Ooga Labs

Ooga Labs

Kent Lindstrom, former CEO of Friendster, Joins Ooga

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We’re very happy Kent is here! Here’s the Wall Street Journal coverage. Stan was an Adviser to Friendster while Kent was turning that company around between 2006 and 2008, so we saw Kent’s steady leadership and good judgment up close. During his tenure, Kent recruited a brand new team to rebuild the product, solved Friendster’s significant (and well documented) technical challenges, and refocused the company on the Asian market. In that way, Friendster became the #1 social network in Asia, and the 7th largest website in the world. That turnaround was backed by Kleiner Perkins and Benchmark Capital. As the company regained traction, Lindstrom helped raise more than $30 million to fund growth and recruit the head of Google Asia-Pacific to be Friendster’s new CEO. The chart below says it all.

Kent Lindstrom Friendster Growth

Kent Lindstrom Friendster Growth

At Ooga, Kent will create a company addressing opportunities in the ‘local’ space, an area currently targeted by consumer Internet businesses like Craigslist, Yelp and Google Latitude.

So welcome to Kent!  And if you’re a CEO or engineer needing a home, and you fit with the Ooga way of doing things, Ooga may be for you.

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Written by oogalabs

May 16, 2009 at 10:20 pm

Posted in Ooga Labs

The Advisor Compensation Gap

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I’m getting the feeling that there is a significant gap between what a good Advisor is worth to your start up, and what the going compensation rate for them is in Silicon Valley.  An Advisor typically gets .1% – .4% of a start up, vesting over 2-3 years, with 100% acceleration on change of control.  But they can add more than 10X that value to your company by doing just one of many things including: introducing you to a key teammate like a VP Engineering, giving you credibility where you had none, keeping you from wasting 6 months pursuing a wrong strategy, improving your pitch to investors by 10%, telling you business metrics that would’ve taken a year to discover on your own, or keeping you from signing a contract giving someone a “first right of refusal.”  Good Advisors often do several of these things, adding huge value, but not getting compensated for it.   

Off the top of my head, I can think of five possible reasons this gap persists. 

1) Advisors tolerate the gap because they have fun

2) Advisors tolerate the gap because they believe they will learning something valuable 

3) Entrepreneurs won’t pay more because Advisor performance is too variable.  Maybe the entrepreneur actually IS paying for the value overall because they give .1% – 4% to many Advisors, and only one Advisor makes the difference. 

4)  Perhaps there is no perceived cost to the Advisor for giving a few hours per month.  There really is both a cost and an opportunity cost, but the point is the perception of that cost may be too low due to underlying math, which says ”What’s two hours out of 720 hours per month? Nothing, really.”

5) Perhaps Advisors tolerate it because it’s the going rate, and everyone has gotten used to it.  Kind of like how everyone has become used to 2.5% management fees for hedge funds. 

The other way to look at it might be to conclude there is no real gap.  Maybe I’m imagining it.  Perhaps we would feel this same gap for anyone in a startup if we looked closely at their situation… like the Office Manager, or the Director of Sales, or the interface designer. 

So I wonder what would happen if we created a website that auctioned off Advisor time?  Would the average compensation go up or down?  What should a rational Board of Directors be willing to pay for their CEO to get advice from a guy like Philip Rosedale about their startup?  Or from Caterina Fake about their Website design?

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Written by oogalabs

May 12, 2009 at 11:16 am

Posted in Analysis

WonderHill announces funding from CRV and Shasta

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We finally announced WonderHill,  our social casual games company!   And we announced that Saar Gur, of Charles River Ventures, and Tod Francis of Shasta Ventures, invested a total of $7 million in the company.  Those guys are truly great, and we are very lucky to have them as investors.  Get to them if you can!  Here’s the WonderHill preview site.  Here is some of the press:

TechCrunch

VentureBeat

Virtual Goods News

We also announced that Nick Rush joined WonderHill as Chief Creative Officer.  He is the former Chief Creative Officer at Pogo, and the former VP Product at iWin.  But that doesn’t really tell the story about Nick.  He’s just a fantastic person to work with.  Humble, clear, driven to quality, and he makes us laugh a lot.  I wish I were me — to get to go to work everyday with these guys and have investors like this!   

Written by oogalabs

May 11, 2009 at 10:26 pm

Posted in Social Gaming

You’ve Gotta Have Heart at Crunchies

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Michael Arrington commissioned my singing group, The Richter Scales, to write and perform a song for the Crunchies this year.  Here was TechCrunch’s post about it.

Written by jamescurrier

January 11, 2009 at 10:20 pm

Posted in Cool Stuff

Talent or Luck?

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einstein-tongue-luck-or-talent

There’s a lot of discussion about “bad luck” and “good luck” around here. My mom, who was visiting from Boston last week even asked me, “Do you believe in luck?”

