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Project Origin: Developed at King

Role - Junior Level & Game Designer

Genre - Match 3 / Puzzle

Period - August 2017 - May 2018

Design Goals:

  • Create levels for end-of-content players with appropriate challenge.

  • Interesting and unconventional level design which follows my design principals for a unique experience.

  • Contribute with concepts and design to improve the game.

Personal Goal:

  • Maintaining a high level of quality and quantity on a weekly basis.


Introduction

I embarked on my professional journey in the gaming industry with King in Berlin, stepping into the vibrant world of "Candy Crush Jelly Saga" as a Junior Level Designer. This role was introduction to professional game development. Moving from Stockholm to Berlin, I embraced this opportunity with enthusiasm, eager to contribute to a game that delights millions worldwide.

At King, my primary responsibility was designing levels for Candy Crush Jelly Saga community. While not only designing new levels, I got first hand opportunity to work on data driven design, taking into account live data metrics like Attempts Per Session (APS) and even reworking the First Time User Experience (FTUE) to refine our approach to engagement and retention. This even included the development of in-game features, such as the Candyvore. All of these being huge milestones in starting my career.

 
 

Level Design Breakdowns

When level designing, my approach has been guided by a philosophy that emphasizes player engagement and satisfaction through well crafted progression. Here, I will delve into two key aspects that illustrate this philosophy in action: the design and impact of scrolling levels, and my approach to employing visual progression through in-game mechanics.

Scrolling Levels

Candy Crush Jelly Saga features multi-segment levels scrolling levels, extending gameplay beyond the traditional 9x9 grid. My goal in crafting these levels was focused on ensuring each segment served a specific purpose, aimed at enhancing the player experience.

  • Purposeful Design: Each part of a scrolling level was meticulously designed to be clear and understandable. This approach allows players to easily track their progress and evaluate their performance at any point during gameplay.

  • Visual Progression: Enhanced visual progression ensures that players have a clear understanding of what is needed to succeed, especially in near-win situations. This clarity makes players more inclined to retry or continue from the same attempt, as they can easily grasp what adjustments are needed to overcome a challenge.

  • Cost Efficiency: Designing scrolling levels required a significant investment of resources; creating one scrolling level could often mean foregoing the production of two standard levels, or more. However, the decision to invest in these more complex levels was made with a clear purpose: to enrich the gameplay experience significantly.

Below, you will find three video demonstrations, each accompanied by a summary that explains the design and strategy of the levels showcased.

Level 1274

Players face the Wiggler blocker at the bottom, with its arms stretching upward as they progress. The goal is to push these arms back by clearing candies above, introducing a boss-like challenge. Each screen cleared not only marks progress but also deepens the strategic gameplay, as players must continually manage the Wiggler's advancement while clearing candies, blending visual cues with focused tactics.

Level 1469

This level features four segments arranged in a square, each with a quarter of the goal placed in strategic corners. Players face unique challenges in each segment, employing varied tactics to meet the same objective, crafting a dynamic "gauntlet" style progression. Goals are positioned diagonally across segments: top-left to bottom-right, bottom-left to top-right, bottom-right to top-left, and top-right to bottom-left. This design tests adaptability and strategic thinking, maintaining engagement by diversifying the approach needed in each segment.

Level 1561

This level features a dynamic interplay among three segments, with segment 3 serving as a pivotal point that both affects and is affected by segments 1 and 2. Each return to segment 3 reveals changes triggered by earlier actions, offering new strategies for advancing the main goal. This setup demands strategic foresight and adaptability, challenging players to grasp the interconnected impacts of their choices, demanding continual optimization of strategies in response to evolving conditions.

unique gimmick Levels

I’ve always thrived on thinking outside the box, using existing tools to push the boundaries of traditional gameplay. My approach includes designing challenging levels that enhance the gaming experience. A prime example is my work on refining game mechanics for the boss, Liquorice Larry, usually less favored by players in the “Monkling” mode.

  • Making fights against Licorice Larry Fun: Focusing on the Monkling game mode and boss Liquorice Larry, I designed levels to encourage innovative strategies. This approach leveraged players' familiarity with Larry, transforming each encounter into a dynamic, enjoyable experience that required thoughtful engagement.

  • Utalizing Monkling Properties: Utilizing the unique stacking ability of Monkling, I designed levels with 'stair' formations. This allowed new Monkling to slide down into previously inaccessible parts of the level, adding depth and complexity to the gameplay

Level 1465

In this level, Liquorice Larry has a distinct advantage due to the short distance his Monkling needs to travel. However, players can strategically utilize striped candies to open their own path. Unlike players, Larry can only use fish, and a licorice wall blocks any inadvertent aid from the player to Larry's side, ensuring a challenging but fair gameplay dynamic.

Level 1492

This level stages a thrilling face-off where both Larry and the player race towards the same goal on a shared staircase. The unique twist here is that victory hinges on just one Monkling—the last one spawned. It becomes a strategic battle to position this final Monkling, turning the game into an intense contest over who can secure the winning slide to the goal first.

