
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
-
Owned and modernized the parkour gameplay experience while respecting the DNA of the original 2003 masterpiece.
-
Designed and implemented player 3Cs, including locomotion, parkour, and level design ingredients.
-
Designed companion AI and non-humanoid enemy design.
-
Planned accessibility features aligned with Ubisoft standards.
-
Mentored many interns while coordinating tasks and cross-disciplinary dependencies.
PROJECT SHOWCASE
STUDIO
TEAM SIZE
ROLE
TAGS
VIEW
PLAYERS
ENGINE
PLATFORM
DURATION
CALENDER
Ubisoft India
250+ (At Peak)
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.
![]() | ![]() | ![]() |
|---|---|---|
![]() | ![]() | ![]() |
![]() | ![]() | ![]() |
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 assigned to a new, unannounced action-adventure title in pre-production: Prince of Persia: The Sands of Time.
RESPONSIBILITIES
PARKOUR
-
Designed and implemented player 3Cs, locomotion, parkour, and traversal system design.
-
Designed and implemented a complex targeted jump system, in similar veins to Assassin's Creed.
-
Planned for parkour metrics according to the legacy gameplay, and new animation requirements.
INGREDIENTS
-
Designed all parkour ingredients, interactable, and traps.
-
Tuned gameplay values in-editor to achieve intended player experience.
-
Guided level designers in implementing traversal systems and maintaining gameplay consistency.
Overall, designed and implemented over ~20 navigation and parkour states, alongside ~15 ingredients.
AI & GAMEPLAY SYSTEMS
-
Designed companion AI systems, including combat/non-combat behaviour states and interactions.
-
Farah.
-
-
Designed critter enemy archetypes aligned with combat design direction.
-
Sand Scarab, Vulture, Bats.
-
-
Developed level-specific solutions to improve combat and AI gameplay experience.
-
Defined voice states for AI reactions, dynamic interactions, and gameplay feedback.
UI / UX
-
Planned and implemented accessibility features aligned with Ubisoft standards.
-
Designed UI flow and wireframes (FTUE, controls, settings, save systems, etc.).
-
Designed console-first gameplay controls and ergonomics.
COLLABORATION
-
Created the master feature list for the full game.
-
Collaborated with combat, level design, and animation teams to ensure gameplay consistency.
-
Led feature presentations to align stakeholders and drive design decisions.
-
Mentored many interns while coordinating tasks and cross-disciplinary dependencies.
-
Analysed playtest data and iterated on gameplay systems accordingly.
-
Actively involved in bug fixing and prioritization through JIRA.
Following my involvement, development transitioned to another studio. The project was later cancelled.











