
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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Owned core gameplay systems for a new action IP, spanning both high-level strategy and detailed design execution.
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Established and owned 3C pillars and gameplay standards in collaboration with design leadership.
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Architected core gameplay systems, such as a full locomotion system.
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Developed and iterated on gameplay prototypes using Snowdrop scripting tools.
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Standardized the studio’s 3C design workflow, including terminology and documentation structure.
TECHNOLOGY VIDEO
STUDIO
TEAM SIZE
ROLE
TAGS ENGINE DURATION
CALENDER
Ubisoft Stockholm
~150 (At Peak)
3C Game Design
Action, New IP
Snowdrop
3+ Years
2021 October - 2026 January
Unannounced new action IP built using Scalar, a cloud-based technology led by Ubisoft Stockholm.
Powered by Ubisoft’s Snowdrop engine. As per prior job descriptions, the project may feature combat, traversal, encounter systems, heavy procedural systems or world sizes with “unprecedented freedom and scale” that were previously impossible.
EXPERIENCE
TOOLS
Word
Miro
Excel
PowerPoint
Confluence
Photoshop
Outlook
Teams
JIRA
Perforce
RESPONSIBILITIES
HIGH LEVEL
Focused on addressing latency challenges inherent to cloud-enabled gameplay systems.
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Defined core 3C pillars and gameplay direction in collaboration with design leadership.
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Planned 3C features from pre-production through long-term production scope.
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Established accessibility goals and gameplay standards aligned with target audience needs.
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Performed extensive feature research and benchmark analysis.
- This was done through the form of videos, mockups, mood boards, & text references.
During this phase, I was primarily focused on validating core gameplay prototypes in close collaboration with engineers. I focused on addressing questions such as "how to make player actions and combat feel responsive despite latency constraints".
We were also playing with experimental world tech, so it was quite hard to ensure camera and character animation behaviour remained stable across complex geometry.
FEATURE DESIGN & IMPLEMENTATION
Focused on designing and implementing core gameplay systems.
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Architected core gameplay systems, from high-level concepts to detailed specifications.
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Eg; Locomotion, actions, combat, ranged weapons, tools, etc.
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With a specialized 3C team, we were able to rapidly develop core gameplay systems, including building a full locomotion system from the ground up in under three months.
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Standardized the studio’s 3C design workflow, including terminology and documentation structure.
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Supported animation pipelines, including participation in mocap sessions
- Responsible for maintaining 3C and world / level metrics documentation.
- Eg; Handling control scheme conflicts, camera states, etc.
Also participated in a strike team assignment contributing to the The Division: Heartland.
TECH EXPLORATIONS
Focused on exploring and validating core gameplay systems & feedback loops.
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Developed and iterated on core gameplay prototypes using Snowdrop scripting tools.
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Eg; Player actions, weapons, tools, AI behaviors, etc.
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Designed and implemented long range traversal options.
ADDITIONAL CONTRIBUTIONS:
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Standardized the studio’s 3C design workflow, including terminology and documentation structure.
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Led weekly 3C analysis sessions, reviewing and dissecting gameplay systems from other titles.
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Facilitated cross-studio design meetings between Ubisoft Massive and Ubisoft Stockholm.
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Actively participated in senior leadership weekly playtest sessions.

