End of Content

Tech & Tools

Tech & Tools

Tech & Tools

FTUE

FTUE

FTUE

Bonus Round

Bonus Round

Bonus Round

Booster Bar

Booster Bar

Booster Bar

Jelly Mode

Jelly Mode

Jelly Mode

The End of Content Experience

The End of Content Experience

Brownie Points

Brownie Points

A new badging & rewards initiative targeting elite players who have reached end-game content, aiming to re-engage high-value players who have completed most of the 16,000+ game levels.

Timeline

Q4 2023

Role

UX Designer

Game Area

Core Gameplay

My Contributions

Product Design

Wireframes & Prototyping

User Research Synthesis

Business Case Development

Stakeholder Management

Overview

End of Content in a nutshell

End of content (EOC) is when players complete all available game levels, shifting their focus to mastery and high-level competitive features.

Player archetypes

Who are End of Content players?

Completionists

Players who pursue 100% game mastery through achievements and collections

VIP

Players who invest heavily for exclusive content and fast.er progress

Competitors

Competitors who focus on leaderboards and PvP matches to prove their skill.

Progression segmentation

Distribution of Candy Crush Saga Players

Early

70M

FTUE

Mid (5000)

7.7M

Late

2.2M

9.8% comprise the Player Pool

$GB

~20%

Late

3K

0.07% of Player Base

$GB

~0.7%

EOC

8K

0.08% of Player Base

$GB

~1.1%

At only 0.08% of players (8K), EOC users generate 1.1% of revenue through high engagement and spending in Candy Crush Saga, making them a vital segment for the game's success.

Why are End of Content (EOC) Players are so significant?

Most Loyal

Most Valuable

Most Engaged

Highest Spenders

User Research

Key Insights from interviewing players at End of Content

1

Invested yet critical and not willing to keep playing at all costs. 

2

Options after completing the levels not appealing enough.

3

Upsetting in-game celebration.

4

Lack of awareness about being close to EOC.

5

Motivations to reach EOC decrease over time. 

6

Reaching EOC is a bittersweet moment, a good place to quit

The Problem

Payer health at the End of Content (EOC) has been declining, with return rates dropping since late 2022.

Lack of Recognition

Milestone levels are not celebrated enough

Current level 10K milestone celebration is just a basic banner - underwhelming for an achievement that requires years of dedicated gameplay.

Lengthy progression

Milestone Banners take too long to unlock

Large time gaps between milestone Goals (every 10K) means that there isn't enough short term motivation to play

The Opportunity

A two-pronged approach

1

Introduce more exciting milestone celebrations, celebrations, frames & badges

2

Introduce short to mid-term recognition and motivators at EOC for sustained retention

Concept Development

Discovery Methodologies

To identify and prioritize opportunities for improving the EOC player experience, we used a mix of creative and analytical methodologies:

8

Crazy 8

A rapid ideation exercise where participants sketch 8 ideas in 8 minutes. This encourages quick, creative thinking without overanalyzing.

'Once Upon a Time' Method

A storytelling framework for pitching ideas as narratives with a clear beginning, middle, and end, making them engaging and relatable.

Opportunity Tree

A visual tool for mapping potential business opportunities and their sub-branches, helping identify and prioritize strategic paths.

One Pager Concepts

A concise document format capturing the key elements of a business idea or proposal on one page for quick understanding.

RICE Scoring framework

Reach

Measures how many people will be affected by the initiative or solution within a specific timeframe.

Impact

Gauges the degree to which the initiative benefits or influences each individual it reaches.

Confidence

Reflects the degree of certainty about the estimates for Reach, Impact, and Effort

Effort

Represents the total resources required to implement the initiative, measured in team weeks or another consistent unit

Ideation

One Pagers & Concepts

Consolidated workshop ideas into one-pagers, summarizing features, low-fi concepts, purpose, and impact for clear stakeholder communication. Here are some of the proposals.

Does Candy Crush ever conclude?

What happens at the end of the Saga Map?

Consolidated workshop ideas into one-pagers, summarizing features, low-fi concepts, purpose, and impact for clear stakeholder communication. Here are some of the proposals.

Exclusive for EOC Players

VIP Section on Saga Map

VIP is locked & gated

Conventional Saga Map Format

At the End of Content (EOC), exclusive features were proposed to reward and engage high-level players. These included a VIP Section on the Saga Map, designed to celebrate EOC players with a sense of prestige, and a Locked Pre-EOC Area to motivate players nearing EOC. The goal was to enhance retention and satisfaction by providing aspirational and rewarding experiences beyond standard gameplay progression.

