Erik Francis Vanbragt - San Francisco CA, US William Henry Kelly Mooney - San Francisco CA, US Matthew Adam Ocko - Palo Alto CA, US Carl Eric Schiermeyer - Burlingame CA, US Jonathan Chang Tien - San Francisco CA, US Roger F. Dickey - San Francisco CA, US
Assignee:
Zynga Inc. - San Francisco CA
International Classification:
A63F 9/24 A63F 13/00
US Classification:
463 25, 463 42
Abstract:
The present disclosure generally relates to systems and methods for operating a multiuser online game with viral dynamic rewards.
Dynamic Asset And Obstacle Generation In Online Games
Amitt Mahajan - San Francisco CA, US Roger F. Dickey - San Francisco CA, US Carl Eric Schiermeyer - Burlingame CA, US Jonathan Chang Tien - San Francisco CA, US
Assignee:
Zynga Inc. - San Francisco CA
International Classification:
A63F 13/00 A63F 9/24 G06F 17/00 G06F 19/00
US Classification:
463 42
Abstract:
Example systems and methods related to dynamic generation of in-game assets and in-game obstacles of an online game are presented. In an example, information describing a social network of a first player of an online game is accessed, the information identifying other players of the online game. Game account information of the other players is then accessed. The game account information of the other players identifies in-game assets of the other players. At least one of an in-game asset for the first player and an in-game obstacle to affect the first player in the online game is generated based on a mathematical function that considers the in-game assets of the other player.
Social Requirement For Online Game Asset Acquisition
Erik Francis Vanbragt - San Francisco CA, US William Henry Kelly Mooney - San Francisco CA, US Matthew Adam Ocko - Palo Alto CA, US Carl Eric Schiermeyer - Burlingame CA, US Jonathan Chang Tien - San Francisco CA, US Roger F. Dickey - San Francisco CA, US
International Classification:
A63F 9/24
US Classification:
463 42
Abstract:
Example systems and methods related to a social requirement for acquiring an asset, such as a reward, in an online game are presented herein. In one example, an online game for a plurality of players is hosted. Information describing a social network of friends of a player of the game is accessed. An asset is provided to the player based satisfaction of an acquisition requirement to acquire the asset. The acquisition requirement includes a social requirement that is satisfied by a new association of a predetermined number of friends of the social network of the player with the online game.
Erik Francis Vanbragt - San Francisco CA, US William Henry Kelly Mooney - San Francisco CA, US Matthew Adam Ocko - Palo Alto CA, US Carl Eric Schiermeyer - Burlingame CA, US Jonathan Chang Tien - San Francisco CA, US Roger F. Dickey - San Francisco CA, US
International Classification:
A63F 9/24
US Classification:
463 42
Abstract:
Example systems and methods related to player recruitment for acquiring rewards in an online game network is presented. In an example, an online game for a plurality of players is hosted. A player of the game is provided an asset based satisfaction of an acquisition requirement that includes a social requirement satisfied by a new association of a predetermined number of people with the online game.
Enhanced Reward Acquisition For Online Game Based On Social Requirement
Erik Francis Vanbragt - San Francisco CA, US William Henry Kelly Mooney - San Francisco CA, US Matthew Adam Ocko - Palo Alto CA, US Carl Eric Schiermeyer - Burlingame CA, US Jonathan Chang Tien - San Francisco CA, US Roger F. Dickey - San Francisco CA, US
International Classification:
A63F 9/24
US Classification:
463 42
Abstract:
Example systems and methods related to the acquisition of awards in a multiplayer online game based on a social requirement are presented. In an example, a player is provided with a first-level reward based on satisfaction of first acquisition requirement including at least one of an in-game asset requirement and a game state requirement. Also provided to the player is a second-level reward based on satisfaction of a second acquisition requirement including a social requirement that is satisfied by anew association between another person and the online game.
Dynamic Requirement Variation For Online Game Network Asset Acquisition
Erik Francis Vanbragt - San Francisco CA, US William Henry Kelly Mooney - San Francisco CA, US Matthew Adam Ocko - Palo Alto CA, US Carl Eric Schiermeyer - Burlingame CA, US Jonathan Chang Tien - San Francisco CA, US Roger F. Dickey - San Francisco CA, US
International Classification:
A63F 9/24
US Classification:
463 42
Abstract:
Example systems and methods relating to dynamic requirement variation for asset acquisition in an online game are presented. In an example online game for multiple players, a plurality of parameters employed to identify players who qualify for a reward provided by the online game are accessed continually. A current acquisition requirement for the reward based on the plurality of parameters is updated continually. The reward is provided to at least one of the players responsive to satisfaction of the current acquisition requirement by the at least one of the players.
Glassdoor.com - Sausalito, CA Feb 2012 - Aug 2012
Product Manager Intern
Tribal Technologies - San Mateo, CA Jun 2011 - Aug 2011
Intern
Crumbs, Inc - San Francisco Bay Area Nov 2010 - Jun 2011
Product Manager
CloudTalk - San Francisco Bay Area Jun 2010 - Aug 2010
Product Intern
Foneart - Berkeley, CA Jan 2010 - May 2010
Sales Representative
Education:
University of California, Berkeley 2008 - 2012
BA, Computer Science
FTTA 2012 - 2014
Skills:
Python User Experience Java Product Management Html Javascript Mobile Applications Android Css Public Speaking Web Development Ruby Software Engineering Mobile Photoshop Web Design Indesign Graphic Design Programming C++ C User Interface Design Php Redis Machine Learning Photography Mysql Powerpoint Django Sinatra Mobile Devices Business Strategy User Experience Design Strategy Product Design Business Analytics Product Strategy
Interests:
Writing Technology Learning Reading Character Culture and Society Health Education Science and Technology Human Rights Innovation Civil Rights and Social Action Poverty Alleviation Disaster and Humanitarian Relief Social Services Design Economic Empowerment Politics Tennis Arts and Culture