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Project Quantum

Candy Crush Saga's first core mechanic evolution in 12 years — designing a multi-touchpoint adoption framework for 200M+ players.

ROLEUX Designer (Sole UX Owner)
PLATFORMiOS / Android / Desktop
TIMELINE2024–2025
TEAMPM, Game Design, Engineering, Art, UX Research
YEAR2025

For over a decade, Candy Crush Saga's core gameplay loop remained fundamentally unchanged: match 3, create specials, watch them activate passively. Quantum was the game's answer to a modernizing genre — introducing tap-to-activate and swipe-to-activate specials, giving players direct agency over the board for the first time.

As the sole UX designer, I owned the end-to-end player adoption experience: from first encounter to sustained comprehension weeks later. The core design challenge wasn't the mechanic itself — it was changing the behavior of hundreds of millions of players who had spent years building muscle memory around passive activation.

The Challenge

Competitors like Royal Match had modernized the match-3 genre with direct-activation mechanics — tap or swipe to trigger specials yourself. Quantum was Candy Crush's answer: introduce tap-to-activate and swipe-to-activate, add mechanics like the cross-shaped Fish activation, and give players control over their board.

Simple on paper. Enormous in practice.

Constraints

Legacy codebase

12+ years of technical debt meant every interaction change had cascading implications across systems.

Scale

Any failure in comprehension would impact 200M+ MAU, with ~1M new players daily.

Entrenched mental models

Players had internalized "create special → it activates on its own" over thousands of sessions.

Player diversity

From first-time casual players to decade-long veterans at end-of-content, each cohort would experience this shift differently.

Platform considerations

Touch (mobile) and click (desktop) interactions needed distinct consideration.

My Role & Scope

As the sole UX designer on Quantum, I owned the end-to-end player adoption experience. I worked cross-functionally daily with Product Management, Game Design, Engineering, Art Direction, and UX Research.

ADOPTION SYSTEM

Interactive sandbox tutorial

Tap & swipe hint system

Tutorialized loading screens

Saga map reference tab

Countdown marketing

Hint reactivation strategy

RESEARCH & TESTING

Internal testing program design

UX Research specification

REVIEW

Accessibility review

Design Process

01

Reframing the Problem: Adoption, Not Just Onboarding

Early project thinking centered on "how do we teach tap and swipe?" I reframed this into a broader adoption question: how do we create a layered system that meets players at different points in their journey and reinforces the new behavior over time?

This led to a multi-touchpoint adoption framework rather than a single tutorial:

1

Tutorial

Active learning

2

Hints

Contextual nudging

3

Loading screens

Ambient exposure

4

Saga map

On-demand recall

5

Reactivation

Long-term adoption

02

Interactive Sandbox Tutorial

The legacy approach relied on a 3-step, text-heavy instructional overlay. For a mechanic as fundamental as changing how specials work, telling players wasn't enough — they needed to feel it.

I designed a playable sandbox environment where players create and activate specials in a low-stakes setting. Rather than reading "tap the special to activate it," players physically perform the action and experience the satisfying VFX feedback loop.

Key design decisions

Minimal text doctrine

I established a principle of reducing instructional text to the absolute minimum. The sandbox guides through constrained interaction — the only thing you can do is the right thing.

Breaking the 3-step paradigm

This was the first interactive tutorial at Candy Crush to move beyond text-reliant instruction, setting a new precedent for how the game teaches mechanics.

Progressive disclosure

The tutorial introduces tap first (simpler mental model), then swipe (requires directionality understanding), rather than presenting both simultaneously.

Validation: Internal playtesting feedback confirmed the tutorial was rated "intuitive and clear," with players naturally performing tap and swipe actions after completing it.

03

Tap & Swipe Hint System

Even after a tutorial, players revert to old habits. Especially in a game where matching is automatic and passive activation has been the norm for years, players needed contextual reminders during actual gameplay.

I designed an evolution of Candy Crush's existing hint system that surfaces tap and swipe prompts when the game detects a player has a special on the board but isn't activating it directly.

Key design decisions

Non-disruptive integration

The hints feel like a natural extension of the existing system. I designed them to use familiar visual language while introducing the new interaction affordance.

Difficulty preservation

A critical constraint — adding activation hints couldn't inadvertently make levels easier. I collaborated closely with Game Design to ensure hints guided how to interact without revealing optimal strategy.

Frequency falloff

Hints appear more aggressively in early sessions and taper off as behavioral data suggests the player has adopted the new mechanic.

Reactivation strategy

If analytics detect a player reverting to passive behavior after an extended period, the hint system re-engages — ensuring adoption isn't just a first-week phenomenon.

04

Tutorialized Loading Screens

Candy Crush had never used loading screens as a communication surface. I identified this as untapped real estate for ambient learning — a moment where players are already waiting and cognitively available.

I designed loading screens that reinforce Quantum mechanics through visual demonstration, timed to appear at strategic points in progression (D3, D4, D30) to coincide with key adoption milestones.

Impact: Early testing showed retention lifts at D3/D4/D30, DAU increases, and combo match uplifts attributed to improved mechanic comprehension.

