience and the male audience. You know, like Kingdom Hearts.

It turns out, being gung-ho on cats wasn’t always the right decision. We seriously had cats on everything from welcome screen to the tutorial. When we started advertising our game, our marketing analyst found that one ad with a dragon preformed much better  than our ads with cats. So he suggested we change the permissions icon to a dragon. We gave it a try, and it resulted in nearly a five percent increase  in new users clicking Allow. That’s huge. The change was so profound that you can see its impact on our growth in our AppData graphs:

So that was a lesson — you need to constantly question even the minor details. We A/B test quite a lot now. A question that used to be the source of a major team debate, like — “Should you be able to capture a monster that’s a higher level than your monster?” That can be resolved with A/B tests. We tried a number of different options over several weeks, looking at how revenue, retention, and virality differ in each group. The right answer turned out to be “No, unless you’re using a Master Seed” — and that answer resulted in a 20% increase in our overall revenues.

Right about the time we were figuring this out (which we called the Master Seed project), we also were testing advertising at different CPIs for different demographics. We have different countries that represent tiers and then within the tiers, we divide it up by gender, age, and by ad provider. For example, Nanigans might bring in a different quality of user for a certain tier than Adparlor and we work with both of them and spend appropriately.

Anyway, after the Master Seed project, we did a reevaluation on ad spend. In general we optimize our ad spend around two separate metrics: Revenue and Reach. Previously we could only justify acquiring users at a lower cost, which just meant fewer users. Now that we had improved revenues, we tested the limits of our CPIs throughout April, went a little bit over, and then had to ease off a bit. All of our adventures in advertising can be viewed in our graph:

That new incline you see is something recent we tried that’s both ad-spend and gameplay-related. We continually refresh the ad side by working with different partners and updating the CPIs once we determine the quality of the traffic. But at the same time, we recently had a breakthrough on how we were using Facebook’s viral channels, We’ve hit a sweet spot where we drove a lot of new players. Now the challenge is just retaining and monetizing them.

Switching topics, monetizing via in-game advertising is going to be an interesting challenge for Monster Galaxy. With Gaia Online, we kind of pioneered the deep integration model with campaigns like Scion-branded cars players could race, or Nike shoes that make your Gaia avatar run faster. Sponsorships like these allow players to connect with brands in a more meaningful way than display ads that show up along the side. We built Monster Galaxy with this deeper kind of integration in mind; we actually have a sales package available for just about anything that could become part of the game – a character, a place, or even just any item. But being able to sell these packages has been challenging because despite the game’s broad reach, I think there’s less understanding around social game ad campaigns.

Back in 2003, Gaia Online was a pioneer in online gaming, which meant there was less competition, but also meant there was less understanding and less of a support network for what we were building, so we’d have to do everything ourselves – the destination site, the network, the games, all user acquisition, the payment system… you name it. Now with social gaming, the world has caught up to Gaia in many ways, which means we have more competitors in the space. But it’s also a great opportunity because we don’t have to figure everything out ourselves all of the time. We can focus on making a great game and deliver it on Facebook, and we’re able to reach a much broader audience than we could get on our own destination site.

So going forward, we intend to continue with a multi-platform, multi-product social gaming strategy. That means new titles on Facebook in the coming year, and exploring mobile as well. Beyond that, we’ve grown and learned enough to where we’re excited about working with other game developers as well — figuring out if we’re able to help publish games and collaborate. So if you’re reading this and you’ve got a game you want to be huge, come talk to us.

As a final note, I see a huge opportunity for the mainstream gaming industry and the owners of the most popular video game brands to expand into social and mobile platforms. I would have loved to develop an actual Pokemon game for Facebook, and it’s a shame that doesn’t exist. I hope to see the two worlds, social gaming and console gaming, become more connected in the future, and Gaia is in a great position to help make that happen.

[Gaia Online intends to release two more games to Facebook this year, and a mobile title for iOS in September.]

Weeds Social Club Joins Both Budding Marijuana Genre And Saturated Farming Sim Genre on Facebook

Weeds Social Club is Facebook game tie-in created to promote Showtime television dark comedy series, Weeds. The game puts the player in the shoes of Nancy Botwin, the main character of the show who becomes a marijuana dealer to support her white upper-middle class family after her husband suddenly passes.

The development and publishing of this game is a bit complex. The actual game was developed by casual games outfit Mytopia, which has some experience with card and tile games on Facebook. Publishing, meanwhile, is handled as a collaboration between Ecko|Code — serial entrepreneur Marc Ecko’s games label — and Lionsgate Entertainment, which produces the TV show on CBS Corporation’s premium cable network, Showtime.

Weeds Social Club is currently in closed beta with just over 14,500 monthly active users and over 1,700 daily active users, according to our data tracking service AppData.

