I gave a lightning talk at tonight’s Lean Tribe Gathering in Stockholm about A/B testing at King, how we develop games, features and decide which improvements to make. Here are my slides and notes from the presentation.
Candy Crush Soda releases a new version of the game on all platforms every other week, year round. I’ve written about the delivery pipeline and the challenges the team faces on King’s tech blog: https://techblog.king.com/candy-crush-soda-saga-delivery-pipeline/ Previous posts about working with the Soda team: How We Developed Candy Crush Soda Saga What Should We Build Next?Continue reading
How do you decide what to build next? Who comes up with the ideas? How do you decide in what order to implement them? How do you keep track of what you’re working on, and what you want to work on?
Here’s a behind the scenes look at how the Candy Crush Soda team comes up with ideas and decides what to build next!
Curious about how we developed Candy Crush Soda at King? Like any project we’ve had our challenges. We developed the game on a framework that had never been tested live, while programming in two languages simultaneously to support multiple operating systems. Adding to the challenge, we started working without a prototyped game idea, within an existing Saga format that comes with a long list of features that players are used to. The project, code-named Stritz, was born in the spring of 2013. We soft launched a year later, and hard launched in the fall of 2014. This is our story.