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
       
     
  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
       
     

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