Tagged : Tagged

Treasure Quest

Fun, Flash and Festivity: Tagged Winter Game Jam

Most games take months or years to develop. During a recent Game Jam, our Games Team made four fully functioning games in 24 hours.

At Tagged, Game Jams feel reminiscent of music jam sessions, where friends gather for hours on end to rock out and tap into their creative side. Sub out the guitars for computers and rockers for coders and you’ve got a feel for our vibe.

Over the course of 24 hours, our game designers, artists, programmers and producers develop at an extremely fast pace in order to create several playable versions of concepts generated by the team. Game Jams provide a great opportunity to step out of our usual roles during production and skip right to the heart of creating something for other people to enjoy. It’s also a great chance for people to create with co-workers outside of their regular teams.

This Game Jam, specifically, helped us focus on how we can best prototype for Flash. Our team recently decided to use Flash for our next few games as we found it to perform better when stressing animation, audio and customizable art assets. Due to the nature of how technologies like HTML5 load bitmaps and animation-data, we’re better off using vectors with flash instead of developing a new loading pipeline for bitmap. This is important as Tagged serves a number of users across many browsers and connection speeds, and a poor loading pipeline can severely impact both the first-time experience and the game as a whole.

We established a few goals at the beginning of the Jam in order to make it both extremely fun and productive. Our goals for this Game Jam were:

  1. What techniques and tools can we use to be most efficient in Flash development?
  2. What game concept should be developed for our next Tagged game?
  3. Team building!

Laying out the games

At 5 p.m. we gathered in our main meeting room where our assignments were revealed. The next 24 hours were intense. Early success came when one of our groups had a playable game in only a couple of hours. Two of the teams were working with the Flixel library in order to skip most of the basic game loop coding. Most of the groups pushed on through the night with small celebrations by the teams as each part of their games started to function.

Working hard

By 10 p.m. everyone had hit their stride and were coding their respective games.

Our productivity held strong through the early morning hours, but we grew more tired and silly as the morning went on. We recharged with pizza at 4 a.m., and pushed through the morning. Final tweaks and polish were added during the last few hours, and teams took their hands off their keyboards when the Jam ended at 5 p.m. the next day.

We still had to celebrate though! So in classic Tagged fashion, we brought in some beers, played some games, and reflected on the past 24 hours of insane productivity in a debrief.

The results were incredible! By the time we ended, we had four fully functional games: a paper prototype, a two-player game, a networked multiplayer game and a game that was running in flash and on the iPhone! We learned most of us made design decisions based on what could be coded quickly, not necessarily what would be the most impressive feature. Having this clear vision of ‘do it quick or not at all’ really allowed the teams to make playable games with many features in a short amount of time. All of these were solid prototypes that will be played and studied over the next few weeks to find the next best game to release to our users on Tagged.

Game discussion

At the end, not only do we have some awesome new games to play, but we also learned more about how each member of our team works and how insanely fast we can make games. We also all grew closer through sharing this intense, exhausting, and fun experience together. We’ll definitely be doing another Game Jam next quarter and will be sure to report back!

Above screen capture is of “Treasure Quest”.


Auston Montville is a Junior Game Designer at Tagged and loves chatting about games.

Tagged on Github!

We’re excited to announce that Tagged is now on Github, the web-based distributed version control system.

You can follow some of the projects our engineers are contributing to such as a Node-Kafka, a node client for Kafka, LinkedIn’s disk based message queue, JHM, an Intelligent build system we’re developing here at Tagged and many more projects to come in the future. We’ll be writing about how we’re using open-source projects here on our blog.

We’re excited to work with and give back to the open-source community. Follow all the projects we’re contributing to here – https://github.com/tagged

Allen Intern

A Day in the Life at Tagged (Intern-style!)

My Tagged Story

As an intern on the Mobile Web team, I helped develop and launch Tagged’s first BlackBerry app. My typical work day involves creating features and products for Tagged’s mobile division – and I’m also sure to set aside some time during and after work to battle my co-workers in  Starcraft, chess or whatever new board game someone brought in.

At Tagged, every intern is assigned a mentor who provides projects and ongoing career guidance. The large pool of talented mentors is a critical part of the internship program’s success. The quality of my internship has been substantially increased by my mentor, Mark Kater, who gives me the right balance of direction and freedom to help me excel at my work. Being new to the company and new to mobile development – and being shy by nature – having a mentor by my side has been immensely helpful in my growth and development. Beyond my immediate mentor, everyone at Tagged is hugely helpful and friendly – it’s as if those qualities are required to work at the company!

Working on Mobile

My work on the Tagged BlackBerry app was definitely one of the most rewarding projects I’ve worked on at Tagged. From research to development to deployment, my favorite part of this process researching and experimenting with different app solutions. One big surprise for me was how many steps it took to actually set up and deploy the app on BlackBerry. Deploying the app required an array of resources, including legal documentation and icons.

As part of the Mobile team, many of my tasks have been about porting features from Desktop Web to Mobile Web (e.g., user registration, status updates, etc.) or fixing bugs that involve varying amounts of PHP, HTML, JavaScript and CSS. Tagged’s Mobile Web is being developed with a progressive enhancement strategy in order to ensure support for lower-end devices so we haven’t gotten around to introducing JavaScript yet. This means that porting over a feature from Desktop Web usually involves thinking about how it can be adapted to function in an environment without AJAX, lightbox overlays or any other similar luxuries that we may be accustomed to. Despite the fact that our Mobile site has a limited feature set compared to our Desktop Web version, mobile daily page views have soared to nearly 15 million.

Interns are also tasked with giving an end-of-term presentation to the entire company about a topic of their choosing. Presentation topics cover a wide spectrum, including math, technology and culture. The presentations provide a great opportunity for interns to showcase their interests and talents to the broader team.

Every day I’m excited to come into Tagged and work with my teammates to launch new features on Mobile Web. You know you’re at a great place when it doesn’t even feel like work!


Allen Dam is an intern on the Mobile Team at Tagged and you can follow him on Twitter.

Dave Mangot Graphite Talk copy3

Site Monitoring At Tagged With Graphite

Last Thursday I had the opportunity to give a talk on one of my favorite visualization tools, Graphite, at the Bay Area Large Scale Production Engineering Meetup. Recently, we’ve been trying out the Graphite Realtime Graphing system at Tagged. It started as an experiment during our latest Hackathon, and the more we’ve tried it, the more things there are to like.

For those interested, I’ve attached the presentation below and video of my talk is available  here:


Dave Mangot is a Senior Systems Administrator at Tagged and you can follow him on his blog.


itai math

Math @ Tagged

Writing software isn’t just about stringing keywords and variables together.  Software has behavior and analyzing that behavior is crucial in a high-volume environment where a new feature has to support 100s of thousands of requests per second across a distributed tier of servers.  That’s where math comes in.  Math@Tagged is about thinking about how things scale or don’t scale, about how software handles failure, about how to optimize algorithms, and how to use the calculus, linear algebra, and probability and statistics background that most engineers have to answer those questions.

Some examples:

  • When building a newsfeed, is it better to push or pull data?
  • What fraction of a connection pool is actually used?
  • Is it better to minimize mean time to failure or mean time to recovery?
  • What is entropy, and what does it mean in the context of user passwords?

Math@Tagged is a weekly series that addresses these problems as they apply to Tagged.  Talks are about 45min long and are meant to both teach and encourage discussion.  We prefer material that has been applied (successfully) at Tagged.


Itai Zukerman is a Senior Software Designer at Tagged and leads our Math@Tagged sessions.