![Dragon City](../banners/DragonCity_banner.png)
Dragon City
About the game
- Company: Socialpoint - Take Two Interactive
- Genre: Breed, Build & Battle
- Release Date: May 2012 (Facebook)
- Downloads: 225 Million
- Size at release: 159MB
About my work
In October 2021 I joined the team of “Dragon City''. This project, originally released in 2012 for Facebook,
is Socialpoint’s flagship title and has delighted millions of players during its 12 years (and counting!) existence.
More importantly, the game stays strong and has ambitious plans for its future.
As a designer on a development squad I provided ideation, documentation, balancing and guidance for several new features.
All under supervision of the lead designer and product leads. Some success stories include continuous imprvement of the
“Battle Pass” or the implementation of the “Wizards’s Hollow” which became the top sink in the game for hard currency.
I also worked within the Live Ops team, where I helped optimize and automate many of the recurrent tasks to reduce
errors and alleviate work on the team. Live Ops constitute the beating heart of the game and its main source of revenues.
Therefore I gained an invaluable learning about how running operations at world-class level.
Working on a game like this entails its own challenges, whether it is technical debt, the quirks of
“authoritative backend” or keeping the frail chain of knowledge as the team members invariably rotate over
time. Also, being a successful game with over 1.5 millions DAU, every change in the game is carefully
discussed and A/B tested, making things move slowly but steadily.
And, while I will never claim this to be a strength of mine, I’m in the right environment to improve my
product sensitivity. This means measuring new features in terms of business return, or justifying design
proposals through data. These are areas difficult to develop while in smaller games or prototypes as opposed
to Dragon City which is a consolidated business.
Download it for iOS
Download it for Android
What I learned
![learnings](../icons/icon_learnings.png)
- Improving my organization and time management skills, a must on such a big project.
- Using game data better by working with analysts, using internal tools and SQL queries.
- Improved my content management skills by learning from the game’s ancient spreadsheets crafted and refined by generations of game designers.
What I'm proud of
![learnings](../icons/icon_proud.png)
- Getting a good grasp of the game early on, and becoming a person of reference for game knowledge.
- Implementing features like: ELITE Pass, NGU Pass, Wizards’ Hollow, Triggered Offers...
- Automating the design of the liveops cycles and optimizing the setup of Battle Pass Eras.
![Dragon City](img/xavier-agullo-dc01.png)
+ “Dragon City” is a worldwide success, with more than 225 million players in its lifetime.
![Dragon City](img/xavier-agullo-dc02.png)
+ The game has grown organically for a long time and is a little messy but also engaging!
![Dragon City](img/xavier-agullo-dc03.png)
+ What was a rather ugly Facebook game, has come a long way over the years.
![Dragon City](img/xavier-agullo-dc04.png)
+ The game features more than 1700 different dragons. Our artists never cease to amaze.
![Dragon City](img/xavier-agullo-dc05.png)
+ These are some screens from a proposal for a new lifeops island.
![Dragon City](img/xavier-agullo-dc06.png)
+ Each new dragon involves a complex process of ideation, drawing and animation. (Art: Rubén Álvarez)
Special thanks: Aitor Suso, Alex Vergara, Amanda Gavilán, Chloe Touitou, Dani Olivera, David Alós, David Rios, Enric Durán, Florin Curcan, Fraser Clark, Jaume Castells, Joan Cuch, Judit Carbó, Julián Ormeño, Marc Cuscullola, Noé Andrés, Nuria Salarich, Payton Orr, Victor Pastor, Xavier de la Fuente... and many others!