My answer is that our concept of “luck” is fundamentally time-based. In other words, given enough time (or iterations), luck, or randomness, melts away, and each of us tends to our talent level.

For example, you can look at a guy like Matt Cohler.  He joined LinkedIn when he first got to Silicon Valley around 2003. Luck? Maybe. Then he joined Facebook. Luck? Hmm… Now he’s an equal Partner at Benchmark. At this point, it’s getting hard to claim luck as the explanitory variable for his success.

Were you unlucky not to raise money before the crash? Were you unlucky when your co-founder went wacko? Were you unlucky not to sell your company when it was soooo close? Maybe, but there may also be a pattern that a third party could easily discern.

I can point to 30+ lucky things that happened to me in the last 10 years that have allowed me to be where I am (where ever that is…). When people ask me about it, I tell them it’s mostly luck. And that’s true for each individual event. However, the full truth is that if you back away and look at a person’s career over 10-15 years, those thirty lucky things happen because of their processes and decision making.

For instance, those thirty lucky things happened because my team and I always work hard enough to have multiple options for every key success factor such as revenue sources, where to lease real estate, who to raise money from, who to hire for a key position, who to partner with, methods for trimming costs, etc. These thirty lucky things happened because I had reasonable judgment on who the good people were. They happened because I chose to move to San Francisco instead of staying in Boston. They happened because I stayed in the game long enough to survive 300 bad things so the 30 good ones could fall on me. Etc. My processes and judgment were such that over time, I am where I am. Over the same period, some people have soared higher, some lower.

It often feels like luck plays a huge role. But as time goes on, there is no such thing as luck.

Written by jamescurrier

December 30, 2008 at 5:56 pm

Posted in Analysis

We’re looking for a Lead Artist

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Here was the post we put up on CraigsList:

Lead Artist for our online games company with 1 billion page views/mo.

We’re building an online games experience second to none. We already have 2 million users and 1 billion page views per month and we think it can be 10X better. All we’re missing is a passionate and creative Lead Artist to lead the way on the art side.

You’ll get to work with a team whose last company signed up over 200 million people and with one of the legends of casual games who has done this three times before. You’ll be the go-to person for creating the visual look and feel of our games and our website. You’ll be first among equals of a talented team of artists and designers who will work along side you. This is a very hands-on position. You will get to supervise outsourced teams of game developers, providing them with the art and design to implement and insuring they maintain the integrity.

We are building casual games and targeting a female audience, so you should be interested in those types of games and in serving that audience. Our games are Zen-like, they are not violent, they are low on competition, and they are high on cooperation.

We have a sense of humor, we like to have fun, and we are pretty innovative so you must be the same. We also love what we do and work our asses off.

We see a huge opportunity in the casual games business over the next 4 years, and we are running toward the opportunity. It’s that time of life for us, and you should be in the same place.

You should have prior experience developing social or casual games with strong visual appeal for web platforms or PC. You must have superior artistic skills and background with producing visual art. You must have strong team building skills and the ability to communicate with other studio disciplines and management.

Skills

  • Experienced artist and manager capable of working in a wide variety of appealing styles. Our core audience is social and casual game players, primarily women 35+.
  • 3 years experience in game development with 1 year as lead artist or art director.
  • Strong illustration skills.
  • Strong character design skills.
  • Strong animation skills.
  • Excellent knowledge of Adobe Photoshop, Flash animation, and other art/design apps.
  • Bachelor of Arts and minimum 2 years training covering design, illustration and animation.

Our last company sold for over $100M. You’ll be mentored here by the best in the industry. Our offices are in downtown San Francisco, near BART, Muni and MoMa.

Send your bio and portfolio to our talent czar jwong@oogalabs.com

Written by jwoogalabs

December 22, 2008 at 4:09 pm

Posted in Uncategorized

Ooga Sponsors Social Games MeetUp

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As we continue to build our gaming company one of our goals is to promote community in this space.  We are literally surrounded within a 12 block radius by some of the coolest companies in social games now.  Ooga wants to provide a forum for sharing ideas, insight, metrics, and experiences together…so we started the Social Games MeetUp.

Our kickoff event on Dec 9th was a wild kick ass success.  Held at the art gallery 111 Minna, we hosted over 200 game aficionados.

The event was titled:  “Five Minutes With Ten Social Gaming Virtuosos”

Check out this speaker lineup:

  • John Nguyen from MySpace
  • Bret Terrill, writer of “Bret on Social Games”
  • James Currier, CEO, Ooga Labs
  • Marc Wilhelm, Creative Director, SGN
  • Jing Chen, Co-Founder, Developer Analytics
  • Sean Clark, EA Pogo
  • Craig Sherman, CEO Gaia Online
  • Saurin Shah, Digital Chocolate
  • Hugh de Loayza, VP, Zynga
  • Jim Greer, CEO, Kongregate

In attendance was a who’s who of the local gaming space; MTV, Peanut Labs, Small Worlds, Mochi Media, PlayFirst, Yahoo, Google, RockYou, Slide, OfferPal, Zynga, SGN, Pogo, Dev Analytics, Three Rings, Kongregate, Gaia, and many many more.

