
Zynga: Scott Koenigsberg
09/09/19 • 35 min
Have you ever invited your players out to lunch? If not, Scott Koenigsberg has some great advice for you in the third episode of The Art of LiveOps podcast. Scott is the head of product and ad monetization at Zygna where he has worked for over 10 years. In this episode, he talks about Zynga's culture of experimentation and shares his experiences on how games are more about the players than ever before.
Have you ever invited your players out to lunch? If not, Scott Koenigsberg has some great advice for you in the third episode of The Art of LiveOps podcast. Scott is the head of product and ad monetization at Zygna where he has worked for over 10 years. In this episode, he talks about Zynga's culture of experimentation and shares his experiences on how games are more about the players than ever before.
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Production Consultant: Mike Pagano Doom
Mike Pagano, bringer of doom, wants you to know that if you’re not focusing on this, you’re gonna fail. What is it? Find out in this, our second episode of The Art of LiveOps. Mike Pagano, an early pioneer in the LiveOps mobile space, shares with us some lessons about LiveOps, as well as diving into how and why it developed in the first place.
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Free-to-play expert: Steve Meretzky
Steve Meretzky has been called the Steven Spielberg of adventure games, and the funniest man in the game business. Seeing his name on a game box is akin to seeing The Beatles on an album cover, and his resume reads like a best-of compilation. In this week’s episode, this game design all-star talks about what LiveOps looked like back in 1982 and the importance of using data throughout the game design process.
The Art of LiveOps - Zynga: Scott Koenigsberg
Transcript
Hello, I'm James Gwertzman. I'm Crystin Cox. Welcome to the Art of LiveOps podcast.
Crystin CoxI've been making games for 16 years as a designer and a game director focused on live ops.
James GwertzmanI founded PlayFab five years ago because I saw a huge gap in the kinds of access to live ops technologies game studios needed to be successful. We've put this
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