Franck Fitrzyk

SENIOR/ LEAD GAME DESIGNER

Riders Republic

Technical Level Designer  •  Ubisoft Annecy  •  Open World Sports  •  PC / Console

Open World

Level Design

Systems

Riders Republic is a massive multiplayer sports playground where players explore and compete across a vast, seamlessly connected world.

Project Overview

My role focused on building the tools, workflows and design methodologies needed to support large-scale content production. I worked across procedural level design, quest creation, exploration features, documentation and team training, collaborating closely with game designers, level designers, programmers and technical artists.

I joined Riders Republic during its concept phase in July 2018 and worked on the project until alpha in January 2020.

In the World

My Work

⌘

PROCEDURAL CONTENT TOOLS

◉

QUEST EDITOR & FLOW EDITOR, CONTENT PIPELINE

⌘

TECHNICAL DOCUMENTATION & TEAM TRAINING

◉

EXPLORATION CONTENT PREFABS

RATIONAL LEVEL DESIGN

Design Challenge

Turning complex systems into production-ready tools.

◎

▱

Road-generation tools, for example, had to combine procedural generation with rational level design rules while still allowing designers to manually edit the resulting layouts. At the same time, inherited tools such as the Quest Editor had to be adapted to the specific workflows and content requirements of Riders Republic.

◈

My work sat at the intersection of design intent, technical constraints and production usability.

Key Learnings

△

Production scalability requires methodical knowledge sharing

Introducing new tools is not finished when they technically work. Documentation, templates, tutorials, training and ongoing support are essential to turn a prototype into a production workflow.

⌘

Willing to generate everything is madness.

⚖

Tools are part of the design

A powerful system is only useful if designers can understand, control and iterate with it. Designing the workflow and usability of a tool is therefore as important as designing its underlying rules.

⌁

Looking for a designer who can bridge systems, content and player experience?