
SNOUK DESIGN NOTES BLOG
An open space where I could keep on experimenting on game design.
I also consider this to be my unprofessional space where I could just be my weird and silly self.
Be sure to check it out to get to know about my side projects & ventures!
PROJECT DESCRIPTION
WHAT MAKES MY EXPERIENCE UNIQUE?
-
Obtained a strike team style experience.
-
Expertise to identify and fine-tune 3C implementations.
-
Quickly able to adapt and design features for a franchised product.
GAME SCREENSHOTS
TEAM
ROLE
TAGS
VIEW
PLAYERS
ENGINE
PLATFORM
DURATION
CALENDER
Ubisoft Redstorm Co-Dev
3C Game Design
Survival, Shooter
3D, Third Person
Singleplayer / Multiplayer
Snowdrop
PC and Consoles
6 Months
2023 May - October
The Division Heartland is a free-to-play, PvEvP focused survival-action shooter set in the mysterious rural town of Silver Creek.
Explore and complete missions by day. Take on the dynamically moving contamination, enemy factions, and player squads by night.
The project was cancelled in 2024.
![]() | ![]() | ![]() |
---|---|---|
![]() | ![]() | ![]() |
![]() |
MY EXPERIENCE
TOOLS
Snowdrop
Word
Miro
Excel
PowerPoint
Confluence
Photoshop
Outlook
Teams
JIRA
Perforce
The 3C design team from Ubisoft Stockholm was assigned to support Ubisoft Redstorm.
In this collaboration, I was responsible for assessing the existing 3C systems in the game, including those already designed and implemented, as well as identifying additional systems required. We were able to pinpoint multiple different types of impactful changes required.
MY RESPONSIBILITIES
-
Detailed feature design documents (eg; Combat Systems).
-
Defined problem statements and feedback pointers.
-
Squashed bugs in the engine.
-
Tweaked and polished gameplay values.
-
Part of a mocap session to record new gameplay animations required.
My role was to enhance the overall 3C gameplay experience, working closely with a small team of programmers and animators to support the initiative.
I compiled a list of tasks with varying levels of impact on the game and collaborated with Ubisoft Redstorm production to integrate them into their JIRA system for tracking.
I also maintained weekly communication with the Redstorm team through check-in calls to provide updates on our progress.
Eventually after we passed the closed beta milestone, we returned to work on our in-house project at Ubisoft Stockholm.
