
ELECTRONIC ARTS
BEJEWELED QUEST
The Bejeweled Blitz Quest feature demonstrates my interest and potential in understanding and grasping game design concepts. After releasing a few features, I was able to contribute to new game-features very differently. This feature is also a good example of slightly complex mechanics disguised with a light narrative to help players grasp the concept. This feature has done well for us and our community of players have given it a lot of love. NOTE: This is only a snippet of the case study and doesn't include any business goals or strategies.
Design & UX Pillars
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Design for discoverability
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Create a wrapper in the game to help players use different aspects of the game with ease
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Inform progression
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Celebrate win moments in varying contexts and in different degrees
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Make it a fun, relatable experience for players
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Help players understand the slightly complicated mechanics - like inactive pages, progress in multiple pages etc.
Content Mapping/ Information Architecture


Prototype and In-Game Experience
Prototype
In-game experience