The premise of the game follows the plot of the TV series, where the main character’s objective is to earn money through selling weed to save the home from financial woes. The actual gameplay is a farming simulation where the purchase of seeds and pots is combined with a light-tweaking mechanic substituting for traditional plant-watering. Once grown, players harvest the weed and then sell it on the streets or open a market with a dealer. Players can also buy furniture to decorate their house and to stash bags of weed.

Weeds Social Club is mission-based, though players can also just grow weed to sell as a free-play experience. A character progression system unlocks better seeds and nets the player points to assign to skills, like the ability to sell more bags of weed per hour or reduce the risk of being caught. Risk adds a strategic element to gameplay as the player works to balance each plant’s odor rating with planters and weed storage options that reduce the odor. The higher the odor, the higher the risk of being busted. When busted, players lose a percentage of cash and bags currently in their inventory. Completing a quest for a corrupt law enforcement agent gets your record wiped clean.

As the game is currently in closed beta, monetization features are not currently live. Social features are also not in place yet, though there is a toll that cycles through your friends’ profiles and recommends them as neighbors. Game balancing and quest text are also still in development.

While farming sims and TV show tie-in games are nothing new for Facebook, marijuana-themed social games haven’t enjoyed the same growth of genre. Pot Farm currently has fewer than 1 million monthly active users and a Cheech & Chong marijuana-themed game launched to a slow start in the middle of June. It may be that Weeds Social Club enjoys an edge over these titles due to its TV tie-in status, but it’s not how clear how dependent the game is on its Showtime connection.

Interested readers can follow the progress of Weeds Social Club with AppData, our traffic tracking application for social games and developers.

Perfect Getaway, My Country, Pet Tales Top This Week’s List of Emerging Facebook Games

Perfect World Entertainment’s luxury cruise simulation tops this week’s list of emerging Facebook games as recorded by our traffic tracking service, AppData. The rest of our list reflects a mix of genres and game types ranging from Arabic-language farm sims to TV show tie-ins.

Two new entries from developer/publisher 6waves that catch our eye are My Country at number two and Camelot: The Game at number 14. The former is a city-builder game developed by innoWate under 6waves’ publishing branch while the latter appears to be another collaboration between premium cable network Starz and 6waves — like Spartacus: Gods of the Arena, only Large Animal Games doesn’t appear to be involved this time. Camelot the TV series stars Jamie Campbell Bower, Joseph Fiennes, and Eva Green in a retelling of the King Arthur legend. The show recently concluded its North American season and will roll out to other territories throughout the summer, which may impact Camelot: The Game’s overall growth.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1. Perfect Getaway 477,451 +270,228 +130%
2. My Country 758,964 +199,587 +36%
3. المزرعة السعيدة 185,454 +185,445 +2,060,500%
4. Pet Tales 648,030 +171,872 +36%
5. 小小忍者 – 動漫主題網頁遊戲巔峰鉅作 271,427 +165,830 +157%
6. Shadow Fight 984,873 +162,031 +20%
7. The Sims Social 741,536 +142,000 +24%
8. Total Domination: Nuclear Strategy 175,004 +121,475 +227%
9. CROWDPARK – Betting Game 817,865 +117,179 +17%
10. MMA Pro Fighter 792,699 +109,612 +16%
11. La Granja 616,576 +106,795 +21%
12. Megacity 537,120 +92,120 +21%
13. 忍者村 150,507 +88,669 +143%
14. Camelot: The Game 406,480 +80,345 +25%
15. Smeet 526,590 +74,095 +16%
16. Martial Arts Masters 544,337 +71,287 +15%
17. แฮปปี้เบบี้ 550,897 +68,423 +14%
18. Animal Party 290,418 +66,607 +30%
19. Robot Unicorn Attack 754,369 +65,771 +10%
20. Biotronic 544,120 +64,646 +13%

Pet Tales is a pet sim that distinguishes itself from the lot with a unique art style that may appeal to an older, more sophisticated audience than the cartoon-y offerings currently dominating the pet sim genre. When we last spoke to developer Rivet Games, CEO Jesse Janosov told us he was confident copycats wouldn’t get away with ripping off his game’s visual style. As for any original ideas the game may have, stay tuned for our review.

All data in this post comes from our traffic tracking service, AppData. Come back next week for our top weekly gainers by monthly active users on Monday, our daily active users on Wednesday, and the top emerging apps on Friday.

EA Playfish Bringing Risk: Factions to Facebook, Pet Society & Restaurant City to iOS

At the EA Summer Showcase event today, the publisher announced that internal social game studio Playfish would bringing Risk: Factions to Facebook in the near future as well as launching two standalone iOS games for its Pet Society and Restaurant City social games.

