
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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Core designer responsible for multiple features in a full production cycle.
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Worked on Anvil to develop and refine feature prototypes.
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Trained and managed multiple interns at once.
GAME SCREENSHOTS
TEAM
ROLE
TAGS
VIEW
PLAYERS
ENGINE
PLATFORM
DURATION
CALENDER
Ubisoft India
3C Game Design, AI, and UI / UX
Action-Adventure
3D, Third Person
Singleplayer
Anvil
PC and Consoles
2+ Years
2019 January - 2021 March
Embark on a journey as the Prince to save your kingdom from the treacherous Vizier in this fully remade classic.
Originally released in 2003, experience a classic action-adventure remake featuring parkour, combat, and puzzles - while following one of the most compelling narratives ever told in gaming history.
The project was cancelled in 2026.
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MY EXPERIENCE
TOOLS
Anvil
Word
Excel
Visio
PowerPoint
Confluence
Photoshop
Outlook
Teams
JIRA
Perforce
While wrapping up the remaining edge cases on Starlink ahead of release, I was reassigned to a new, unannounced action-adventure title in pre-production: Prince of Persia: The Sands of Time.
MY RESPONSIBILITIES
PARKOUR
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Owned player 3Cs, locomotion, parkour, and traversal system design.
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Designed and implemented a complex targeted jump system.
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Planned for parkour metrics according to the old game, and new animation requirements.
INGREDIENTS
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Designed all parkour ingredients, interactable, and traps as per the new game direction.
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Tweaked values in-editor to achieve intended gameplay experiences.
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Guided and supported several level designers in implementing parkour ingredients.
NPC
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Humanoid companion AI, and non-humanoid enemy design.
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Designed all critter enemies as per new combat design direction.
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Followed up with level-specific solutions to improve the combat gameplay experience.
COMPANION AI
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Designed all companion AI states.
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Followed up with level-specific solutions to improve the companion AI gameplay experience.
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Tweaked all companion AI combat & non-combat behaviors.
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Designed voice states for AI reactions, dynamic conversations, and gameplay feedback.
UI / UX
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Planned for accessibility features adhering to Ubisoft's accessibility first approach.
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Designed UI flow and wireframes (FTUE, controls, video, audio, and graphics).
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Designed the save system while following modern industry standards.
Beyond my responsibilities I also had my hands full with the following examples:
MISC.
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Collaborated closely with the combat team to ensure gameplay consistency.
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Planned and led feature presentations to drive discussion and alignment.
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Maintained communication between managers, cross-disciplinary dependencies, and the Game Director to finalize implementations.
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Actively followed up with level designers to ensure adherence to character, parkour, and ingredient metrics.
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Analyzed playtest data and conducted focused testing to iterate on features.
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Actively involved in bug fixing and prioritization through JIRA.
Following my departure, Ubisoft Montreal took over production. The project was cancelled in 2026.










