Live Services at Zynga

At Zynga, we had weekly content drops, massive outsourced pipelines. and franchises with millions of daily players.

I art directed and managed teams across Zynga’s flagship titles — balancing brand consistency, live service demands, and experimental innovation inside one of the fastest-moving game environments in the industry.

The scope

I art directed and managed teams across:

  • FarmVille

  • CityVille

  • Words With Friends

  • Slots

  • Incubator projects

  • Experimental craft titles like Battlestone, a stylized fighter

These were category-defining franchises with millions of players and relentless content demand.

Leadership evolution

Over six years, I grew from individual contributor to multi-team manager.

My responsibilities included:

  • Art directing flagship franchises

  • Project managing incubator teams.

  • Managing large budgets and vendor contracts

  • Leading long-term content strategy

  • Advocating for Art in cross-functional leadership forums

  • Managing large teams, including hiring, career growth, creative culture, and team health in a high-velocity environment

Live service at speed

Our cadence was weekly.

That meant:

  • Large outsourced asset pipelines

  • Large content volumes under tight timelines

  • Continuous seasonal planning

  • Ongoing iteration based on player behavior

I managed substantial art budgets and global vendor relationships, ensuring quality and consistency across distributed production partners.

Pipeline knowledge

I still also engaged in the entire workflow, from concept art, to modeling, ingestion, and sandbox review, because I wanted to have a good understanding of what I was asking of others. And, it was fun.

Previous
Previous

Location Based VR - NomadicVR