STARLINK: BATTLE FOR ATLAS
Designing PC specific gameplay controls and ergonomics.
Adapting console UI to mouse specific controls to improve PC experience.
Designing PC specific options (controls, UI, video, audio, and graphics).
Designing PC specific features (such as - control remapping, camera, ship physics, and tutorials).
Defining PC version requirements for the team and Quality Control department.
Analysing test data obtained, and performing 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 Design and UI / UX
3D, Third Person
Singleplayer / Cooperative
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 in Steam on April 30th 2019.
UI / UX
Before pitching the project to the main studio, I was overlooking testers and playtesting myself to observe and notice how the ergonomics, systems, and the navigation flow of the existing console version can be directly translated to PC.
After the approval of the proposal, I further fleshed out all the features proposed while maintaining communication with 10+ developers on their implementation consecutively.
At times, while keeping the main studio in communication, we had to consider complete system rewrites to convert already existing features on console to PC.
As things constantly kept progressing with us 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).
We at the end besides few minor features, added in challenges and leaderboards exclusive to PC. We also dwelled into addition of a new monetization system, but it never saw the daylight due to the project timeline, and marketing scope at hand.
All in all, the game was well appreciated by the community as a good port, and we successfully achieved everything we set out to do in the beginning of the project.
WHAT WENT RIGHT?
- Proposed a successful concept pitch to greenlight the project.
Gained valuable experience on PC market and production.
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 load of systems which go into place to build a AAA console project.
Good communication was maintained between all members of the team to immediately identify and clear-out dependencies.
WHAT TO IMPROVE?
Had difficulties in bouncing off solutions for design / tech problems while being the only designer in team.
Need to better handle pressure and crunch while being the solo designer.