GDC | Home

Join the leaders in the game development community at GDC 2018!
Learn more  More
New Session: Community Snowballing in 'PlayerUnknown's Battlegrounds': From Pre-Alpha to 20 Million and Counting in Early Access! Learn more  More
New Session: Classic Game Postmortem: 'Ultima Online'!
Learn more  More
New Session: Parkour: How to Improve Freedom of Movement in First-Person Games in 20 Simple Steps!  Learn more  More
New Session: Data-Driven or Data-Blinded? Uses and Abuses of Analytics in Games!  Learn more  More
New Session: The Asset Build System of Far Cry 5!
Learn more  More
Slideshow

GDC is the world's largest professional game industry event. Join game designers, programmers, artists, producers, and business professionals for 5 days of unparalleled education, inspiration and networking for the global game development community.

GDC News

Continue All News

 
GDC Diamond Partner logos
 

Follow Us

Our Community

  • Game Developers Choice Awards
  • Independent Games Festival
  • Gamasutra
  • GDC Vault
 

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

Candy Crush Postmortem: Luck in the Right Places

Tommy Palm  |  Games Guru, King.com


Location: Europasaal

Format: Lecture
Track: Free to Play Design & Business Summit
Vault Recording: Video


This postmortem will walk the audience through the making of "Candy Crush Saga," one of the most successful casual games in the world. The talk will describe how King removed luck from the game making process, while sprinkling it in balanced proportions throughout the map and levels of the game. The talk will give an updated account of the games success.

Takeaway

This is a postmortem about how Candy Crush Saga came about. From the brainchild of Sebastian Knutsson, Candy Crush saga grew to become one of the biggest cross-platform games in the world, currently with 10 million daily active players. The steps in-between included a small competitive flash game and a social envelope to adjust it to Facebook, with an aggressive cross-platform push onto mobile. The plan was originally to build up a mobile presence during a two year period. But nine months later, Candy Crush Saga was successfully launched on all major mobile devices and had become a hit social game. This presentation outlines the pitfalls, lessons learned, and best practices accumulated along the way.

Intended Audience

The presentation requires a good level of understanding from the audience and will be particularly beneficial for those working within the industry. It also has wider significance to those less focused on the development side of gaming and will be of interest to marketers, business development professionals and investors.