Blake McClaren Producer
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// 2010–2015

FarmVille

Produced the FarmVille live service at its global peak — 36M daily players and $1M+ in daily revenue.

Role
Senior Producer
Platform
Web (Facebook) · Mobile
Team
120
Window
2010–2015
Status
Shipped
FarmVille key art

The context

FarmVille was one of the largest live games of its era — a service measured in tens of millions of daily players, running on a cadence that never stopped. I came up at Zynga through the ranks, from leading QA on FarmVille’s releases to running production for it at peak. The job wasn’t to ship a game once; it was to keep a living product healthy week after week while a 120-person team pushed new content into it continuously.

What I owned

  • Live release cadence. Planned and shipped a relentless content schedule — multiple content drops a week plus platform updates — to a player base in the tens of millions, on schedule, every week.
  • Roadmap prioritization. Drove studio roadmap prioritization across live operations and new features, deciding what shipped now versus what waited.
  • Release & QA process. Owned release and QA processes for both live and new games, and ran large-scale playtests to put real player feedback in front of design before features locked.
  • Team leadership. Led a team of up to 12 producers, training and mentoring incoming producers as the studio scaled.

The content pipeline (CMS)

The work I’m proudest of isn’t something players ever saw. FarmVille’s item data — every unique item that appeared in-game or in the store — lived in one giant XML file, and every release added 5–20 new items to it. With releases stacked back to back, that single file became a constant source of merge conflicts. Not every contributor was equipped to resolve them cleanly, and at our cadence it was expensive to keep qualified reviewers babysitting what were, fundamentally, repetitive data merges.

I produced a CMS tool to take that whole class of problem off the table. As lead producer I owned the tool’s design and the pipeline around it — not the content itself — and worked through the hard parts of how it should behave:

  • Automated, order-aware merging. Releases often carried upstream dependencies that hadn’t shipped yet. If Release A introduced a schema change and Release B was scheduled three days later, the tool automatically integrated A’s schema changes into the future releases that needed them, in the right order — so every dev build stayed clean and testable throughout development.
  • Surface changes immediately. A core rule of the merge logic: new changes had to be surfaced right away, never silently deferred. Delayed changes create confusion downstream, so forcing them into the open kept everyone working against the same picture.
  • Two ways in, one safe pipeline. The UX met people where they were. Designers could author an item entirely through pickers and dropdowns; contributors comfortable with XML who only needed the auto-merging could import it directly. Both paths fed the same conflict-free pipeline, with bulk-input shortcuts for the large releases.

The payoff: 90+ development days saved per quarter for a 100-person content team, and an entire category of merge-conflict risk and reviewer cost simply gone. At FarmVille’s scale, removing friction from the content pipeline compounded across every release that followed.

The outcome

At peak the service held 3M+ concurrent players, 36M daily and 100M+ monthly actives, 250M+ lifetime reach, and generated over $1M in daily revenue — shipped and operated on schedule by a team I helped keep in sync. The numbers are in the outcomes panel.

Outcomes

  • Peak scale: 3M+ concurrent, 36M DAU, 100M+ MAU, 250M+ lifetime players
  • $1M+ in daily revenue at peak
  • Coordinated a 120-person development team; led up to 12 producers
  • Built CMS tooling that saved 90+ development days per quarter for a 100-person content team
  • Recognized for performance — Employee of the Month, December 2014

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