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STARLINK: BATTLE FOR ATLAS

PROJECT DESCRIPTION

 

MY RESPONSIBILITIES​

  • Designed PC specific gameplay controls.

  • Adapted console UI to mouse specific controls to improve the PC experience.

  • Designed PC specific options (controls, UI, video, audio, and graphics).

  • Designed PC specific features (such as - control remapping, camera states, ship physics, and tutorials).

  • Analyzed test data obtained, and performed focused tests inclusive of A/B testing to iterate on implementations.

  • Handled keyboard localization implementations with support from Ubi Localization Team.

WHAT MAKES THE PROJECT UNIQUE?

  • Modern ship 3C design.

  • Active world simulation.

  • PC specific controls & UI / UX.

WHAT MAKES MY EXPERIENCE UNIQUE?

  • Codev experience with Ubisoft Toronto.

  • Single game designer managing everything from Ubisoft Pune (among a team of 10+ developers).

  • First experience on a console title.

GAME SCREENSHOTS

TEAM
ROLE

TAGS                     
VIEW                       
PLAYERS                   
ENGINE                   
PLATFORM    
             
DURATION

CALENDER
Co-Dev w/ Ubisoft Toronto
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.

1200px-Ubisoft_2017.svg.png

MY EXPERIENCE

Before pitching the project to the main studio, I was overlooking testers and playtesting the game myself to observe the ergonomics and gameplay systems on the existing console version.

 

After the approval of the proposal, I further fleshed out all the features proposed while maintaining communication with 10+ developers on their implementations consecutively.

At times, while keeping the main studio in communication, we had to consider complete system rewrites to convert already existing features from console to PC.

DEPENDENCIES

Character Systems Control Systems
Camera Systems
Feature Design
Localization
Monetization
UI / UX























 

TOOLS

Snowdrop
Word
Excel
Visio
PowerPoint
Photoshop
Outlook
JIRA

As we kept progressing, while we were ironing out the edge cases encountered, we also had the opportunity to work on new systems and features (like PC control additions, PC exclusive gameplay additions, and monetization).

 

At the end, we also added in challenges and leaderboards exclusive to PC. We dwelled into the addition of a new monetization system, but it never saw the light of day due to the project timeline and marketing restrictions.

All in all, the port was well appreciated by the community, and we successfully achieved everything we set out to do at the beginning of the project. 

PERSONAL COMMENTS

  • Made a successful concept pitch to greenlight the project.
  • Gained valuable PC production experience.

  • The game was critically lauded for all the PC features planned and implemented.

  • Experienced the role of a production manager while handling feature planning and implementations.

  • It was enlightening to learn about the amount of systems it takes to build a AAA console project.

  • Good communication was maintained between all members of the team to immediately identify and clear out dependencies.

BLOG POST - ADAPTING AN FOV OPTION FOR STARLINK
Starlink’s dynamic FOV camera states might have created unintended accessibility issues.
Here's how we implemented the FOV option on Starlink while accommodating all problem statements. 

Let's Connect!

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