Garden Dash: A Fresh PlayFirst Original
Find your zen zone with Barb in our new PlayFirst Original game, Garden Dash! Flo's perpetually busy customer is taking the time to stop and grow the roses in this all-new time management game. Play now!
Read on for more about new features and top tips from the game’s producer, Aaron: Continue reading...
Tamara the 13th producer interview
Tamara the 13th is our latest puzzle adventure game where you play as Tamara, the 13th in a line of witches. We interviewed the producer of the game, Aaron, for more on the magic behind the game:
What features make Tamara the 13th interesting for gamers?
We like to refer to Tamara the 13th as fractured object game versus just a hidden object. The core gameplay is centered around finding and combining pieces of hidden objects, thus it is really a new variation on the standard hunt and seek (which just have lists of hidden objects). It requires a deeper level of searching, especially when trying to uncover more obscure pieces.
Another great new feature that is a big part of Tamara the 13th is the magic-charging mini game. Continue reading...
What’s in Store for Cooking Dash 3: Thrills & Spills Collector’s Edition
Hold on tight for a thrilling time management ride: Cooking Dash 3: Thrills and Spills Collector's Edition is now available! Flashback with Flo to her first job working for young Mr. Big (a not-so-talented business school graduate) and revive a rundown amusement park.
Alena, the game's producer, talks more about what's in store for Cooking Dash 3: Thrills and Spills. She was brought into the game's production midway through and despite some transition challenges, she considered herself lucky. "I'm thinking of going to play the lotto now." she joked.
Read on for the full interview: Continue reading...
Escape from Frankenstein’s Castle launch and the making of
PlayFirst's latest hidden object adventure, Escape from Frankenstein's Castle is now available just in time for the weekend! We interviewed the producer of the game, Alena, to get the inside story on the making of the game.
What is Escape from Frankenstein's Castle all about?
Like the title says: escaping the Frankenstein Castle by finding objects and solving puzzles. You, as Hannah, just got engaged to Horatio and go to Europe together. However, you get into the motorcycle accident and wake up in the unknown place with no memory of who you are and why are you in the castle. Your fiancé -- that you don't remember -- is missing, and it's up to you to remember, save Horatio, and escape the dangerous castle. Continue reading...
Meet the Chocolatier: Sweet Society lead designer – new features!
We've been rolling out sweet new features for Chocolatier: Sweet Society since we launched it. Ever wonder who comes up with them? Meet the lead designer of the game, YesWeCatan! As the lead designer, YesWeCatan produces lots of documents for the programmers and artists to read so they can add the new content to the game. He works closely with his team to make sure everything is clear so that implementation goes smoothly. Read on for his take on the Facebook game development process. Read more...
Special early release of Dream Chronicles: The Book of Air! Meet the producer!
We know you've all been waiting for it: Dream Chronicles: The Book of Air Collector's Edition is now available in a special early release! This game starts the second trilogy of the Dream Chronicles saga. The Collector's Edition includes fun extras like additional gameplay, more concept art, the game soundtrack, and a sneak peak at the next chapter, The Book of Water.
We interviewed the game's producer, Ryan, to give you an in depth look at the latest installment of the Dream Chronicles saga. As the producer, Ryan does everything he can to allow everyone else to focus on doing what they do best!
Meet the PlayFirst staff: Oby1
Ever wonder about the person answering your customer support questions with a smile? Meet Oby1, our Lead Customer Service Representative! He manages an efficient team of two and aims to ensure optimal customer experiences. Read on to learn more about the guy behind the awesome avatar.
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The Making of The Palace Builder
Angel, the game producer of The Palace Builder, shares what it was like making the game:
I love simulation games and that's why it was a treat to work on The Palace Builder. One of my favorite simulation games is the Westward series and I’ve also played most of the Build-a lot games. What I like about The Palace Builder specifically is its ambitious design – it has more story and really lets the player feel like a designer. PlayFirst has a sweet spot for making fun time management games, so we also aimed to appeal to fans who like making quick trade-offs.
