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
WHAT MAKES MY EXPERIENCE UNIQUE?
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Core designer responsible for multiple features in a full production cycle.
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Worked on Anvil to develop and refine feature prototypes.
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Trained and managed multiple interns at once.
GAME SCREENSHOTS
TEAM
ROLE
TAGS
VIEW
PLAYERS
ENGINE
PLATFORM
DURATION
CALENDER
Ubisoft India
3C Game Design, AI, and UI / UX
Action-Adventure
3D, Third Person
Singleplayer
Anvil
PC and Consoles
2+ Years
2019 January - 2021 March
Embark on a journey as the Prince to save your kingdom from the treacherous Vizier in this fully remade classic.
Originally released in 2003, experience a classic action-adventure remake featuring parkour, combat, and puzzles - while following one of the most compelling narratives ever told with charismatic characters.
The project has been delayed until 2026.
MY EXPERIENCE
TOOLS
Anvil
Word
Excel
Visio
PowerPoint
Confluence
Photoshop
Outlook
Teams
JIRA
Perforce
While managing few remaining edge-cases on Starlink before release, I was transferred to work on a new unannounced action-adventure title in pre-production, the Prince of Persia: Sands of Time.
MY RESPONSIBILITIES
PARKOUR
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Player 3Cs, locomotion, parkour, and other traversal system design.
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Designed and implemented a complex targeted jump system.
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Planned for parkour metrics according to the old game, and new animation requirements.
INGREDIENTS
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Designed all parkour ingredients, interactables, and traps as per the new game direction.
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Tweaked values in-editor to derive intended gameplay experiences.
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Guided and handled a few LD ingredient implementations.
ENEMY
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Humanoid companion AI, and non-humanoid enemy design.
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Designed all critter enemies as per new combat design direction.
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Followed up with level-specific solutions to improve the combat gameplay experience.
COMPANION AI
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Designed all companion AI states.
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Followed up with level-specific solutions to improve the companion AI gameplay experience.
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Tweaked all companion AI combat & non-combat behaviors.
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Designed voice states for AI reactions, dynamic conversations, and gameplay feedback.
UI / UX
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Planned for accessibility features adhering to Ubisoft's accessibility first approach.
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Designed UI flow and wireframes (FTUE, controls, video, audio, and graphics).
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Designed a save system while following modern standards.
Beyond my responsibilities I also had my hands full with the following examples:
MISC.
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Planned and facilitated feature presentations to encourage discussions.
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Maintained communication between all managers, dependencies, and the game director to finalize implementations.
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Was actively following up with level designers to adhere to character, parkour, and ingredient metrics specified.
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Analyzed test data obtained, and performed focused tests to iterate on implementations.
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Was actively involved in bug fixing and following up on JIRA priorities.
Eventually Ubisoft Montreal took over production after I left the project. The game is scheduled to release in 2026.