Risk: Factions was originally an Xbox Live Arcade/PlayStation Network/Steam downloadable title that put a cartoon-y twist on the classic strategy board game. Players could choose to be humans, cats, robots, zombies, or yetis with each faction being an unlockable reward for completing a single-player campaign. The Facebook product innovates on the system by introducing faction-specific weapons like a “cat dander bomb” that better differentiate the forces in combat.

Spencer Brooks, Producer at collaborating studio EA Hasbro, also states that the player versus player competition will be emphasized. “A lot of social games that have PvP are about competition as much as they are about collaboration,” he says. “We’re going for total ownage.”

Pet Society and Restaurant City, meanwhile, are both coming to iOS in the form of independent games due out this summer. Pet Society: Vacation will feature some integration with the Facebook game in the form of unlockable content and player level rewards while Restaurant City is a completely unique experience with no actual interconnection. Each game has both a premium currency specific to its IP and a standard currency earned through gameplay. Both games will use Facebook Connect.

Stay tuned for a more in-depth look at the iOS games.

OpenFeint Actively Recruiting Social Game Devs Looking to Go Cross-Platform, Experimenting With Monetization Product

Mobile-social network OpenFeint, which was recently acquired by Japan’s GREE in April, today announced an initiative to recruit more Facebook and social game developers to its platform. OpenFeint currently claims 90 million users and 6,000 games across iOS and Android devices.

Spearheading the initiative is Ethan Fassett, an ex-Playdom executive producer now named Senior Vice President of Product at OpenFeint. In his role, Fassett looks to foster new relationships with social game developers that want to port their Facebook or social network games to iOS or Android.

“We see more free-to-play and social game developers making a move [to mobile], and we want them to have the same kind of access that they’ve had on the web platform,” Fassett tells us. “In some instances, you are seeing traditional social game titles getting a straight port, and you’re also seeing [games] being built from the ground up.”

While the latter approach seems to be more popular with big players like Zynga creating a standalone games with Facebook game branding instead of straight ports, the former is still an option for developers with decent gameplay experiences. Fassett explains the trick is adapting game mechanics that work on web social networks to ones that are proven on mobile.

For example, he described a soon-to-be-released role-playing game for the OpenFeint platform that comes from a social network. The RPG uses friend gates where players must invite a certain number of new users before reaching the next level. While effective for a platform like Facebook, this invite mechanism falls flat on iOS or Android because the player is probably inviting players that already play the game instead of brand-new non-gaming users.

> Read the rest on our sister site, Inside Mobile Apps.

eBay’s $240 Million Acquisition of Zong Will Increase PayPal’s Virtual Currency Capabilities

In what may help PayPal deepen its strength in supporting mobile payments for virtual goods, eBay bought Zong for $240 million in cash.

Zong specializes in mobile carrier billing, where users can put charges on their monthly phone bills, and the company has relationships with more than 250 mobile carriers in 45 different countries. So this could help PayPal serve consumers in emerging markets, where people may not have easy access to credit.

The acquisition also comes at a time when smartphones have overtaken feature phones as the majority of mobile device purchases in the U.S. Yet Apple controls billing for digital goods on its platform while Google strongly encourages the use of Checkout in Android Market, which could limit Zong’s potential in terms of smartphone billing revenue in developed markets.

“Most of e-commerce will shortly become m-commerce,” wrote Zong’s CEO David Marcus in a blog post on the acquisition. “I am so excited by the unique combination of PayPal’s 8 million merchants, brand power, risk management expertise, and financial stability, with Zong’s Carrier DNA, its largest direct carrier payments network, product innovation, and best-in-class carrier billing technology.”

> Continue reading on Inside Mobile Apps.

Zynga Launches PrivacyVille, a Gamified Version of Its Privacy Policies

As Zynga edges closer to its initial public offering, the social game developer seems concerned with educating the masses both on social game revenue models and on the actual fine print of social game privacy policies. Today, the company announces PrivacyVille, an interactive walkthrough of its privacy policies that rewards participants with zPoints to spend in gift network RewardVille.

The experience can be clicked through in about two minutes, with each structure on the CityVille-like map representing a different component of Zynga’s privacy policy. The tutorial text seems to stress to readers that Zynga will collect players’ information from Facebook and from mobile devices and share it with third-party service providers, the legal system in the case of a court ordered disclosure, and with other players in cases where a player’s icon displays a link back to their Facebook account. Once completed, the tutorial gives participants a quiz on the policies with very easy-to-guess multiple choice answers. Completing the quiz activates the deposit of 200 zPoints into the player’s RewardVille account (enough to buy one of the more expensive decoration items, like the Zynga Zeppelin).

Social and mobile game developers have come under fire for sharing player information with third-parties in the past. In some cases, these were clear-cut violations of Facebook or Apple’s terms of service agreements with developers, and in others, it’s a question of how carefully the developers themselves handled the information through encryption and other methods that render players anonymous if the data is ever hacked. In any case, the point can be argued that most users clicking Accept on a developer’s terms of service don’t actually know 1) where their data is stored and 2) what parties now have the right to view that data.

