Worked on Rainbow Six Siege for 12 seasons, as part of the Onboarding cell. Founded the cell alongside UX Design and Production, defining its vision, roadmap and intention to stakeholders.
I participated in every feature from our mandate: Tutorials, FTUX Flow, Beginner Challenges and AI Playlist, plus support to Ubisoft Shanghai’s features Shooting Range and Map Training.
Beginner Challenges
A progression system that aims to help newcomers learn the various Operator specialties and what they contribute to a match. By completing challenges, players can earn a variety of rewards, including Operators of each specialty.
I designed the system, content, and balancing, creating a tool to automate it and followed up its performance with analytics. I also took over content implementation, creating the pipeline and mentored Technical Design to take over these responsibilities.
Tutorials and FTUX Flow
Siege required a brand new first time user experience, as its previous one was not considered to be smooth enough to onboard new players. A new flow was created alongside 3 new tutorials (Basics, Defend and Attack) that explained the core concepts and experience to newcomers.
I designed the Tutorials system/elements, and its content (pacing, learning, objectives…), originally conceiving those in several in-engine prototypes. I was the feature vision holder, having to coordinate other teams such as UX, UI, Tech, Level Design/Art, Narrative, Realization, Animation and VFX.
AI Playlist and Help Systems
Game mode in which newcomers can secure and extender their knowledge in a controlled match environment against Operator bots. These bots replicate Player behaviors using mixed ML and GOAP frameworks.
I designed the AI strategy and behaviors (FSM) iterating it with the AI team. On the playlist side, designed several help systems to support the newcomer experience, and created different
difficulty modes and balanced them.
Shooting Range
Feature that allows players to test out and compare the different weapons used by Operators. It also lets players hone their shooting skills within it. The Shooting Range has three firing lanes: Recoil, Damage and Aiming.
I designed the Aiming lane mini-game and behavior, alongside other update proposals. Helped with the intradiegetic panel design. Gave feedback to the Ubisoft Shanghai’s in-house design and implementation team.
Map Run
Feature designed for players to get acquainted with in-game navigation and maps, with different game modes (Landmark Drill, Target Drill, Endless Drill)
I designed the original concept and game mode rules (cameras, go to location, drone navigation, time-attack) Gave feedback to the Shanghai team first-hand.
Worked on Rainbow Six Siege for 12 seasons, as part of the Onboarding cell. Founded the cell alongside UX Design and Production, defining its vision, roadmap and intention to stakeholders.
I participated in every feature from our mandate: Tutorials, FTUX Flow, Beginner Challenges and AI Playlist, plus support to Ubisoft Shanghai’s features Shooting Range and Map Training.
Beginner Challenges
A progression system that aims to help newcomers learn the various Operator specialties and what they contribute to a match. By completing challenges, players can earn a variety of rewards, including Operators of each specialty.
I designed the system, content, and balancing, creating a tool to automate it and followed up its performance with analytics. I also took over content implementation, creating the pipeline and mentored Technical Design to take over these responsibilities.
Tutorials and FTUX Flow
Siege required a brand new first time user experience, as its previous one was not considered to be smooth enough to onboard new players. A new flow was created alongside 3 new tutorials (Basics, Defend and Attack) that explained the core concepts and experience to newcomers.
I designed the Tutorials system/elements, and its content (pacing, learning, objectives…), originally conceiving those in several in-engine prototypes. I was the feature vision holder, having to coordinate other teams such as UX, UI, Tech, Level Design/Art, Narrative, Realization, Animation and VFX.
AI Playlist and Help Systems
Game mode in which newcomers can secure and extender their knowledge in a controlled match environment against Operator bots. These bots replicate Player behaviors using mixed ML and GOAP frameworks.
I designed the AI strategy and behaviors (FSM) iterating it with the AI team. On the playlist side, designed several help systems to support the newcomer experience, and created different
difficulty modes and balanced them.
Shooting Range
Feature that allows players to test out and compare the different weapons used by Operators. It also lets players hone their shooting skills within it. The Shooting Range has three firing lanes: Recoil, Damage and Aiming.
I designed the Aiming lane mini-game and behavior, alongside other update proposals. Helped with the intradiegetic panel design. Gave feedback to the Ubisoft Shanghai’s in-house design and implementation team.
Map Run
Feature designed for players to get acquainted with in-game navigation and maps, with different game modes (Landmark Drill, Target Drill, Endless Drill)
I designed the original concept and game mode rules (cameras, go to location, drone navigation, time-attack) Gave feedback to the Shanghai team first-hand.