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Candy Crush Soda Saga

In the summer of 2016, I joined King as a developer to help work on Candy Crush Soda Saga (or just: Soda).
At the time, the way Soda was set up was as a bunch of separate teams each working on their own features and improvements to the game.
While there were downsides to this setup, it did mean we had full control (and responsibility) over every feature we did. From the decisions, to the design, to the implementation, to the roll-out.
During this time, I helped deliver new game modes, new game elements, level overhauls, progression layers, and many more things.

It is also during these years that my real interests emerge: Core gameplay and performance.
As such, I have also spent quite some effect on (measurably) increasing our average FPS across all devices and reducing spikes.
However, performance is important for developers too, and during my first year at King, I managed to reduce compilation times from 30 minutes to 16 minutes. Simply by cleaning up the project and cutting includes that don't need to be there.
Just to have it said: 16 minutes of compilation time is still pretty darn bad.

For the past year, I have assumed the role of "acting tech lead" to lead a (secret) project that is close to my heart.
We are wrapping up our work, commencing the release and I hope I can share more about this project here soon!

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copyright Korneel Guns 2013