St. Patrick’s Day interview with iPhone engineer Damien Murtagh
Happy St. Patrick's Day! I interviewed one of our visiting software engineers from Ireland, Damien Murtagh, to get his take on the holiday. Damien hails from Cavan (in the Irish midlands) and works on the PlayFirst iPhone team. He started off working on the "lite" iPhone games, where users can play a couple of levels and afterward, are given an option to purchase the full version. He then moved on to doing updates for the Diner Dash and Cooking Dash iPhone games , which involved adding new game modes, localization, Facebook integration, and more. He's been a busy, busy engineer.
Interview with the Diner Dash 5 producer
Diner Dash 5: BOOM! was a long time in the making, and it couldn't have happened without someone directing the troops. Thankfully, despite some early turbulence with the team being shuffling around, Vicki stepped up to take the reins. We asked Vicki what it was like being the game producer for the highly anticipated Diner Dash sequel, which launched on standard edition today.
What exactly do you do as a game producer on Diner Dash 5?
Being a big fan of the DASH series, it was quite an honor to be assigned the project. As the producer, you work with pretty much everyone during the life cycle of the game. The less glamorous parts are schedules and budgets, but without them, your project can fall completely off the rails, which is not good for the team or the player.
The core game team I'm referring to is comprised of talented game designers, artists and engineers. As the producer you make sure everyone is getting what they need to do their part, whether it's documentation on how a feature works or having all the audio for the animator to use for the movies.
What's different about Diner Dash 5 compared to the previous games?
Diner Dash 5: BOOM! was the first time we made a Collector's Edition -- meaning the edition with extra levels and other bonus material. It was fun working with the team on wallpapers and screensavers for it, but it was likewise tedious when creating the strategy guide.
The new in-game Facebook feature is really cool too. Allowing the player to receive a gift from their Facebook friend and affect the game was pretty neat. [Applesun: see our Super Sneaker's post for more info on this feature.]
What's your favorite part of Diner Dash 5?
My favorite features are the townies and environmental disasters, but overall, Thyme Square is my favorite venue because it's set at night but lit up with nice city lights. Having three fuse boxes that can blow a fuse at any time really keeps you on your toes. The Lawyers are also introduced in this venue, which makes things very interesting if you misplace this group (remember, they like to have loud debates).
Do you have any gaming quirks when you play Diner Dash 5?
One thing I do for fun is play the game without any helpers -- no Karma working the podium or Quinn at the salad bar. While their help is invaluable, I do enjoy beating a difficult level with just Flo.
Going back to making the game, what was the hardest part of working on Diner Dash 5?
Keeping true to the Diner Dash series but adding new elements that were both challenging and fun.
Did you have any challenges while making Diner Dash 5?
During our race to beta, our lead designer had to attend a game conference in Kyiv which is in the Ukraine. This made it very interesting when having to set up meetings, considering we were in different timezones. Both the level designer and I would call him during our normal business hours while he would have to work late into the night.
We also had to do a "SecondPeek" for Diner Dash 5. Like all of our games, we tested Diner Dash 5 on FirstPeek, which is our beta program where players try a game in development and give feedback. Many of the players did not like the "zoom" feature, many of them not even knowing what it is. A lot of players commented on small click spots or graphics being too small, and while it was technically true, what many didn't realize was that the game perspective zoomed out. As fan of time management games, I try to memorize the click spots so when things get hectic I am ready to throw down, and "zoom" threw that common tactic off for me and other players. After considering the input from FirstPeek, it made sense to me and the team to cut "zoom" and focus on other features like customizing the diner.
To be sure we didn't break anything, we did a "SecondPeek", which was basically putting the game through FirstPeek testers again. In the end, our scores the second time around were much higher and very positive.
So, what's producing a game like overall?
I think of producing as a fun road trip. You work out who is going where and when you have to get there. You know there will be a few bumps along the way but that communication is key, as long as you're having fun.
Thanks for your time, Vicki! Now get back to producing the sequel to that other hit PlayFirst game. *winks*
Do you have any questions for Vicki, or anyone else on the team? Let us know in the comments! Interested in helping make our games better? Join our FirstPeek program here.
Games in this post: Diner Dash 5: BOOM! standard edition, Diner Dash 5: BOOM! Collector's Edition





