Back
King
Candy Crush

King

DesigningformillionsofdailyCandyCrushplayers

Candy Crush Soda Saga has 200 million daily players. I worked on player engagement and several core features — redesigning key loops to improve retention and revenue across the game.

200MDaily active players
#1Highest-earning mobile game in history
190+Countries across iOS and Android

Role

Senior UX Designer

Timeline

2021

Platform

Gaming

Candy Crush Soda Saga — the core gameplay experience players return to every day

King
1

The first session decides everything

New players weren't learning the team mechanic. They'd play solo, miss the social hook, and leave. I redesigned onboarding to convert solo players into team players — before the first session ends.

Meet your team. Start playing.

Introducing the team and social context

Teaching the game without a tutorial.

Social hooks and personalisation from the first session

Show, don't tell — teaching mechanics through play

Introducing features in context, not through tutorials

2

Solo puzzle, team habit

The social layer I designed — in-game messaging, team nudges, shared goals — turned isolated play sessions into a daily social habit.

Send a nudge. Win together.

Nudge 1 — a tactical tip for their next move

Nudge 2 — a hit of pure encouragement

3

Why players keep climbing

Visible progress, team rankings, and earned rewards — a status system that turns each session into a step toward something bigger.

Earning points. Climbing ranks.

Bonus rewards and team milestones

Team reward collection

Team and individual progress.

Individual contributions within the team

Team ranking and progress overview

4

The moment players decide to stay

Out of moves — the highest-value moment in free-to-play. Every path forward generates revenue: purchased gold bars or three ad views for extra moves. I designed the decision prompt, the ad-reward loop, and the return to gameplay — a monetisation flow that converts without feeling like a toll booth.

Pay, watch, or leave — the decision flow.

Decision prompt — pay or watch
Decision prompt — pay or watch
Rewarded video ad
Rewarded ad — attention as currency
Reward collection — progress after each ad
Reward collection — progress after each ad

Three ads watched. Back in the game.

Candy Crush — All rewards collected

All rewards earned — back to gameplay

Back in the game — extra moves earned