Expanding to cover more players

Redefining the scope of the project: Elite Player Segments

To broaden impact and gain stakeholder support, we expanded the target audience beyond EOC players to include users approaching end-game content.

Early

ELITE

FTUE

Mid (5000)

ELITE

Late

ELITE

Final

ELITE

EOC

ELITE

Targeting the EOC segment alone will not generate enough impact. Even though they are hardcore players, they represent too small of a player base.

Late – EOC Players

The New Proposal

Early

ELITE

FTUE

Mid (5000)

ELITE

Late

ELITE

Final

ELITE

EOC

ELITE

We want capture a greater player segment, simultaneously honing in on players that exhibit 'EOC-like' behaviors.

We call these players "Elite" Players.

New

ELITE PLAYER

Definition

A player who passes 50+ Levels a week

Increasing stakeholder buy-in by targeting

Late

Final

EOC

Players

Design 1

Weekly Badges System

Design 2

Improved Milestone Banners for players above Level 10k

Hypothesis

Adding progression badges and enhanced milestone banners (10K+) will boost player recognition, increase gameplay, and drive revenue.

Success Metrics

What levers are we trying to pull?

In revising our strategy, we refined our focus to specific metrics aligned with our goals, aiming to drive measurable uplifts across key performance indicators.

Leading Indicator

Games Rounds (GR) at EOC

Leading Indicator

Weekly Levels Passed

Leading Indicator

Daily Active Users (DAU) at EOC

Lagging Indicator

Gross Bookings Per Game Round($GB/GR)

Gross Bookings Per Game Round($GB/GR)

Lagging Indicator

Retention at EOC (D1, D7, D14, D30)

Retention at EOC (D1, D7, D14, D30)

Hybrid

Percentage of returning spenders

Percentage of returning spenders

Lagging Indicator

Gross Bookings ($GB)

New Milestone Frame designs

Design 1

To address the lackluster milestone celebrations, we introduced dynamic, engaging banners and reduced the time between milestones to sustain player motivation and engagement.

Before

After

Key improvements

Improve frame uniqueness, for better bragging rights and prestige.

Improving VFX & Animations for the new milestone unlock

New Milestone Frame designs

Design 1

Old

New

New Frames

Milestone Frames Celebration on the Saga Map

To address the lackluster milestone celebrations, we introduced dynamic, engaging banners and reduced the time between milestones to sustain player motivation and engagement.

Design 2

Weekly Levels Passed Badge System

Weekly Levels Passed

Introducing weekly performance badges between major level milestones provides more frequent recognition and short-term motivation.

Design 2

Information Flow

Badge System Architecture

Simple user flower outlining the weekly badge system logic and pathways, including conditions for unlocking.

Milestone Goal Concepts

Rudimentary wireframes of a weekly badge system with basic UI elements such as

Low Fidelity Prototypes

Beginning with low-fidelity wireframes, I designed several variations of the badge system panel that overlays Candy Crush Saga’s home screen. This version features progress bars to track player progression and can be accessed via the home screen widget or the events tab.

High Fidelity Prototypes

The final design integrates with Candy Crush Saga's visual style, featuring Yeti who encourages players to reach their next milestone. Players can access this progress popup from both the home screen and events page, with options to dismiss or recall it later

Milestone Goal Concepts

Rudimentary wireframes of a weekly badge system with basic UI elements such as

Low Fidelity Prototypes

Beginning with low-fidelity wireframes, I designed several variations of the badge system panel that overlays Candy Crush Saga’s home screen. This version features progress bars to track player progression and can be accessed via the home screen widget or the events tab.

High Fidelity Prototypes

The final design integrates with Candy Crush Saga's visual style, featuring Yeti who encourages players to reach their next milestone. Players can access this progress popup from both the home screen and events page, with options to dismiss or recall it later

Milestone Goal Concepts

Rudimentary wireframes of a weekly badge system with basic UI elements such as

Low Fidelity Prototypes

Beginning with low-fidelity wireframes, I designed several variations of the badge system panel that overlays Candy Crush Saga’s home screen. This version features progress bars to track player progression and can be accessed via the home screen widget or the events tab.

High Fidelity Prototypes

The final design integrates with Candy Crush Saga's visual style, featuring Yeti who encourages players to reach their next milestone. Players can access this progress popup from both the home screen and events page, with options to dismiss or recall it later

Social Integration (WIP)

Social Integration (WIP)

Future design considerations

Future design considerations

Player Cards/Achievement Hub

The Achievement Hub brings together all player accomplishments in Candy Crush Saga. It combines badges, collectibles, and event rewards in one central place, letting players showcase their achievements and compete for top rankings.

