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King has released Candy Crush Saga in April 2012 for Facebook, then in September for Windows Phone, in November for iOS, in December for Android and two years later, it was available for Fire OS and when the Windows 10 was launched, the developers brought a version for it. On February 23, the game was bought by Activision Blizzard, for $6 billion and from this deal everyone will win. Well, not exactly, if the developers will continue to discuss ideas about levels without putting them into practice.



Until now, Candy Crush Saga was developed under the eyes of Philipp Lanik, the head of studio at King. He and the director of envelopes at King, Levina Persson, have revealed that not all levels make into the game, because they don’t meet some of the requirements. Apparently, 30 levels have been thrown away because the bosses didn’t think the ideas were creative enough. They used a unique method to see if a random person is able to figure out if he/she can play the game without instructions, because, as Lanik said, “if a user doesn’t get it in the first moment, then a user doesn’t have fun”.

Another factor that needs to be analyzed carefully is the game’s artwork, which is represented by three important elements: characters, maps (or backgrounds), and UI design. Lanik has explained that “It starts in the same way as the core mechanic. Everything starts off with an idea, an original concept based on the narrative,” then they start working on details, go to the next stage, recapitulate, get to the next stage, make refinements until getting to a final style decision.

The sound in a game is very important as well, especially that 80 percent of the gamers don’t turn off the sound when playing Candy Crush Saga. This means that they like what they’re hearing in the background, but they have no idea how much work is put into getting the wanted result. There’s “A whole orchestra, people playing the instruments and they have been doing that for years to perfection. So it is a lot of work going into even those small things”, Persson said.

If the idea passes all the above tests, then the rollout follows in three sections: 1. the playtest, 1. the soft launch and 3. the global hard launch.

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