// 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
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 tooling win
The thing I’m proudest of isn’t a feature players ever saw: a CMS tool I produced that streamlined content creation and saved 90+ development days per quarter for a 100-person content team. At FarmVille’s scale, removing friction from the content pipeline was worth more than any single update — it compounded across every release after it.
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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