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UNANNOUNCED PROJECT

PROJECT DESCRIPTION

PROJECT HIGHLIGHTS

  • Owned all 3C pillars, systems, and core gameplay features.

  • Led high-level planning and detailed 3C design execution.

  • Actively scripted and tested key gameplay prototypes.

TECHNOLOGY VIDEO

STUDIO
TEAM SIZE

ROLE
TAGS                    VIEW                     PLAYERS                 ENGINE                 PLATFORM              DURATION
CALENDER
Ubisoft Stockholm
~150 (At Peak)

3C Game Design
Action, New IP
NDA
NDA
Snowdrop
NDA           
3+ Years
2021 October - 2026 January

Unannounced new action IP built using Scalar, a cloud-based technology led by Ubisoft Stockholm.

MY EXPERIENCE

TOOLS

Word
Miro
Excel

PowerPoint
Confluence
Photoshop
Outlook
Teams
JIRA
Perforce

MY RESPONSIBILITIES​

YEAR 1: HIGH LEVEL 

 

Focused on addressing latency challenges inherent to cloud-enabled gameplay systems.

  • Defined 3C and general gameplay pillars in collaboration with my lead.

  • Planned 3C features for pre-production and at a high-level scope for the entire game.

  • Planned gameplay and other general accessibility features according to the target audience. 

  • 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".

YEAR 2: FEATURE DESIGN & IMPLEMENTATION

Focused on designing and implementing core gameplay systems.

  • Authored 3C design documents, from high-level concepts to detailed specifications.

    • Eg; Locomotion, actions, combat, ranged weapons, tools, etc.

  • Collaborated with cross-functional teams to integrate feature design's into the engine.

  • 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.

YEAR 3: TECH EXPLORATIONS

Focused on exploring and validating core gameplay systems & feedback loops.

  • Developed multiple in-engine feature prototypes utilizing scripting tools.

    • Eg; Player actions, weapons, tools, AI behaviors, etc. ​

YEAR 4: LONG RANGE TRAVERSAL 

  • Designed and implemented long range traversal options.​​

 

ADDITIONAL CONTRIBUTIONS:

    ENHANCED WORK PROCESSES

  • Created a structured 3C team onboarding process.

  • Initiated and maintained a 3C glossary to standardize terminology across teams.

  • Designed the 3C Confluence documentation structure.

  • Proposed a formal 3C feature design approval process to leads, directors, and producers.

    MISC.

  • Led weekly 3C analysis sessions, reviewing and dissecting other games with the team.

  • Facilitated cross-studio design meetings between Ubisoft Massive and Ubisoft Stockholm.

  • Actively participated in senior leadership weekly playtest sessions.

  • Managed and tracked 3C-related bugs and priorities in JIRA.

  • Supported multiple animation team mocap sessions.

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