Zoo Kingdom

My New Job: Lead Analyst at Blue Fang Games

by Darius Kazemi on September 2, 2010

in Blue Fang

Today marks my second day as Lead Analyst at Blue Fang Games in Waltham, MA. I’ve joined the team in order to focus on metrics and analytics for Blue Fang’s projects, including Zoo Kingdom for Facebook. I get to work on both business metrics and game design metrics, but instead of MMORPGs (which I’ve worked on professionally for the last 5 years) I’m now working on social games on Facebook.

I do have prior Facebook game experience  – I did some metrics consulting for Popcap on Bejeweled Blitz, and I actually consulted for Blue Fang during initial Zoo Kingdom development earlier this year. I’ve never been fully focused on social/FB games, and I’m really excited about it.  One reason I find it exciting is because I always saw MMORPGs as a kind of a stagnant genre. Yes, they’re evolving, but their evolution is set in a direction that I’m not personally fond of. I think social games are young enough that they’re still in flux and there’s a lot of room for design experimentation.

And yes, there are many criticisms that can be leveled at the genre of social games, probably the most incisive one being Ian Bogost’s game-as-criticism Cow Clicker. But one of the most heartening trends I’ve seen in the last few years is excellent game designers like Brenda Brathwaite, Brian Reynolds, and Steve Meretzky moving to social games. These, and others, are people who are aware of the points made by critics like Bogost, and will work to design games that address these criticisms.

Beyond all that, there are just plain awesome things coming down the line from Blue Fang, and I’m looking forward to telling everyone about them when the time comes! In the meantime, give Zoo Kingdom a shot!

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Akihabara Documentation is Online!

by Darius Kazemi on August 18, 2010

in akihabara

For those of you who aren’t aware, I’ve spent much of the summer working with Darren Torpey on a series of tutorials for the Akihabara Framework, a set of Javascript libraries for making 2D games in an HTML5 CANVAS.

I just uploaded the first public release of the Akihabara documentation, which is something I’ve been working on for the last three weeks with significant help from my summer intern Nicholas Brown. For technical notes you can see the blog post over on Boston Game Jams. But yeah, for now you should

read the Akihabara documentation

I’m hoping that by contributing significantly to both tutorials and API documentation I can encourage others to make their games using Akihabara! Feel free to hit me up with any questions about the engine. I didn’t write the engine (that would be Kesiev), but I’ve got a pretty good understanding of it by this point.

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Student question: anonymous blogging

August 11, 2010

Ian Schreiber sends me this question from a student: I want to get into the game industry [as a designer, some day]. I figured why not start a blog about game design to talk about some the games I’m studying and to share some of the great stuff I’ve been reading online about games? However, [...]

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Let’s Design a Hit Xbox Live Indie Game

July 26, 2010

Okay team. Word’s come on down from high: inexplicably we are realigning our resources and focusing on the, um, burgeoning Xbox Live Indie Games market. Our analysts have determined that XBLIG is a hit-driven business. Well by god then we’re going to need to come up with a hit game. Market analysis time, you know [...]

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Guest Post: What I’m Doing This Summer, Part 2

July 21, 2010

[Hey folks, the following is another guest post from my summer intern, Nicholas Brown.  -Darius] For the first piece of the summer Darius had me looking at two Javascript-based game libraries. Specifically I was tasked with looking at GameQuery to see if it was better than Akihabara, or at least to see what the differences [...]

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Guest Post: What I’m Doing This Summer, Part 1

July 19, 2010

[Hey folks, the following is a guest post from my summer intern, Nicholas Brown. It'll be the first in a series of at least a few posts from him talking about what he's been up to this summer. This post is kind of an overall discussion of his encounter with the Boston area and the [...]

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GameLoop

July 1, 2010
Thumbnail image for GameLoop

I’ve been running an unconference called GameLoop with my friend Scott Macmillan every summer for the last two years. If you’re reading this, you should totally come to this year’s GameLoop on August 28, 2010 in Cambridge, MA, USA. GameLoop is a day-long unconference. If you’re not familiar with the term, it means that it’s a conference [...]

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Video Review: Flotilla

June 16, 2010

Here’s a 3-minute video review I made of Blendo Games’ Flotilla (Win/XBLIG). It’s a turn-based strategy game of small-scale space ship battles with a metagame that most resembles Strange Adventures in Infinite Space. Download the demo or purchase the game for $10 on Windows or Xbox Live Indie Games!

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Jia Ji: How to Run a Game Jam

June 11, 2010

Jia Ji just wrote an amusing and informative article about how to run a game jam — in this case, it’s a post mortem of the IGDA Health Games Challenge site in Pittsburgh a few weeks ago. I get asked often, “How do I run a game jam?” Jia’s article is good, covering not just [...]

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My Old PC Games

June 9, 2010

Sorry about the lack of updates for almost a month! I’ve been dealing with working and moving apartments and a bunch of other transitions. In the process of moving apartments, I found a bunch of old PC game CDs. I figured I’d list them here and provide some annotation for each. Afterlife – a LucasArts [...]

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