
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 all 3C pillars, systems, and core gameplay features.
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Led high-level planning and detailed 3C design execution.
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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.
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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.
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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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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.
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Authored 3C design documents, from high-level concepts to detailed specifications.
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Eg; Locomotion, actions, combat, ranged weapons, tools, etc.
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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.
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Developed multiple in-engine feature prototypes utilizing scripting tools.
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Eg; Player actions, weapons, tools, AI behaviors, etc.
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YEAR 4: LONG RANGE TRAVERSAL
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Designed and implemented long range traversal options.
ADDITIONAL CONTRIBUTIONS:
ENHANCED WORK PROCESSES
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Created a structured 3C team onboarding process.
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Initiated and maintained a 3C glossary to standardize terminology across teams.
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Designed the 3C Confluence documentation structure.
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Proposed a formal 3C feature design approval process to leads, directors, and producers.
MISC.
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Led weekly 3C analysis sessions, reviewing and dissecting other games with the team.
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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.
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Managed and tracked 3C-related bugs and priorities in JIRA.
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Supported multiple animation team mocap sessions.

