Senior UX Designer - Candy Crush Soda Saga in Barcelona

King

Workplace
Onsite
Hours
Full-Time
Internship
No
Skills
Share offer

Job Description

Do you want to bring innovation to one of the biggest games?

We are looking for a motivated and expert Senior UX Designer who can help us build compelling gameplay experiences with their resourceful application of UX methodologies. If you thrive in a highly inclusive and creative environment, join our multi-layered design craft.

Your role within our Kingdom

As part of Candy Crush Soda Saga, you will have a hand in guiding the design process in close collaboration with game designers, producers and researchers to build experiences that bring delight to our players and satisfy their motivations. You’ll align with collaborators to discover new opportunities for Soda that captivate our players and innovative gameplay. With player advocacy as an inherent part of your role you’ll also ensure that design solutions are built and validated against qualitative metrics.

Responsibilities include:

  • Communication - Maintain regular communication with your team and collaborators to balanced relationships and proactively alert them to any issues that may impact projects

  • Results - Provide clear documentation to your team that drives a straightforward implementation of the features. Deliver quality artefacts like problem/opportunity documentation, information architecture, research analysis, annotated workflows and prototypes.

  • Mentor -Assist junior or mid-level designers with guidance and feedback to help them grow their skills and handle results.

  • Teamwork - Work with the different crafts in your team, listen to them and consider their perspectives when crafting. Consistently request feedback from design peers in a timely manner.

  • Player Advocacy- Consider our player’s needs at every part of the design process and advocate for solutions that address them.

  • Research - Coordinate and collaborate with Researchers, to conduct studies to understand players' behaviors, and preferences, so this information can advise the design process.

  • Design for everybody; consider all types of players' abilities.

  • Data-Driven - Can distil qualitative and quantitative data and use it to make informed design decisions that positively impact the player experience and business.

  • Gameplay Innovation - Bring new gameplay mechanics to the game.

  • Strategy - Work with Producers to align features roadmaps and can guide team through problem discovery exercises to help see opportunities.

  • UX Owner - Be responsible for the UX design decisions in the team, ensuring a good sweet spot between player and business needs.

Skills to build thrills

  • Excellent communication skills and ability to establish relationships across all levels of the business.

  • Have a good understanding of the product development cycle in an agile environment.

  • Knowledge of casual gameplay mechanics.

  • Have significant experience in UX Design, including high skills in Interaction Design and Information Architecture.

  • Excellent prototyping skills.

  • Be an Accessibility advocate.

  • Analytical thinking to address problems.

  • Work autonomously.

About King

At King, we’re Making the World Playful. Heard of Candy Crush? We’re the creators behind it. With game studios in Stockholm, Malmö, London, Barcelona and Berlin, and offices in Dublin, San Francisco, New York, Los Angeles, and Malta, we have a 20-year history of delivering some of the world’s most iconic games in the mobile gaming industry and are on a mission to level-up the little moments for our more than 200 million active monthly users. But we aren’t just crushing it with candies, we’re also behind Farm Heroes, Bubble Witch, Pet Rescue and loads of other sweet games. As a leading interactive entertainment company for the mobile world, King is part of Activision Blizzard, which was recently acquired by Microsoft.

A Great Saga Needs All Sorts of Heroes

King strives to be a place where everyone can be their most authentic self. We recognize that diversity, equity and inclusion is a vital and continuous conversation, and that change only happens when we all come together. It’s our mission to build a diverse and inclusive Kingdom for our people, players, and community.

Making the World Playful

Making the World Playful is our mission – it’s the thread that connects our people, our players, and our passion for our games. Let’s face it, who doesn’t love a bit of fun?

Kingsters are seriously playful: creative thinkers who balance art and science to bring moments of magic to millions daily. But our players aren’t the only ones that can level-up. We’re always looking for ways to champion each other and make what’s already great, even better.

So, if this feels like a fun way to spend your days, and you share our passion, our values, and our hunger to shape the future, join us in Making the World Playful.

 

About King

  • Games

  • Privately Held

  •  London, United Kingdom

  • 1001-5000 employees

  • 2003

King is a leading interactive entertainment company for the mobile world, with people all around the world playing one or more of our games.

We have developed more than 200 fun titles, and offer games in over 200 countries and regions. Our franchises include Candy Crush, Farm Heroes, Pet Rescue and Bubble Witch. We have 340 million average monthly unique users, as of second quarter 2015, across web, social and mobile platforms. 

At King, we design games with a broad appeal, which allow people to play for a moment, then move on with their day and pick up their game later. Our games are also synchronized across platforms, allowing players to switch seamlessly between devices and platforms and continue their game wherever they left off, so they can play anywhere, any time and on any device. For us, this is encapsulated in the idea of bitesized entertainment. 



King has game studios in Stockholm, Bucharest, Malmö, London, Barcelona, Berlin, Singapore, and Seattle, along with offices in San Francisco, Malta, Seoul, Tokyo and Shanghai.


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