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KingPlatform strategy0→12019–20

A single platform to operate games for 600M players.

A cross-company initiative giving internal specialists — marketing, real-time analytics, developer tools, player support — one entry point to operate King's games securely and efficiently.

COMPANYKing
ROLELead Product Designer
TIMEFRAME2019 – 2020 (2 years)
SCALE600M-player network

Context

King manages a player network of 600 million users across titles including Candy Crush. The Unified Platform is a single entry point to operate King games efficiently and securely across that network — spanning marketing, real-time data analytics, developer tools and player information.

Candy Crush Saga on a phone — the player world King operates at a scale of 600 million.

The product lives behind the games: Candy Crush and a 600-million-player network that marketing, analytics, tools and support all had to operate.

Framing the problem

As King grew rapidly, its internal tooling to operate games became less and less scalable:

The fragmented King toolbox — Promotor, Tratt, the old portal and Emisario as separate UIs

The internal toolbox in practice: Promotor, Tratt, the old portal and Emisario — each isolated, each with its own UI, none of them talking to the others.

My role

The process

1. Problem definition and research

2. Challenges and learnings

3. Design solutions

My main responsibilities were helping define the product from the UX side, designing the platform UI, and creating the design system that kept developers and designers aligned when integrating new apps.

Platform UI

Designing the UI was a major challenge — early on there was no clarity on how the platform would grow, how many applications would integrate, or how it would scale across the organization, which made design decisions genuinely hard.

As the Unified Platform team, we were also responsible for the framework in which teams across King would build and integrate their own applications — raising deep questions of information architecture, navigation, technical constraints and user context.

I researched how other companies were solving similar problems, then set the first assumptions and began experimenting with low-fi mock-ups, testing fast prototypes using sketching and tools like Sketch and InVision. That process led to more accurate, validated hi-fi prototypes and further testing — and eventually, after discussion and presentations with leadership and the brand team, the first navigation proposal. In parallel, I built the main style guide defining design principles and documenting components for any team building on the platform.

Unified Platform — calendar view for campaign scheduling across Push and InGame Popup
Feature Manager on Unified Platform — live feature cards for Candy Crush Soda Saga

Feature Manager let game teams see what was live, who owned it, and how it was landing — one place instead of scattered trackers.

Activity Manager on Unified Platform — live activities table for Farm Heroes Saga

Activity Manager: create, schedule and toggle live-ops activities from the same shell every other app used.

KUBE Design — Unified Platform style guide documenting button styles and Ant Design usage

Achievements

BACK TO THE START — 01/06

Audit Trail, Bsport