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Joined: January 2023

Left: April 2025

Role: Senior Technical Designer

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I joined Ubisoft Reflections for a step up in responsibility, relocating to Newcastle-upon-Tyne to work on-site. As a Technical Designer on an internal AAA third-person open-world project, I split my time between gameplay work, building new tooling for the team, and diagnosing technical issues in both gameplay systems and the Anvil engine itself.

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The project was halted in 2025, and my role was affected by the studio-wide layoffs that followed. While waiting for my role to end, I built a personal UE5 project to sharpen my skills and explore ideas around modular gameplay systems.

Timeline Of Projects

Unannounced Open-World Project

(2023-2025)

Personal R&D Unreal Project

(2025)

Non-Shipped Project Experience

Level Design

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  • Led workflow development for Level Design engine usage (guide them in tools, develop solutions for slowdowns etc,)

  • Created modular gameplay block system for LDs to create simple plug n' play gameplay

  • Creation of multi-step set-piece events​

    • Allow steps to be completed in multiple orders​

    • Telegraphing of outcomes​​

    • NPC awareness

    • Modular breakup of implementation

    • Puzzle design​​

UX Development​​

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  • AI injection (spawning) tool design​​

    • Visual layout​

    • Workflow behaviour

    • Engine limitations

  • Internal gameplay scripting tool development​

    • Active testing through development usage

    • Direct contact for system

    • Constant iteration with engineers

    • Minor C++ tweaks​

Personal Project​​

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  • AI task scheduling & time of day

  • Modular world building systems (stats, smartobjects, GAS etc.)

    • Idea is that you can build a world like Skyrim, but give every NPC an actual job​

    • Then player influence becomes natural (i.e. kill a farmer = their village starves)

  • Modular behaviour trees​

  • LinkedIn

© 2026 by Rob Green - All trademarked materials by their respective owners.

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