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THE DIVISION: HEARTLAND

PROJECT DESCRIPTION

PROJECT HIGHLIGHTS

  • Part of a specialized 3C strike team focused on improving gameplay systems.

  • Audited 3C systems and identified high-impact design improvements ahead of Closed Beta milestone.

  • Iterated on many core gameplay features, including a full overhaul of the melee system.

  • Tuned gameplay feel through direct in-engine balancing, iteration, and bug fixing in Snowdrop.


PROJECT SHOWCASE

STUDIO
TEAM SIZE
ROLE
TAGS                     
VIEW                       
PLAYERS                   
ENGINE                   
PLATFORM    
             
DURATION

CALENDER
Ubisoft Redstorm Co-Dev
~10
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.

EXPERIENCE

TOOLS

 

Snowdrop

Word

Miro

Excel

PowerPoint

Confluence

Photoshop

Outlook

Teams

JIRA

Perforce

A specialized 3C strike team from Ubisoft Stockholm was assigned to support Ubisoft Redstorm during a critical phase of development.

 

My role was to enhance the overall 3C gameplay experience, working closely with a small team of programmers and animators to support the initiative.

RESPONSIBILITIES​

  • Audited 3C systems and delivered targeted design improvements.

  • Iterated on many core gameplay features, including a full overhaul of the melee system.

  • Tuned gameplay feel through direct in-engine balancing, iteration, and bug fixing in Snowdrop.

COLLABORATION

  • Worked closely with programmers and animators to implement and refine gameplay systems.

  • Defined problem statements and actionable feedback to guide implementations.

  • Maintained weekly communication with the Redstorm team to align on progress and priorities.

  • Helped organize mocap sessions to support new animation requirements.​​

Eventually after we passed the closed beta milestone, we returned to work on our in-house project at Ubisoft Stockholm. 

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