I was asked to create some key art for to be used initially for valentines season. The artwork needed to have a generic Candy Crush Soda feel to it and is designed to be used whenever there is a small gap in the season’s calendar.
The detective season ran for three months, the player needed to complete challenges to unlock clues which would help them to solve a series mysteries. This feature was designed to work in tandem with the season’s pass.
I took this from a loose UX / GD concept, tightening up the interaction design, working out the states required for the quest panels, through to a finished visual design and implementation.
After the success of the first chapter of detective season, it was decided to give the player both daily and weekly challenges. This would allow the narrative designer to create a richer story and with the hope that this would improve both engagement and retention.
Previous seasonal experiences in Candy Crush Soda had always been very closely linked to the season’s pass. It was decided to detach the seasonal experience from the seasons pass. Adventure season would follow on from Detective season in having a series of clues to unlock and a narrative to experience, but it would now have a hub of it’s own hub. To protect the narrative the clues would now need to be unlocked in sequence.
I was asked to provide solutions for both the UX and UI for this feature.
After talking it over with game and narrative design we decided that we wanted to improve on the experience served up to players during Detective season where the clues could be viewed out of sequence. I worked up a new core loop where each clue needed to be viewed in sequence, with the story beats then appearing at the correct moment in the narrative.
To help foster a sense of mastery and to help reinforce the narrative I suggested that the clues should be saved and displayed as a collection. So that the player could then get a sense of the story at a glance and would then hopefully be driven to collect them all.
The challenge screen helps the player keep track of where they are in the process. It uses a mechanic reminiscent of a coffee store reward card, where each challenge is represented as a circle with the fourth in the sequence.
Season’s Hub - UX Flow
Once I had the core interactions worked out for the challenge and collection screens I could then start working on the various flows to describe how the feature would work with the core game saga and where it’s entry points and wrap up screens would sit and work.
I presented the UX concept to the UX/GD Director and was given the green light to move into the UI phase of the project.
When the player opens the clue parcel or when they tap on the thumbnail for the clues that they have previously won they are presented with the clue in it’s maximised form. Again I took inspiration here from collectable trading cards.
These screens are all designed to contain branding elements pertaining to the specific season and act as a thread running through the experience reinforcing that seasons particular flavour.
Season’s Hub - Animation Story Board
A core part of the Season’s Hub collection experience is the opening of the parcel that contains the clue. I created a storyboard of what I had in mind for this. This was then used as a brief by the visual development team to create an amazing animated sequence.