Overview:
My mission for this project was to design a new mode that fit into the Candy Crush Franchise, not just the original Candy Crush. After analyzing every game mode in the Candy Franchise we developed a tool that could identify content/features that are too similar to one another. With this, we were able to quickly design concepts around weak areas of the game.
My Role:
Game (Systems) Designer
While working on the Candy Crush Team, I was tasked with building a new Game Mode that would become part of the permanent rotation in Candy Crush. After reviewing all of our current game modes, I was able to categorize the entire franchise and determine which defining qualities existing game modes had. With this data, I was able to design 10 unique game modes that fulfill the casual nature of Candy Crush. After presenting this to the team, I was able to incorporate feedback into the designs and eventually a new mode was chosen. I lead this new mode from concept to prototyping before handing it off to a junior designer and assisted them with it’s development.
Extras:
The method we used for categorizing all of Candy Crush’s Game Modes was adopted by all of the game teams and now is used as a measuring tool for determining weak points in our game’s content.
Overview:
I designed level 5000 and then balanced the level’s design with another colleague. The level was noticed by Forbes magazine, where they proceeded to write an article about the level and it’s design.
My Role:
Level Designer
Article:
You can read the published article here.
Overview:
I was recruited to the original Candy Crush team after leading a successful Level Design retention project on Candy Crush Jelly. I was placed on this team to implement what we learned from Candy Crush Jelly into Candy Crush Original.
My Role:
Technical Level Designer
After successfully implementing all of our positive discoveries from Candy Crush Jelly, I entered into a mentoring role and coached other designers on becoming Technical Level Designers. This enabled the team to become self-sufficient and build their own tools to test their hypotheses
Role:
Level Designer/Game Designer
Balanced Levels, analyzed player analytics, hypothesized experiments and drove them until completion, Wrote documentation, mentored junior designers, Designed game modes/game elements, Managed all documentation
Tools Used:
Unity3D, Custom Engine, Microsoft Office, Adobe illustrator/Photoshop, in house built analytics.
Programming Languages Used:
C# (during experimentation projects)
Length:
< 1 year
Platform:
Windows, IOs, Android, Facebook
Overview:
I took my learnings from Candy Crush Jelly and applied them to the original Candy Crush. I applied my hypothesis from Candy Crush Jelly that returned an overall increase to level production by 20% and decreased player churn to original Candy Crush. This returned an increase to level production by roughly 38% and gave designers the power to identify weak spots in their daily designs.
Feb 12, 2019