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!
PvP content design accounting for monthly updates.
Reward balancing to encourage engagement and monetization.
Revamp matchmaking design to account for more social interactions.
Event design and UI / UX for PvP, and an Halloween update.
PvP design and social game mechanics for a core game update.
Narrative design for both Trials Frontier and Rayman Adventures.
Collaborating with Data Analysts to review data for improving future updates.
WHAT MAKES MY EXPERIENCE UNIQUE?
Once again took over the live-ops squad completely.
Active participant while still being an intern.
Worked on other studio titles such as - Rayman Adventures & Starlink: Battle For Atlas.
Midcore, Adventure, Racing
Singleplayer / Multiplayer
2018 July - October
A level based midcore racing game where the objective of the player is to keep progressing on a saga map while collecting and upgrading bike parts to continue being competent enough to complete the levels of the game.
Despite the retention, durables, and progression, the game also involves asynchronous multiplayer which incites the inherent human will to compete and beat others through skill.
And besides the mentioned, the game mainly monetizes on monthly content, weekly sales, and limited event currencies.
UI / UX
I was directly managing the PvP content for Trails: Frontier, and irrespective of my assigned status, I was also handling the events and feature design of the game at side as well.
My work mainly entailed in handling - PvP rewards, live analytics, balancing, monetization design, retention design, multiplayer feature design, matchmaking design, narrative design, multiple revamp feature design, and UI / UX.
My work on Trials particularly helped me a lot in understanding how a game community functions, and how to keep control of the game's content and the meta to stand against the project's competition.
But while following my enthusiasm, I also explored work processes on Rayman Adventures and Starlink: Battle For Atlas - from which due to the management requirements, I got completely assigned to continue to work full-time on Starlink: Battle For Atlas.
In case you want feedback about my work, feel free to contact:
Rohit Suvarna, senior game design mentor assigned for my internship (firstname.lastname@example.org).
WHAT WENT RIGHT?
Gained valuable experience on handling multplayer systems.
Learned a lot on handling community effectively to better drive for player engagement.
Crafted new characters, and updated existing characters narrative according to overarching lore.
WHAT TO IMPROVE?
Need to better find creative ways to deal with problems at hand while low on budget.
Need to better deal with crunch and pressure while working on multiple projects at once.