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Steep by Ubisoft Annecy

Level Designer

Platform: PlayStation 4, Xbox One, Microsoft Windows

Duration: October 2017 - June 2019

  • I joined Steep in October 2017 as a Level Designer by qualifying a test from Ubisoft Annecy. My responsibilities included creation of challenges and community challenges. I joined the team during the development of Japan expansion.

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  • I was able to contribute by making two challenges for the expansion. They were "All in One" and "Dam and Retry".

 

  • After that I successfully completed the offline training from Ubisoft Annecy on How Level Designers and Level Artists collaborate with each other. This training taught me how LDs and LAs work together on the same race or challenge.

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  • Later I was shifted to X-Games production team

 

  • Afterwards I visited Ubisoft Annecy for Training, Knowledge Transfer and to understand the pipeline for the next production mandate. I  was trained on the overall vision of the expansion, dos and don'ts, scope of the expansion and the pipeline to follow. I got to know how AAA production works, the pressure associated with it and the scope of a AAA game.

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  • Right after the trip i started my research on gameplay ideas and gameplay ingredients based on the vision provided by Ubisoft Annecy.

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  • I was in-charge of the two main slopestyle races of the expansion.

  • I also helped in the development of Big-Air and Half-pipe events.

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  • I was also conducting a call on a daily basis with the Lead Level Designer to ensure proper communication flow across the two studios.

  • For the slopestyle races i designed the following:-

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  1. Overall race flow

  2. Overall difficulty flow

  3. Node by node gameplay design

  4. RLD to ensure proper difficulty and gameplay distribution.

  5. Variety Matrix for fun and memorable variations.

  6. Atomic parameters to ensure difficulty is targeted on the correct parameters.

  7. Proper scoring and medals after the race is fully functional.

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  • Once my design was approved from Ubisoft Annecy, I started making basic collision for the race ingredients with the help of Level Artists in my team. Later the collisions were finalized by the 3D artists that I used in my races.

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Checkout the X-Games pass trailer.

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Checkout this video featuring "Mega Slopestyle Park" played by "Steep Steep".

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