For those not planning to complete PrivacyVille, Zynga’s data is stored in the United States.

New Hires in Social Gaming: 6waves, CrowdStar, Happy Elements, & More

The number of active social game companies, in terms of hires, remains high this week according to data from LinkedIn and other sources. Most developers only brought on one or two individuals, save Zynga, who hired around a dozen new faces. The company also has a few bigger hires as well including a new creative director and studio general manager in the forms of Cara Ely and Alan Patmore, respectively. Additionally, SmallWorlds hires on a new digital marketing manager with Nicole Scheid.

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 the information about most new hires, below, comes directly from company updates from LinkedIn, and is only as current as people’s profiles.

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:

6waves

  • Mather Neill, Product Intern — 6waves hires a single individual this week. Neill was previously an intern at glassCanopy Marketing.

CrowdStar

  • David Levine, Intern — CrowdStar also shows activity, hiring Levine, a former office staff member from AcroSports.

Happy Elements

  • Jason Shum, GIP Intern — Now at Happy Elements, Shum was most recently an intern at Turtle Media.
  • Qizhi Zhang, Architect — In an internal shift Happy Elements, Zhang changes roles from Flash developer and architect to lead their smartphone social games team.

iWin

  • Aki Shinagawa, Flash Developer — Joining iWin this week, Shinagawa was previously part of Roxio Online.
  • Sharmistha Das, Principal Engineer — Also joining iWin, Das was most recently a senior software engineer at Betfair Inc.

Kabam

  • Cody Morales, Player Experience Contracter — Kabam brings on Morales, a former project copywriter at Kiwi Interactive.

LOLapps

  • Hans Park, 2D Artist — LOLapps hires two team members this week starting with Park. Park was previously a set design intern at Unicorn Studios.
  • Joshua De Leon, 2D Artist — De Leon was previously a student at the Academy of Art University.

Metrogames

  • Leandro Federico Guarino, Senior Project Manager – PMO Director — Joining Metrogames, Guarino was most recently a project manager for Indura Systems S.A.
  • Noelia Grabowiecki, Tester — Also joining Metrogames is Grabowiecki who was formerly a junior tester for Gameloft.

Mindjolt

  • Micky Dionisio, Senior Software Engineer — A single hire appears for Mindjolt this week. Dionisio was previously a software engineer for Yahoo!.

RockYou!

  • Sara McPherson, Producer — Now at RockYou!, McPherson was formerly a community manager for Buffalo Studios.
  • Michael Moreton, Games Designer — Also now a part of RockYou!, Moreton was most recently a lead designer and producer at Caspian Learning.

SmallWorlds

  • Reinaldo Silva, Senior Game Designer — SmallWorlds shows activity this week with a trio of new hires starting with Silva. He was previously a lead engineer for Vostu.
  • Nicole Scheid, Digital Marketing Manager — Now at SmallWorlds, Scheid is highlighted to have been the former head of marketing for Yahoo! for New Zealand.
  • Matthew Hare, Project Manager — Hare holds over eight years of application design experience from companies such as DDB and Ogilvy.

Zynga

  • Toon Sripatanaskul, Software Engineer Intern — Zynga kicks off a big week of new hires with Sripatanaskul, a former software engineer intern for Credger.
  • Cara Ely, Creative Director — Also joining Zynga is Ely, the former creative director and designer for I-play Games.
  • Jane Shapiro, Project Manager — In an internal shift, Shapiro changes roles from project manager intern.
  • Michael Lazer-Walker, Software Engineer — In another internal change, Lazer-Walker was previously a software engineering intern for Zynga.
  • Ankur Shrivastava, Associate Software Engineer — Shrivastava was previously a software intern at Citrix Systems.
  • Julius Santiago, UI/UX Designer — Santiago was most recently a UI designer for Playdom.
  • Yubin Liang, Principal Software Engineer — Liang was a principal engineer for eBay Inc.
  • Sumit Mehra, Executive Producer — Now at Zynga, Mehra was formerly a studio manager for Jump Games.
  • Jong Hyeop Kim, Software Engineer — Also joining the Zynga team is Kim, who was previously part of application life cycle management at Qualcomm.
  • Rachel Honeth, Product Manager — Honeth was most recently an MBA marketing intern at Wm. Wrigley Jr. Company.
  • Robert Liden, Release QA — Liden was a QA technician at FSC Insurance Solutions.
  • Nishtha Pangle, Senior UI Designer — Joining Zynga, Pangle was most recently a senior manager of game design at ibibo Web Pvt Ltd.
  • Alan Kwan, Assistant Producer — Kwan was formerly a marketing quality analyst at DNA Games.
  • Alan Patmore, Studio General Manager — Patmore was previously the vice president of product development at Double Fine Productions.
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