
SNOUK DESIGN NOTES BLOG
An open space where I could keep on experimenting on game design.
I also consider this to be my unprofessional space where I could just be my weird and silly self.
Be sure to check it out to get to know about my side projects & ventures!
PROJECT DESCRIPTION
MY RESPONSIBILITIES
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Content design accounting for daily, weekly, and monthly updates.
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Event design and UI / UX for a Halloween update.
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Feature design and game mechanics for a core game update.
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Quality assurance for daily and weekly updates to ensure expected delivery.
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Collaborating with Data Analysts to review data for improving future updates.
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Planned Bejeweled Blitz foundational website and official wikia.
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Part of a level design pack update for Bejeweled Stars.
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Content design and analysis for Tetris Blitz.
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Content brainstorming for future Tetris Blitz updates.
WHAT MAKES MY EXPERIENCE UNIQUE?
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Took over the live-ops squad completely.
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Active participant while still being an intern.
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Worked on other studio titles such as - Bejeweled Stars & Tetris Blitz as well.
GAME SCREENSHOTS
TEAM
ROLE
TAGS
VIEW
PLAYERS
ENGINE
PLATFORM
DURATION
CALENDER
Electronic Arts
Game Design
Casual-Competitive
2D
Singleplayer / Multiplayer
Custom Engine
PC and Mobile
3 Months
2017 July - September
One-minute match 3 game where the objective of the player is to get the best score possible to post on a Weekly Leaderboard against your Facebook friends.
A casual yet competitive game, but there are not many extrinsic motivators for it besides the inherent human will to compete and beat others through skill.
The game mainly monetizes on monthly content, weekly sales, and difficult to earn single currency sinks. Recently due to the latest update, the freshly introduced events system is also making a round in its monetization loop.
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MY EXPERIENCE
DEPENDENCIES
Feature Design
Content Design
Data Analysis
Game Analysis
Level Design
Event Design
UI / UX
QA
TOOLS
Custom Engine
Word
Excel
PowerPoint
Photoshop
Slack
Outlook
I was directly managing the daily, weekly, monthly, events, and features going into the game - even from a marketing point of view.
My work mainly entailed in - market research, live analytics, daily challenges, weekly monetization updates, event design, UI / UX, balancing, mechanics design, boosters design, and QA.
Plus with my enthusiasm at the point, I also explored the work processes for Bejeweled Stars and Tetris Blitz by involving myself in their production timeline.
This internship was the right time for a self-transformation. I devised certain goals which I wanted to achieve, which could in turn change me as a person during the internship. Following listed below are some of the goals I wanted to achieve:
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Understand Mobile Development Philosophy.
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Experience a Professional / Corporate Company.
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Reinforce my Academy Experience.
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Be Confident!
I achieved my first goal with the and the live Bejeweled Blitz work, and I have to say, each phase of my internship helped me progress further in achieving these listed goals. I stepped my foot into mobile games (as I was more focused on PC games before), and I understood how to work and flow in a big team, in a huge corporate company.
I realized whatever I learned in my academy days wasn't some child's play. It had an actual impact on my work process, and all of these learnings helped me become more confident in my workflow, and in myself as a professional game designer.
REFERENCES
In case you want feedback about my work, feel free to contact:
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Anup Yadav, senior game design mentor assigned for my internship (anupyadavk@gmail.com).
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Abhishek Koturaju, a product owner / producer managing my dependencies (akaturoju@ea.com).
PERSONAL COMMENTS
WHAT WENT RIGHT?
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Gained valuable experience in the casual mobile games market.
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Experienced a professional work environment for the first time.
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Reinforced the knowledge attained from my university.
WHAT TO IMPROVE?
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Realized the need to improve my programming skills even further.