King: +1.1% gross bookings by enabling offline gold-bar spending
Senior Product Manager - Game Economy, Stockholm
At King, I built the business case for letting Candy Crush players spend gold bars offline. Players were hitting a connection error when they wanted to buy more moves, and many never returned to finish the purchase. I co-designed the solution with the game teams from day one, using shared branches and mocked interfaces so Candy and Soda could build in parallel.
The trade-off was a faster offline experience against the risk of overspending across devices. Before launch, I agreed an overspender strategy with Candy, Soda and Player Support. The result was +1.1% gross bookings in Candy Crush across two tests, and +0.5% in Candy Crush Soda.
What this showsI can find revenue in player friction, and align several teams to ship it.
Also at King
- Rebuilt the history of a slipping Candy Crush initiative, found that unplanned rollout validation had caused the delay, and gave leaders scoped options instead of another date.
- Took central economy balancing for Candy Crush from early experiment to MVP and presented it to King’s CTO.
- Built the baseline for how long LiveOps changes take to reach Candy Crush players.
- Automated price configuration across King’s core games, cutting price updates from weeks to hours.
- Ran Product Community initiatives, including AI for PMs.
- Built AI agents and writing skills that handle my weekly meeting prep, daily briefs and executive drafts.