05

Saga Map Reference & Countdown Marketing

Saga map tab: A persistent, player-initiated reference point accessible from the main navigation. For players who dismiss or forget the tutorial, this serves as an always-available "how does this work again?" surface. Designed to be discoverable but not intrusive.

Countdown marketing: A pre-launch awareness campaign counting down the days until the "new way to play" arrives. This served dual purposes: building anticipation and priming players that a significant change was coming, reducing the shock of encountering unfamiliar mechanics.

The Directional Debate

One of the most contentious design decisions in Quantum was whether swipe activation should be one-directional (swipe determines the direction the special fires) or bi-directional (special fires in both directions regardless of swipe direction). This debate split the organization.

One-directional

Swipe direction determines which way the special fires.

Bi-directional

Special fires both ways regardless of swipe direction.

I contributed to alignment in several ways:

Renamed the terminology

The original framing was "no indirect activation" vs. "indirect activation" — a confusing double negative. I reframed it as "one-directional" and "bi-directional activation," which was adopted org-wide and immediately improved the quality of discussion.

Created demonstration videos

I produced video walkthroughs showing the gameplay difference between both modes, enabling stakeholders across King to form informed opinions.

Designed the A/B test framework

I worked with UX Research to structure a test plan that would let player behavior data resolve the debate rather than internal opinion.

Research Leadership

Beyond designing the experience, I led the UX Research strategy for Quantum.

Research Specification

I authored a comprehensive research spec covering 10 distinct player cohorts:

Cohort

Research Focus

New players (FTUE)

First-time comprehension

Non-Candy new players

Onboarding without match-3 mental models

Match-3 players (Royal Match/Royal Kingdom)

Competitive comparison

Early progression

Learning curve

Mid progression

Sustained adoption

Casual players

Accessibility

Lapsed players

Re-engagement perception

Experienced players

Legacy mechanic adaptation

End-of-content / Elite

Advanced strategy impact

Desktop players

Platform-specific patterns

Key Research Questions

Do players prefer tapping or swiping? (Self-reported vs. actual behavioral data)

Is the interactive tutorial alone sufficient, or are hints required?

How does gameplay speed perception change with direct activation?

Do players notice the permanent visual changes to specials?

Is there awareness of concurrent matching, and does it matter to them?

Playtest Program Design

I designed and led a structured 3.5-week Slack-based playtest program with internal participants:

Week 1

Onboarding & first impressions

Play non-Quantum first, then migrate.

Week 2

Core mechanics deep-dive

Tap/swipe preference, specials, VFX.

Week 3

Gameplay feel

Speed, directionality, difficulty perception.

Week 3.5

Roundup interviews and final survey

The program included weekly longitudinal surveys tracking individual participants' evolving perceptions, focus groups segmented by interaction preference (tappers vs. swipers), and think-aloud usability sessions via PlaytestCloud.

Internal Feedback Synthesis

I owned the synthesis of all internal testing feedback flowing through the #ccs_quantum_public Slack channel and Google Sheets feedback forms — aggregating and categorizing feedback themes, initiating discussion threads on contentious topics, translating qualitative signal into actionable design recommendations, and regular reporting to the cross-functional team.

Accessibility

I proactively reached out to King's accessibility team ("Gators") to review Quantum mechanics before launch, covering:

Tap-to-activate mechanic accessibility

Swipe mechanic and motor requirements

One-directional vs. bi-directional activation implications for players with limited dexterity

New VFX readability and visual changes to specials

Interactive tutorial format accessibility

Outcomes & Impact

Validated Through Testing

Interactive tutorial

Rated "intuitive and clear" by internal testers — players naturally performed tap and swipe actions after completing it.

Tap & swipe hints

Positive reception — players understood and adopted the new interaction.

Loading screen tutorials

Retention lifts at D3/D4/D30, DAU increases, and combo match uplifts from improved mechanic comprehension.

Terminology reframe

"One-directional / bi-directional" adopted org-wide, immediately improving cross-functional communication quality.

Design System Contributions

Established "minimal text doctrine" as a design principle for future tutorials

Created the first interactive tutorial to break the legacy 3-step text-reliant paradigm

Introduced tutorialized loading screens as a new communication surface — a first in Candy Crush history

Set a new research methodology precedent with the structured Slack playtest program

Concurrent Workstreams

During Quantum, I simultaneously owned UX for:

Booster Bar redesignshipping concurrently

HUD refreshshipping concurrently

In-Game Booster conversion flowdesigning the UX for replacing legacy boosters (Free Switch, Paintbrush) with new boosters (Verticola, Boxing Glove), including inventory conversion, onboarding, and rollback narratives

Reflection

Quantum taught me that the hardest UX problems aren't about teaching a new interaction — they're about respectfully evolving deeply ingrained behavior at massive scale. Every design decision carried the weight of hundreds of millions of players who had built years of muscle memory.

The multi-touchpoint adoption framework I developed — layering active learning, contextual reinforcement, ambient exposure, and on-demand reference — is a pattern I believe applies far beyond gaming, to any product facing the challenge of introducing fundamental interaction changes to an established user base.

This case study represents work that was in active development and testing. Specific quantitative outcomes from external launch are pending.

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Project Quantum