Overview:
For the first time ever in Candy Crush, players could play against one another in PvP. I helped design the foundation for PvP, as well as 4 sub-features that made up the core to PvP. I was solely responsible for concepting and then leading these features up until release.
My Role:
Game (Systems) Designer
While working on Jelly, my role was to design and lead features that closely matched the vision of Jelly’s future set by our Lead Game Designer. Together, we would determine which direction the game needed to take and then we would form a plan of what’s needed. At this point, I would concept rough ideas, collect feedback and then present this to our team’s leadership. Once approved, the feature would enter full production and I would support the feature and team throughout it’s life.
Extras:
An immense amount of research went into PvP’s design and production. Seeing as this information was invaluable, I started a collection of workshops that were meant to share anything we learned with the other design teams. This evolved into a monthly course that covered all forms of Game Development. We covered topics ranging from designing an effective system for Casual Mobile games all the way to learning 3D Level Design & scripting.