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Level designer at Candy crush saga

👋 Welcome!Thanks for stopping by!This page showcases my work as a Level Designer on Candy Crush Saga, one of the most iconic puzzle games in the world. Over the course of 6+ years at King, I’ve crafted and iterated on 900+ levels — focusing on flow, player engagement, and challenge balance.Here you’ll find some highlights of my design process, contributions to live features, and key learnings from working on a game played by millions daily.Whether you're a recruiter, fellow designer, or just curious — I hope you enjoy the journey

As a level designer 

As a Level Designer on Candy Crush Saga, my main responsibility was to create levels that are fun, balanced,and aligned with the game’s evolving feature set and audience expectations.

I collaborated with game designers, producers, and QA to ensure each level provided the right mix of challenge, satisfaction, and flow. My tasks included:

  • Designing and iterating on 900+ levels, from concept to final tuning

  • Crafting intuitive layouts and progression pacing for all difficulty tiers

  • Integrating new mechanics and blockers into level design

  • Responding to player data and feedback to improve engagement

  • Ensuring visual clarity, accessibility, and fair difficulty for all player types

  • Collaborating with outsource teams and reviewing external level submissions

Each level I built had to fit within the broader live game ecosystem while standing on its own as a meaningful experience — whether it was level 50 or 5000.

LEVEL 6000 A Milestone Celebration
 

Designing Level 6000 was a special moment in my time on Candy Crush Saga — not just as a designer, but as someone who deeply understands the emotional connection players build with long-running games.

Milestone levels carry extra meaning. They need to feel rewarding, memorable, and explosive — like a mini-celebration that honors the player’s journey.

For this reason, I intentionally chose to feature the number “6000” prominently within the board layout. It adds a layer of surprise and satisfaction when players realize they’re not just progressing — they’re being seen and celebrated.

To match the celebratory tone, I designed the level to be:

  • Visually bright and open, with symmetrical shapes and clear paths

  • Explosive in pacing, with early cascades and satisfying power-ups

  • Positive in emotion, avoiding frustrating blockers or slow starts

  • Sharable, encouraging players to post their victory

This level wasn’t just a checkpoint — it was a “thank you” to the players who made it that far.

Study Case on CCS difficulty and how I was approaching it 

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CCS
Creating a New feature

Feature Integration: Color Cannon
The Color Cannon was one of the more dynamic features I had the opportunity to design levels around. Its purpose is to inject specific color candies into the board at timed intervals, which opens up new strategic layers and creates satisfying chain reactions when used effectively.

When integrating this feature, my design goals were to:

  • Guide players subtly toward understanding how the cannon functions through early, low-risk placements

  • Create anticipation, as players wait for the right color to appear and trigger key combos

  • Increase board variability, giving levels replay value through timing and positioning differences

  • Support pacing, using cannons to shift a level from calm setup to explosive payoffs

I carefully balanced the frequency, direction, and color of each cannon to avoid overwhelming the player while still delivering moments of surprise and delight.

The Color Cannon taught me a lot about timing, reward anticipation, and visual signaling — all of which are core principles in designing compelling puzzle experiences.

Feature lead: Anas Shaer 

feature support :Alex bräysy

Candy Crush Saga Level 9441

The first Color Cannon level

©2025 by Anas Shaer. Proudly created with Wix.com

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