
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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Led a team of over 15 developers for the PC version, focusing on controls, UX, and platform-specific features.
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My first AAA console project credit.
PROJECT SCREENSHOTS
STUDIO
TEAM SIZE
ROLE
TAGS
VIEW
PLAYERS
ENGINE
PLATFORM
DURATION
CALENDER
Co-Dev w/ Ubisoft Toronto
~20
3C Game Design and UI / UX
Open-World, Simulation
3D, Third Person
Singleplayer / Cooperative
Snowdrop
PC
7 Months
2018 October - 2019 April
Lead a group of interstellar pilots dedicated to free the Atlas Star System from Grax and the Forgotten Legion.
Experience an open-world simulation where the game world is always active and awaiting dangers for the players to face and defeat.
Focusing on the PC Port of the release, the project was published on Steam on April 30th 2019.
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EXPERIENCE
TOOLS
Snowdrop
Word
Excel
Visio
PowerPoint
Confluence
Photoshop
Outlook
Teams
JIRA
Perforce
After delivering a successful concept pitch to greenlight the co-dev project, I fleshed out all the features working closely with Ubisoft Toronto to define and deliver the PC version of the game.
RESPONSIBILITIES
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Designed and implemented PC-specific ship control systems, cameras, ship physics, and gameplay features.
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Designed and tuned camera states to support support dynamic FOV options.
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Translated console UX to mouse and keyboard for improved usability and responsiveness.
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Defined platform-specific options across gameplay, controls, UI, audio, and graphics.
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Used playtest data and A/B testing to validate and refine control schemes and UX decisions
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Implemented keyboard localization in collaboration with the Ubisoft Localization team.
EXAMPLE CASE STUDY
While developing the PC version of Starlink, we had an interesting challenge to solve...
The Right Analog Stick not only controlled the camera, but also the ship rotation speed.
Because analog input is gradual, the ship naturally rotated smoothly toward the camera direction.
With mouse input, however, players could rapidly snap the camera across large distances instantly, which produced unstable and overly reactive ship movement.
To preserve the intended gameplay feel between two platforms, we implemented rotational clamps and dampening values to better emulate the smoothness of the original console experience.













