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
MY RESPONSIBILITIES
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3C system breakdowns and compiling feedback pointers for the closed beta build.
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3C bug fixes, feature polish, and new feature designs.
WHAT MAKES MY EXPERIENCE UNIQUE?
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Experitise to identify and fine-tune 3C implementations.
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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 is scheduled to release in 2024.
MY EXPERIENCE
DEPENDENCIES
System Breakdowns
Feature Design
Bug Fixes
TOOLS
Snowdrop
Word
PowerPoint
Outlook
JIRA
The 3C design team from Ubisoft Stockholm was brought on to support Ubisoft Redstorm.
For this collaboration - I was largely responsible for evaluating all 3C systems the game already had designed, implemented, and the systems it further needed. My responsibilities were to overall improve the 3C gameplay experience with a small team of few programmers and animators to support the initiative.
I compiled a list of tasks with varying degrees of impacts on the game, and we worked together with Redstorm production to get them into their JIRA base for tracking. I was maintaining communication with the Redstorm team about our progress every week through check-in calls.
My daily work revolved around :
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Detailing feature design documents.
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Defining Problem statements.
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Bug resolutions in the engine.
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Tweaking editor gameplay values.
Eventually after we passed the closed beta milestone, we returned to work on our in-house project at Ubisoft Stockholm.
PERSONAL COMMENTS
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Obtained a strike team style experience.
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We were able to pin-point multiple different types of impactful changes required.
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Our support was limited, but it was also impactful for the final outcome of the product's experience.