
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
PROJECT HIGHLIGHTS
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Part of a specialized 3C strike team focused on improving gameplay systems.
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Audited 3C systems and identified high-impact design improvements ahead of Closed Beta milestone.
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Iterated on many core gameplay features, including a full overhaul of the melee system.
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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.
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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
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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
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Worked closely with programmers and animators to implement and refine gameplay systems.
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Defined problem statements and actionable feedback to guide implementations.
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Maintained weekly communication with the Redstorm team to align on progress and priorities.
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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.








