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First Time User Experience — Boosters

Reinventing the FTUE as a zero barrier onboarding experience designed for immediate engagement and long-term retention.

Role

UX Designer

Platform

iOS/Android

Timeline

H1 2025

Team

PM, Dev, Data, Art

FTUE booster hero visual

I spearheaded a strategic FTUE (First Time User Experience) transformation that established company-wide design principles and unified player experience vision across all onboarding initiatives. This organizational-level change directly drove business growth through improved player retention and monetization.

Within this strategic framework, I led the complete redesign of booster onboarding — transforming legacy hard-coded pop-ups into an immersive, contextual system that teaches boosters through meaningful gameplay moments. The result: immediate player comprehension, increased trust, and substantial business impact including +3% D30 retention and measurable revenue growth.

Problem with FTUE

Frustrated player experiencing FTUE problems

Candy Crush Saga loses 70% of their players during the First Time User experience. This represents a massive opportunity cost in player acquisition and long-term revenue potential.

The data reveals critical drop-off points throughout the onboarding journey, with the most significant losses occurring during booster introduction and early level progression.

FTUE Impact Overview

Player Loss Rate

70%

7 out of 10 players lost during FTUE

Players Lost

700K

From 1M new daily players

Critical Drop-off

Booster Intro

Biggest loss point: 45% → 30%

Player Drop-off Throughout FTUE Journey

1M New Daily Users

Level 5 Complete:Major loss during early gameplay
Booster Introduction:Biggest drop: Booster confusion
Level 15 Complete:Continued loss from poor onboarding

FTUE Strategic Vision

Recognizing that scattered, tactical fixes wouldn't address systemic FTUE issues, I took strategic ownership to develop a comprehensive player experience vision that was adopted organization-wide. This foundational work established the design philosophy and strategic approach that continues to guide all FTUE development across Candy Crush, demonstrating how strategic UX leadership can drive long-term business value through systematic design thinking.

Strategic Foundation

MISSION
MISSION

Get more players to experience Candy's strategic depth through superior FTUE that drives retention and builds daily habits.

VISION
VISION

Cut through the noise—let players discover Candy's depth through invisible learning that makes them feel clever, not taught.

APPROACH
APPROACH

Transform onboarding into gameplay-integrated tutorials that are meaningful and progressively discovered through natural gameplay.

Player Experience Vision

"Create invisible learning experiences that guide players to mastery while making them feel clever, not taught"

What are Boosters?

Booster mechanics demonstration showing strategic booster bar usage during gameplay

Strategic Booster Mechanics

Boosters are the strategic foundation of Candy Crush gameplay — powerful tools that transform impossible levels into achievable victories. The booster system demonstrates strategic depth through its interface and immediate gameplay impact.

Understanding each booster's unique mechanics and strategic applications is essential for players to develop mastery and make informed decisions during challenging moments.

Strategic Booster Bar interface showing available boosters and quantities for tactical gameplay decisions

Research & UX Audit

A systematic product quality review by PMs and Researchers identified the most pervasive FTUE issues, which I translated into actionable design improvements backed by qualitative and quantitative insights. Our systematic approach combined quantitative user analytics with qualitative expert reviews, creating a comprehensive audit that prioritized issues by both player impact and business value.

50+

Unique Problems

7

Critical Priority

20

Internal Evaluators

1000

Users Surveyed

FTUE Problem Priority Analysis

PROBLEM

PRIORITY

Lack of Booster Explanation
critical
Unrefined Booster System introduction
high
Lack of explanation about golden crown
high
Unclear / unintuitive wording
medium
Lack of Economy System Introduction
medium
Hints lack educational input
medium
"🚀 This comprehensive audit became the foundation for our systematic FTUE redesign, turning scattered feedback into a strategic roadmap for player experience improvements."

Problems with Boosters FTUE

Based on the Product Quality Review of Candy Crush Saga's FTUE, I identified and prioritized five foundational onboarding issues, drawing on user research and direct feedback from first-time players.

Problem 1critical

Poor Understanding

Players unlock boosters without understanding how to use them, leading to low adoption and missed monetization opportunities.

Impact:

65% of players never use their first booster, directly reducing purchase conversion and long-term engagement.

Problem 2critical

Hard-Coded Tutorials

Still using the same basic popup system from 2012 launch. Tutorials are not dynamic or adjustable, limiting iteration speed.

Impact:

Requires engineering resources for every tutorial change, slowing UX improvements and A/B testing cycles.

Problem 3high

Popup-Heavy Onboarding

Booster tutorials add to an already crowded popup ecosystem, creating fatigue and causing players to skip key instructions.

Problem 3 image 1Problem 3 image 2Problem 3 image 3Problem 3 image 4Problem 3 image 5
Problem 3 image 6Problem 3 image 7Problem 3 image 8Problem 3 image 9Problem 3 image 10

Impact:

Reduces learning effectiveness and breaks gameplay flow at critical moments.

Problem 4high

Poor Context & Flow Structure

The flow presents score summary with animated stars, but gets disrupted mid-sequence by a booster introduction popup.

Problem 4 image 1

Impact:

Fragments user's mental model during critical learning moments, reducing comprehension.