If you are an Engineer, Dev, Designer, Art Director, Entrepreneur, Investor, and/or passionate about Social Games please join our meetup;
http://www.meetup.com/SocialGamesSF/ and look for the next event invite.

Written by jwoogalabs

December 10, 2008 at 3:03 pm

Posted in Uncategorized

Gamification: Game Mechanics is the New Marketing

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boys-watching-computer-game-b-and-w

In the 40’s and 50’s, companies discovered that if they put convincing messaging in front of people while they are listening to the radio or watching TV, they could influence behavior. But as those mediums and techniques begin to fade in their natural cycle of age and decline, what if instead of getting interrupted, people get wrapped in contexts filled with game mechanics that DIRECTLY induce them to take action. After all, there is no more consistent way to predictably induce desired behavior in humans than engaging them in a a context that uses game mechanics such as leader boards, leveling, currencies, stored value, privileges, super-powers, status indicators, random reward schedules, etc. It’s like life, and we were designed to respond to these stimuli.

A good example of this is Tencent in China, a social network where many members have virtual pets. If Tencent wants to increase revenues at the end of a quarter, they simply write a script that make a large portion of those pets sick, which causes the owners to need to buy virtual medicine for the pet to heal it. Voila, a strong finish to the quarter.

MyCokeRewards is another good example. It’s a loyalty program involving many standard game mechanics, which last year accounted for an enormous portion of Coke’s ad spend. Instead of spending the money on TV ads, they spent it on getting people engaged with a virtual currency, leaderboards, quests, and each other. (Gabe Zichermann calls this stuff “funware.” It’s a good name for it. I also like the idea of the “gamification” of everything, which I’ve heard Clay Shirky and Bret Terrill use.)

Gamification is coming to everything in the next few years. The next portal is a game. The next email is a game. The next social network is a game. Your next trip to the supermarket could be a game. Your next job could be a game. That means a lot of things, but for one, people with an understanding of those mechanics and how to create contexts will be highly valued. Second, gamification is just the beginning, and will continue for decades.

So forward thinking people should consider marketing dead. To heck with cajoling, influencing, convincing, and motivating. Create contexts for people where it is in their self interest to do what you want them to do. It works for them, and it works for you. And that might be the best part of it, is that as everything gamifies, we’re going to like it. It’s fun! and taking action in a well defined context with a clear rewards structure can be flat out meaningful for people.

Written by jamescurrier

November 5, 2008 at 3:12 pm

Posted in Social Gaming

Ooga Labs Talent Czar

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Hello world, it’s about time I posted on the Ooga blog. My name is Jon and I go by the title of Talent Czar for Ooga Labs.

I keep hearing from other companies and headhunters that there’s a talent war going on for the best engineers.  My job is easy because we offer something completely different. I probably speak with a dozen engineers from top schools a week.  I just have to lay out the facts about Ooga Labs:

  • We’re a team of super intelligent nice people that love to code and build stuff (RoR, PHP, Java, CSS, Python).
  • You get a wealth of learning because there are multiple starts under one roof with an open and transparent culture.
  • We build mission-driven companies that can change the world.
  • We’re viral experts, a successful team and proven management.
  • We’re a flat organization, working in small intimate teams in cool offices downtown SF.
  • You get equity in every company you work on.
  • We’re privately funded; it’s all about the product and our customers.
  • We’re a think tank environment with stimulating projects.

The most common comment I get from candidates is about James’ “Don’t make my Mistake” open letter to graduating seniors calling on them to come to the Bay Area and join a startup.  It’s a good (and short) read, and expresses well some of the personality and drive that you feel when you join the team here.

So contact me if you’re a software engineer or web designer/UX person and you think there is any reason we should be talking.  jwong at oogalabs.com

 – Jon Wong, Talent Czar

Written by jwoogalabs

August 14, 2008 at 3:54 pm

Posted in Ooga Labs

Medpedia preview site is now live

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medpedia_logo

Tonight, Ooga Labs announced The Medpedia Project!

Press release here

TechCrunch here

Los Angeles Times here

This project has been in development for two years, and the site will launch officially by the end of the year.  It is truly an honor and a privilege to be collaborating with such amazing, supportive, and thoughtful people from the medical world on this.  See the list of them here.  Their vision and ethusiasm are a gift.

Medpedia is a collaborative project in the extreme, so please shoot us any thoughts you have and we’ll try to get them in before the launch of the live site.

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Written by jamescurrier

July 23, 2008 at 12:48 am