Candy Crush Saga: KakaoTalk

Johan Svensson
dotcrossdot
Published in
1 min readSep 9, 2018

When I first joined King I started out in the Candy Crush Saga team as a C++ programmer. The project I was involved in was porting Candy Crush Saga to the Korean social network Kakao Talk. The game was (and still is) heavily reliant on its social network tie ins, but this was all hard coded to use Facebook. When King decided to launch the game in Korea this would no longer suffice, since Facebook was not the prominent social network there. Inviting friends, sending extra lives etc. was all tied to the Facebook social graph and its APIs. Much of the UI had to be redesigned and re-implemented. However, the biggest part of the work was abstracting the Social network APIs. We had to define and implement interfaces and data structures that could be used in a more general case, which allowed for other social networks to be used in the game. These APIs were later on used for implementing other social networks apart from Facebook and KakaoTalk (although I was not apart of that work).

The game was released in Korea with support for KakaoTalk in late 2013.

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