*This is a case study from a test task given during the interview process. I made it to the final round of the interview and was given a lot of praise for my work and attention to detail on this task. While in the end I didn't get the job due to visa issues, I am proud to showcase my work and process.*
Bubble Witch Saga 3 is a widely-downloaded mobile game with millions of players. The first levels need to teach mechanics, motivate progress, and encourage sign-ups, all without confusing or frustrating the user.
Initial problem:
Players dropped off early due to confusing tutorials.
Terminology was inconsistent, causing hesitation in decision making.
Error messages blocked progress without recovery options.
Rewards were abstract and didn’t clearly motivate users.
Issues
1. Tutorial Text - Piled mechanics too face without context.
Impact ---> Users drop off before finishing learning the game
2. Terminology - Varied terms for the same concept (power bubble, special bubbles, booster)
Impact ---> Cognitive friction & slower comprehension.
3. Error Messaging - No connection! Got it!
Impact ---> Users exit and don't understand their next step.
4. Reward Text - Generic positive feedback ("You found 3 new medals!")
Impact ---> No drive to continue or understand purpose
Key Success Indicator:
Primary Goal:
Learnings:
Outcomes:
N/A
"Ryen got to work. She noticed details
that we all missed.”
- Leandro, King