Problem 5high

Slow Booster Rollout

Candy Crush waits until Level 90+ to unlock some boosters, while rivals showcase them within the first 20 levels. This delay makes early play feel repetitive and less rewarding.

Problem 5 image 1

Impact:

Drives players to faster-paced competitors who offer more engaging early-game experiences.

Problem–Solution Framework

After analyzing the core issues, I developed targeted solutions for each problem area, focusing on contextual learning and seamless integration.

FTUE System Evolution

2012

Original Launch

Basic popup system implemented for booster introduction tutorials

Original 2012 popup flow - Step 1Original 2012 popup flow - Step 2Original 2012 popup flow - Step 3
2025

Same Structure, Same Problems

Despite 13 years, onboarding still happens post-game round at suboptimal timing for player comprehension

New 2025 flow design - Step 1New 2025 flow design - Step 2New 2025 flow design - Step 3

Problem–Solution Framework

Problem Solution Framework Mapping

Problem Solution Framework Mapping

I treated the most critical FTUE issues as design constraints, ensuring every solution directly addressed a friction point in the player journey. This framework created an onboarding experience that is contextual, dynamic, scalable, and invisible to the player. By pairing each pain point with a clear, flexible solution — and applying the FTUE design principles established in our strategic vision — we have a clear framework for approaching all FTUE & onboarding experiences in the future.

Mapping Problem to Solution

Poor Booster Context

Contextualized and immediately usable

Flawed Popup format

Dynamic overlay above gameplay

Hard Coded

Modular, scalable, and easily adjustable system

Late Introduction

Front-loaded, lifecycle-aware, progressive disclosure

Initial Concepts

Key design changes focused on timing, clarity, animation, and connection to create a more intuitive booster introduction experience.

Design Implementation Changes

1

Improving contextual understanding by moving the Booster ahead of the game round for immediate usage.

2

Instructional copywriting that succinctly explains the booster mechanic

3

Booster seeding animation to indicate how many boosters enter the player's inventory

4

Boosters animate into the booster bar to draw a causal connection to the booster bar UI.

"Candy Crush Saga's character mascots are under-utilized. We explored inserting the characters to celebrate the unlock moment, without taking away focus from the booster."

In-Game Booster Design

Party booster in-game demonstration

Party booster in-game demonstration

UFO booster in-game demonstration

UFO booster in-game demonstration

Lollipop hammer booster in-game demonstration

Lollipop hammer booster in-game demonstration

The new implementation introduces boosters at the exact point of use, providing live demonstrations that show their mechanics in action. By contextualizing boosters within active gameplay rather than abstract explanations, players immediately understand their value and purpose, making the learning experience memorable and actionable.

Before

Seeded after a game round, with a subpar tutorial.

Seeded after a game round, with a subpar tutorial.

After

Seeded right before a game round starts, immediately usable.

Seeded right before a game round starts, immediately usable.

"Decoupled FTUE from fixed level triggers, replacing the hard-coded popup with a configurable system."

Future Slices — Work in Progress

Improved UI & Art

This flexible framework enables future visual improvements for FTUE and onboarding of any game elements. By removing hard-coded barriers, the team now has full control over UI updates and iterations.

Improved UI & Art design concepts in progress

Load Screen Reinforcement Learning

In a concurrent project I'm working on that complements the new booster tutorial sequences, I designed load screen micro-tutorials that flash core gameplay concepts during transitions, turning dead time into passive learning moments that reinforce mechanics without interrupting play.

Load screen reinforcement learning concepts in progress

Pre-Game Booster Design

The new implementation moved booster introduction from post-game to pre-game, allowing immediate usage and better comprehension.

Before

Old popup format that did not differentiate pre-game boosters from in-game ones.

Old popup format that did not differentiate pre-game boosters from in-game ones.

After

Auto-selected pre-game boosters that teach players they can equip certain boosters right before the game round.

Auto-selected pre-game boosters that teach players they can equip certain boosters right before the game round.

Success Metrics & Key Learnings

This project reinforced the importance of designing for immediate value discovery rather than comprehensive feature education. By focusing on the moment players first experience meaningful progress with boosters, we fundamentally shifted our approach to onboarding.

Player Drop-off Throughout FTUE Journey — Before vs After

1M New Daily Users

Baseline: Steep drop-off throughout funnel
After: Improved retention from Booster Introduction onwards
"Players don't need to understand everything upfront — they need to experience joy quickly and build confidence through progressive success."
"Our streamlined tutorial prioritized showing value over infantilizing users with excessive explanation, showing that effective onboarding with progressive disclosure is stronger when we focus on the player experience and early game perceptions, rather than information transfer by brute force."

Framework & Future Applications

The flexible booster tutorial system we developed can be adapted for other game elements and onboarding scenarios. By decoupling tutorials from hard-coded triggers, the team gained more control over iteration and testing without requiring engineering changes for each adjustment.

Long-term Impact

The design principles established through this project have influenced subsequent onboarding initiatives at King. The approach of prioritizing immediate value discovery over comprehensive explanation has become a reference point for future FTUE work, contributing to more player-centered design decisions.

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