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For 6 months, I worked as a level design intern with Candy Crush Soda Saga. One of the main mechanics in this game is that you need to collect soda bottles, which affect the gravity of the game board. The level design team and I worked closely together, and we created end-of-content levels, tweaked older levels, and analyzed data.
Candy Crush Soda Saga: Bio
Creating end-of-content levels was exciting for Candy Crush Soda Saga. Working at King taught me team building and about the mobile games of the Candy Franchise. I used my time during King to play many match 3-games to be a better level designer in Candy Crush Soda Saga.
Analyzing data and tweaking helped me understand to create better levels and understand what players want for a level.
Candy Crush Soda Saga: Text
DESIGNING LEVELS
Candy Crush Soda Saga: Image
A level needs to be engaging and exciting. My goal was to create levels that could give the player many options to solve the level.
Also, to give a feeling of progressing forward and not punishing the player for mistakes. You want to have a level that's easy to understand. As a player, you want to be able to analyze how to solve the level.
Creating different level shapes and trying to think outside of the box was challenging. It was also a way for me to try out new stuff with the game modes and create something memorable for the players.
Bubble gum level - created by me.
The goal is to remove all the bubble gum to win.
Candy Crush Soda Saga: Services
Special candies are good ways to reward the player when you are progressing forward in the level. You don't want to get stuck and frustrated when you are unlucky. We always try to be fair and help the player to make it fun and challenging.
There are many ways to make a level easy and hard. You can add more layers on blockers (for example Honey, or Ice) or reduce layers on the blockers.
Soda Bear level - created by me.
The goal is to rescue the Soda bears to the finish line to win.
Candy Crush Soda Saga: Services
TWEAKING AND ANALYSE DATA
Candy Crush Soda Saga: Text
We tweaked older levels by analyzing data on the levels that were too hard/easy. It also involved removing old game modes we stopped using and replacing them with newer ones on those levels. The guidelines get updated every time. We need to update the levels by today's standards.
I also worked on a project where we had to tweak over 200 older levels. The goal was to make the levels easier and change levels that had more than 1-level screen. We needed to reduce the number of moves the player had, change the spawners, reduce layers from the blockers and make it a 1-level screen.
Analyzing data from the players helped us to understand if players are stuck. It is also a great tool to see how we could design the levels better and have them challenging.
Candy Crush Soda Saga: Image
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