Game & Level Design at Wooga - Match-3 Casual
1,5 Years on Jelly Splash. Currently working on an unnanounced project.
On Jelly Splash I had multiple responsibilities, one of the most important ones has been handling the automation process.
Automation
1,5 Years on Jelly Splash. Currently working on an unnanounced project.
On Jelly Splash I had multiple responsibilities, one of the most important ones has been handling the automation process.
Automation
For the automation process it was important to find a way to keep our players playing and happy, while reducing people working on the team. I was tasked with making sure we have content for coming years, based on older content to keep our players entertained and happy.
We needed to still having rebalancing options and I'm also in charge of rebalancing and have led multiple rebalances. I also adjusted the difficulty curve to prevent churn and keep users in our game.
The Tower
During the automation process I also looked into features that could be improved on, that would have a great impact for our players and for our KPI. Together with a Product manager I planned the change, of how much more content we would add and also that i wanted to adust the difficulty curve. So I rebalanced the tower event and filled it with new and more content while also making sure the difficulty was right.
I also designed and make tools for easier rebalancing of said levels and difficulty curve.
Before the automation
Before the automation
Content creation
During my time in Jelly Splash, I designed new levels for our expert players using the existing guidelines. My packs were on time for the release and I also helped with release testing here, to make sure our users would have no issues.
The content creation including planning out the whole level pack. Then creation phase, where I sketched out level ideas and implemented them in our in-house level editor. Afterwards I would give and receive feedback for the levels of other designers. If needed I would iterate on them before the final balancing. I was also involved in release preparation with testing, often managing those testing sessions.
Documentation
Mostly I work on creating fun and engaging levels for our Users. But I was also in charge of a lot ofdocumentation processes. During my internship I merged all the existing documentation into one place, for easy access and documented level objects or processes that had not yet been documented. This was a really good experience on how to provide a good and consistent documentation, while making the most of already existing ones.
Optimising Workflow
I have helped rework the content production pipeline to make it leaner and faster. It was a fascinating process that required iterations and comparisons between them, to see if we actually made progress. We were successfull, which freed up time from producing content for balancing or working on other parts of the game to make it better.
I also worked on optimizing it even further, communicating with team leads and engineers what tools we needed and iterated with them on these.
I have helped rework the content production pipeline to make it leaner and faster. It was a fascinating process that required iterations and comparisons between them, to see if we actually made progress. We were successfull, which freed up time from producing content for balancing or working on other parts of the game to make it better.
I also worked on optimizing it even further, communicating with team leads and engineers what tools we needed and iterated with them on these.
Knowledge Sharing
With a colleague I initiated a meet-up for Level Designers, to share knowledge and keep each other in the loop about the different games inside the company. This has further developed and is now an official meeting in which everyone participates and each team has benefitted from. We shared techniques, tools and other tips and tricks, which also strengthened the bond between the designers.
With a colleague I initiated a meet-up for Level Designers, to share knowledge and keep each other in the loop about the different games inside the company. This has further developed and is now an official meeting in which everyone participates and each team has benefitted from. We shared techniques, tools and other tips and tricks, which also strengthened the bond between the designers.
User Tests
I have also been partially responsible for setting up testing session, both internally as well with external tester. In this I prepared the test devices, questions and set-up of the testing session. I have also done the documentation afterwards to get all the findings and present them to the team.
I have also been partially responsible for setting up testing session, both internally as well with external tester. In this I prepared the test devices, questions and set-up of the testing session. I have also done the documentation afterwards to get all the findings and present them to the team.
Onboarding
I showed & taught the level design processes, as well as the automation tools, to other designers & producers. My documentation is thorough enough to not work on its own, which is especially important since the project went into automation.