
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
WHAT MAKES MY EXPERIENCE UNIQUE?
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Core designer owning all 3C related features in pre-production.
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Expertise in developing 3C systems from scratch for an new IP.
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Developing while leveraging Scalar technology.
Technology Video
ROLE
DURATION
CALENDER
3C Game Designer
Ongoing
2021 October - Present
Unannounced New IP utilizing Scalar, a cloud-based technology led by Ubisoft Stockholm.
Ubisoft Stockholm leads the development on Ubisoft’s cloud-native technology Scalar that aims at changing the way games are made and played.
MY EXPERIENCE
TOOLS
Word
Miro
Excel
PowerPoint
Confluence
Photoshop
Outlook
Teams
JIRA
Perforce
More details will be updated in the future.
MY RESPONSIBILITIES
HIGH LEVEL
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Defined 3C and general gameplay pillars in collaboration with my lead.
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Planned 3C features for pre-production and at a high-level scope for the entire game.
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Planned gameplay and other general accessibility features according to the target audience.
FEATURE DESIGN
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Performed extensive feature research and benchmark analysis.
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This was done through the form of videos, mockups, mood boards, & text references.
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Authored 3C design documents, from high-level concepts to detailed specifications. Some eg;
- Gameplay Actions
- Control Systems
- Camera Systems
- System Design
- Ideation / Pitch
- Etc.
- Responsible for maintaining 3C and world / level metrics documentation
- Eg; Handling control scheme conflicts, camera states, etc.
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Developed in-engine feature prototypes utilizing scripting tools.
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Collaborated with cross-functional teams to integrate feature design's into the engine.
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Organize tasks and set priorities different deadlines.
ENHANCED WORK PROCESSES
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Created 3C team onboarding structure.
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Started 3C glossary documentation initiative.
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Created 3C team confluence documentation structure.
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Proposed a feature design approval process to leads, directors, and producers.
MISC.
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Conducted weekly 3C analysis sessions to collectively review other games with my team.
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Facilitated studio design meetings between Ubisoft Massive & Stockholm.
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Was an active participant in our senior leadership team's weekly playtest sessions.
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Managed 3C related bugs and tracked their resolution in JIRA.
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Supported few animation team mocap sessions.
REFERENCES
In case you want feedback about my work, feel free to contact:
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Aydin Afzoud, my mentor and a lead game designer at the studio (aydin.afzoud@ubisoft.com).