Level 1529

Mix of last two levels. Larry starts with a Monkling directly above the goal, giving him a clear edge. Players must carefully build the staircase, as misplaced striped candies can drop Larry's Monkling into the goal if the blockade breaks. This dynamic creates a tightrope of cooperation and competition, as each player tries to guide their Monkling to the goal while tactically blocking the other.


Game Design - Candyvore

The Candyvore is an element and blocker designed to add complexity and excitement to the player’s experience. Its gimmick: It eats candies around it every two moves, including special candies. Players must strategically manage the Candyvore’s actions, balancing the risk of it consuming valuable candies with the reward of eventually removing it to release powerful items. This feature requires players to think ahead and adapt their strategies, making each level more engaging and challenging.

As a supportive designer working on my first feature, I brought my level design expertise to the core design process, ensuring the Candyvore seamlessly integrated into the game. Crafted as a late-game blocker, its aim is to enhance the complexity and excitement for players, contrasting with the simpler blockers of the early game.

Core Breakdown

  • Basic Loop - The Candyvore activates every two moves, eating any candies, including special ones, in a 3x3 area around it. This was to fill out a gap in blocker coverage.

    • A blocker that acts every x turn (Like Chocolate and the Wiggler)

    • A blocker that naturally interacts with more spaces (like the Fishnet)

  • Highlight - On the first move, the Candyvore licks and highlight a space. If uninterrupted, it proceeds to consume candies within the highlighted area on the second move.

    • This is to aid players in understanding its action and plan accordingly.

  • Health - To indicate Candyvore's health points, it features green leaves, contrasting with its core pink color.

    • When hit by special candies, it loses a leaf; however, if the Candyvore eats a special candy, it regrows a leaf.

    • It prioritizes Special Candy, so that it can regrow health.

  • Reward - Upon defeat, the Candyvore spawns a special candy in its place, preplaced by the designer.

    • This special candy serves as a reward for overcoming the blocker's complexity.

Some decisions were made for the Candyvore to ignore certain features, specifically Blockers, as well as Monklings.

  • Ignores Blockers - Regarding other blockers, such as Licorice Swirls, this decision was made to prevent adding excessive complexity for players to understand. As a blocker, the Candyvore should actively hampers player progression in a level. That's why a clear reward - in form of a special candy - comes out when defeated.

  • Ignores Monklings - Considered Monklings are level goal, it was decided to avoid the Candyvore eating them, creating new losing conditions where too few Monklings remained for players to reach the necessary goal. This decision drew from player feedback in regular Candy Crush Saga, particularly regarding the unpopular Ticking Bomb mechanic.

Tutorialization - Level Design

To support the game design, tutorial levels serve as essential tools for introducing players to new mechanics, elements, and challenges. My focus as a designer was on creating levels that effectively conveyed the mechanics and strategic significance of the Candyvore blocker, ensuring players understood its role in the game.

Below, you will find three video demonstrations, each accompanied by a summary that explains the design and strategy of the levels showcased.

Level 1576

Jelly Level

  1. Introduction:

    • Candyvore is introduced with plenty of striped candy to show that it can take damage.

  2. Targeting:

    • The next screen shows that the Candyvore can be targeted with fish, providing an alternate method to deal with it.

  3. Full Sequence:

    • The final screen has no impactful moves until the player witnesses the full highlight and eating sequence of the Candyvore, ensuring they understand its mechanics and behavior.

Level 1577

Monkling Level

  1. Orange Candy Consumption:

    • Demonstrates that when the Candyvore eats orange candy, it doesn't contribute to spawning Monklings.

  2. Blocking Path:

    • Shows that the Candyvore can act as a blocker, stopping Monklings in their path.

  3. Health Restoration:

    • Illustrates that the Candyvore eating special candies restores its health. The level is scripted to always have this specific candy pattern for demonstration.

Level 1578

Puffler Level

  1. Blocking Mechanic:

    • Demonstrates that the Candyvore acts as a special blocker, preventing anything from passing until it's defeated.

  2. Cascade Consequences:

    • Shows how the cascades caused by the Candyvore's actions can sometimes aid the player.

  3. Final Challenge:

    • Presents a scenario with one Candyvore hiding a Puffler underneath. The player is given the freedom to approach and defeat it without guidance.

These tutorials, I believe, showcases all features and edge cases of the Candyvore in a level design setting, providing players with both guided instruction and opportunities for independent experimentation.


Conclusion

Working at King in Berlin on Candy Crush Jelly Saga was a transformative experience, marking a significant milestone in my professional journey. Moving countries for this role was a monumental step, allowing me to immerse myself in the world of professional game development.

I had the incredible opportunity to work on a variety of tasks, from designing and balancing numerous levels to contributing to the creation of a game features like the Candyvore. This hands-on experience was invaluable, as it allowed me to apply my academic studies to real-world projects, enhancing the gameplay and player engagement.

Overall, my time at King in Berlin was an enriching experience that allowed me to grow both personally and professionally. It provided me with a deeper understanding of the game development process and solidified my passion for creating engaging and innovative gameplay experiences. This journey was a pivotal moment in my career, reflecting my dedication to excellence and my commitment to pushing the boundaries of game design. But, I had some new adventure waiting back in Stockholm!

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King Berlin - Candy Crush Jelly Team - 13/04/18

King Berlin - Game Design Team - 24/11/17