
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!
PROFESSIONAL PROJECTS
Owner of 3Cs, skills, enemy design, and overall combat gameplay experience for a PvEvP extraction title.
NIGHTHOLME
STUDIO ELLIPSIS - FUNPLUS
Combat Game Designer
2026
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Audited 3Cs and combat systems to identify high-impact, low-cost improvements.
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Led a major gameplay descoping exercise to ensure timely Closed Beta & Early Access delivery.
Owned core gameplay systems for a new action IP, spanning both high-level strategy and detailed design execution.
UNANNOUNCED ACTION IP
UBISOFT STOCKHOLM
3C Game Designer
2021-2026
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Established 3C pillars and gameplay standards in collaboration with design leadership.
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Architected core gameplay systems, such as full locomotion system.
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Developed and iterated on gameplay prototypes using Snowdrop scripting tools.
Part of a specialized 3C strike team focused on improving gameplay systems for a PvEvP survival shooter.
THE DIVISION: HEARTLAND
UBISOFT REDSTORM (CO-DEV)
3C Game Designer
2023
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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. -
Tuned gameplay feel through direct in-engine balancing, iteration, and bug fixing in Snowdrop.
Contributed to the foundational phase of a large-scale open world IP, with a focus on player control systems.
UNANNOUNCED OPEN-WORLD IP
UBISOFT REFLECTIONS (CO-DEV)
3C Game Designer
2021
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Designed and implemented PC-specific control systems and input conditions.
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Defined scalable input guidelines to ensure a consistent experience across multiple input devices.
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Established gameplay control accessibility standards for the project.
Owned and modernized the parkour gameplay experience while respecting the DNA of the original 2003 masterpiece.
POP: THE SANDS OF TIME
UBISOFT INDIA
3C, AI, and UX Designer
2019–2021
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Designed and implemented player 3Cs, including locomotion, parkour, and level design ingredients.
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Designed companion AI and non-humanoid enemy design.
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Planned accessibility features aligned with Ubisoft standards.
Led a team of over 15 developers for the PC version, focusing on controls, UX, and platform-specific features.
STARLINK: BATTLE FOR ATLAS
UBISOFT TORONTO (CO-DEV)
3C and UX Designer
2018–2019
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Designed and implemented PC-specific control systems, cameras, ship physics, and gameplay features.
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Defined platform-specific options across gameplay, controls, UI, audio, and graphics.
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Translated console UX to mouse and keyboard for improved usability and responsiveness.
Owned PvP systems, live content, and core progression features for a midcore mobile racing game.
TRIALS: FRONTIER
UBISOFT INDIA
Junior Game Designer (Live Ops / PvP)
2018–2019
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Designed and delivered recurring monthly PvP content.
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Created PvP LTEs, seasonal events, and team activities.
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Designed matchmaking to better support team-based play.
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Balanced rewards to drive engagement and monetization.
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Leveraged live analytics to inform design decisions and improve player retention.
Took ownership of live content and feature updates for a casual competitive match-3 title during its transition to a mid-core design model.
BEJEWELED BLITZ
ELECTRONIC ARTS
Intern Game Designer (Live Ops)
2017
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Designed and delivered daily, weekly, and monthly content.
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Created LTEs and seasonal events to drive engagement.
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Designed core gameplay mechanics (e.g. Boosters).
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Continuously analysed community feedback and highly engaged player behaviour.
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Implemented features directly in the proprietary engine.
UNIVERSITY PROJECTS
TAGS
VIEW
PLAYERS
ENGINE
PLATFORM
TEAM MEMBERS
DURATION
THE_GAME
RUBIKA
Lead Game Designer
2017–2018
Puzzle, Adventure
3D, Third Person
Singleplayer
Unreal Engine 4
PC
5
1 Year (Graduation)





















