Game Developers Conference | GDC | Home

Get your pass early to save $400.  Learn more  More
Steam in 2017: State of the Marketplace!  Learn more  More
Weaving 13 Prototypes into 1 Game: Lessons from 'Edith Finch'!  Learn more  More
A Fun Time in Which Some No-Good Game Developers May or May Not Discuss How We Made 'NieR:Automata'!  Learn more  More
Powering Up ILMxLAB's Location-Based VR Experiences!
Learn more  More
Classic Game Postmortem: 'Sonic the Hedgehog'!
Learn more  More
Download the GDC 2018 State of the Industry Report!
Learn more  More

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
  • XRDC
  • VRDC

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,

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.


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.