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.
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