Social Integration (WIP)

Future design considerations

Player Cards/Achievement Hub

The Achievement Hub brings together all player accomplishments in Candy Crush Saga. It combines badges, collectibles, and event rewards in one central place, letting players showcase their achievements and compete for top rankings.

Social Integration (WIP)

Future design considerations

Player Cards/Achievement Hub

The Achievement Hub brings together all player accomplishments in Candy Crush Saga. It combines badges, collectibles, and event rewards in one central place, letting players showcase their achievements and compete for top rankings.

Technical Feasibility and Efforts

Technical Feasibility and Efforts

Developer Handoff

Developer Handoff

Developer 1

CORE

CORE

Estimated Dev time: Up to 1 Month

Estimated Dev time: Up to 1 Month

Breakdown

  • Plugin

  • Configure Parameters

  • UI + Animations

  • API (Working Flow)

Breakdown

  • Plugin

  • Configure Parameters

  • UI + Animations

  • API (Working Flow)

Developer 2 (Backend)

CORE

CORE

Estimated Dev time: 2-3 weeks

Estimated Dev time: 2-3 weeks

Breakdown

  • Prerequisites: Knowledge of the underlying backend system

Breakdown

  • Prerequisites: Knowledge of the underlying backend system

Artist

CORE

CORE

Estimated Dev time: Up to 1 Month

Estimated Dev time: Up to 1 Month

Breakdown

  • Badge art

  • Frame Art

  • UI + Animations

  • API (Working Flow)

Breakdown

  • Badge art

  • Frame Art

  • UI + Animations

  • API (Working Flow)

Developer 1

CORE

CORE

Estimated Dev time: Up to 1 Month

Estimated Dev time: Up to 1 Month

Breakdown

  • FTUE/Tutorials

  • High Fi Prototypes Edge Cases

  • Testing

Breakdown

  • FTUE/Tutorials

  • High Fi Prototypes Edge Cases

  • Testing

Developer 1

SUPPLEMENTARY

SUPPLEMENTARY

Estimated time: 1 Week

Estimated time: 1 Week

Breakdown

  • SFX for popup celebrations

  • SFX for win Conditions

Breakdown

  • SFX for popup celebrations

  • SFX for win Conditions

Developer 1

SUPPLEMENTARY

SUPPLEMENTARY

Estimated Dev time: Up to 1 Month

Estimated Dev time: Up to 1 Month

Breakdown

  • Properly conveying the rules

  • Accurate copywriting

Breakdown

  • Properly conveying the rules

  • Accurate copywriting

Technical Feasibility and Efforts

Developer Handoff

Developer 1

CORE

Estimated Dev time: Up to 1 Month

Breakdown

  • Plugin

  • Configure Parameters

  • UI + Animations

  • API (Working Flow)

Developer 2 (Backend)

CORE

Estimated Dev time: 2-3 weeks

Breakdown

  • Prerequisites: Knowledge of the underlying backend system

Artist

CORE

Estimated Dev time: Up to 1 Month

Breakdown

  • Badge art

  • Frame Art

  • UI + Animations

  • API (Working Flow)

Developer 1

CORE

Estimated Dev time: Up to 1 Month

Breakdown

  • FTUE/Tutorials

  • High Fi Prototypes Edge Cases

  • Testing

Developer 1

SUPPLEMENTARY

Estimated time: 1 Week

Breakdown

  • SFX for popup celebrations

  • SFX for win Conditions

Developer 1

SUPPLEMENTARY

Estimated Dev time: Up to 1 Month

Breakdown

  • Properly conveying the rules

  • Accurate copywriting

Technical Feasibility and Efforts

Developer Handoff

Developer 1

CORE

Estimated Dev time: Up to 1 Month

Breakdown

  • Plugin

  • Configure Parameters

  • UI + Animations

  • API (Working Flow)

Developer 2 (Backend)

CORE

Estimated Dev time: 2-3 weeks

Breakdown

  • Prerequisites: Knowledge of the underlying backend system

Artist

CORE

Estimated Dev time: Up to 1 Month

Breakdown

  • Badge art

  • Frame Art

  • UI + Animations

  • API (Working Flow)

Developer 1

CORE

Estimated Dev time: Up to 1 Month

Breakdown

  • FTUE/Tutorials

  • High Fi Prototypes Edge Cases

  • Testing

Developer 1

SUPPLEMENTARY

Estimated time: 1 Week

Breakdown

  • SFX for popup celebrations

  • SFX for win Conditions

Developer 1

SUPPLEMENTARY

Estimated Dev time: Up to 1 Month

Breakdown

  • Properly conveying the rules

  • Accurate copywriting