RAINBOW SIX:SIEGE
GD
June 2023 ~ Present
Company
Ubisoft
Tools used
Microsoft Office, Jira, Confluence, Tableau, Power Bi.
Contribution
Designed and documented playlist features, seasonal updates, new arcades and experimental game modes.
Selected Work
Feature Type: New experimental playlist & LiveOps event
Released: January 2026 (Y10S4 Operation: Tenfold Pursuit).
Testing Grounds:
Armor & Speed
Feature Type:
New experimental playlist & LiveOps event
Released:
January 2026
(Y10S4 Operation: Tenfold Pursuit).
Testing Grounds is a temporary playlist created to test core gameplay changes directly within the live game version. Armor & Speed was the first experimental event launched within this playlist.
Challenge
The existing Test Server requires a separate download and is unavailable on consoles, limiting participation primarily to PC players. While effective for identifying critical issues in a short pre-release window, it offers limited opportunity to assess player sentiment or iterate on core gameplay changes. The team needed a way to test systemic changes with a broader audience and strengthen engagement with the live community.
Solution
We introduced Testing Grounds, a temporary and opt-in playlist within the live game, addressing both accessibility and reach. The first event, Armor & Speed, allowed players to experiment with configurable armor profiles that adjusted operator health and movement speed, creating meaningful trade-offs while preserving competitive balance and defined constraints.
Outcome
Testing Grounds and the Armor & Speed event increased engagement across platforms and generated a high volume of player feedback, showing that the community understood and embraced the new core mechanic, while the playlist also proved to be an effective LiveOps tool for testing and delivering experimental content.
My Contributions
Designed a flexible, scalable system applicable to 74+ operators while preserving role clarity, gameplay identity, and character feel.
Collaborated closely with Core Gameplay and Balancing teams to define health and speed boundaries so that these remain impactful, readable, and strategically fair.
Authored documentation for early prototypes and coordinated internal playtests to support rapid iteration during the conception phase.
Delivered design documentation and supported cross-team knowledge transfer for system longevity.
Designed in-game challenges to reward player engagement and time invested during the event.
Partnered with the Research team to design player surveys and gather structured community feedback on the event.
Feature Type: Round-based competitive drafting system.
Released: June 2025 (Y10S2 Operation: Daybreak).
Operator Ban Rework
Feature Type:
Round-based competitive drafting system.
Released:
June 2025
(Y10S2 Operation: Daybreak).
With the release of Year 10 Season 2 (Siege X), we overhauled the long-standing operator ban system transitioning from a static structure where bans were decided before the match, to a flexible system that allowed teams to adapt their strategy every round.
Challenge
The previous operator ban system was static and triggered before match start, leading players to focus on banning frustrating operators rather than strategic decisions. This limited tactical depth made it difficult to influence match outcomes dynamically and resulted in a stale ban meta.
Solution
After several iterations, we adopted a bold approach and the system was redesigned to provide players with more data, enabling informed ban choices during matches by placing the banning system in between each round of the match flow, and playtests showed that this version was not only more fun and engaging, but also effective at disrupting enemy team strategies.
Outcome
The new system has been praised by the community and changed completely the game’s meta, moving from frustration-based bans to meaningful key-role denials. It increased strategic depth, encouraged adaptive play, and provided designers with richer insights for future operator balance.
My Contributions
Explored early proposals and researched and benchmarked competitor banning systems.
Authored documentation for early prototypes and coordinated internal playtests to support rapid iteration during the conception phase.
Produced final design documentation and facilitated cross-team knowledge sharing to support long-term system reuse.
Feature Type: Arcade game mode rework
Released: June 2024 (Y9S2 Operation: New Blood).
Arcade Game Mode: Attrition
Feature Type:
Arcade game mode rework
Released:
June 2024 (Y9S2 Operation: New Blood).
Attrition, a temporary arcade game mode, was a twist on the standard bomb mode; whenever a team won a round, the five operators they used were banned from the match.
Challenge
With the operator pool growing from 56 to 73, the original Attrition rules made it harder for players to feel the impact of bans during matches, reducing the intended strategic tension.
Solution
To make Attrition more unpredictable and engaging, we revamped the game mode rules. Before the first round, five attackers and five defenders were randomly removed from the match for both teams. After that, any operator selected in a round was removed from the next round for both teams. Teams also swapped roles each round to balance attacker and defender play.
Outcome
The mode added significant strategic depth and increased pressure on players, turning each match into a dynamic puzzle that encouraged creative decision-making. The mode was well-received by the community, with players praising its unpredictability and the fresh challenges it brought to core Siege gameplay.
My Contributions
Redefined the match rules and ban system to increase tactical tension and player decision-making.
Authored documentation for early prototypes and coordinated internal playtests to support rapid iteration during the conception phase.
Delivered design documentation and supported cross-team knowledge transfer for system longevity.
Designed in-game challenges to reward player engagement and time invested during the event.
Feature Type: Preparation Phase Level Design
Released: August 2023 (Y8S3 Operation: Deep Freeze).
Quickmatch 2.0 PreSetups
Feature Type:
Preparation Phase Level Design
Released:
August 2023 (Y8S3 Operation: Deep Freeze).
Towards the end of Year 8, the team released a set of updates for the Quickmatch playlist, speeding up and streamlining match flow while adding protections for attackers and other quality-of-life improvements.
Challenge
Quickmatch 2.0 reduced the preparation phase to speed up matches, increasing pressure on defenders who had less time to reinforce sites and create rotations. This risked frustration and a higher execution barrier, particularly for less experienced players.
Solution
To balance the shorter prep phase, we designed minimal pre-setups for every bombsite across all 24 maps, with two setups per site. These included pre-reinforced critical walls and pre-destroyed rotations, reducing repetitive tasks while preserving strategic flexibility. The setups were iterated season over season using player feedback and data.
Outcome
The pre-setups improved match pacing and reduced friction during preparation, allowing defenders to focus more quickly on gameplay. The system also supported player learning and remained effective through ongoing live updates and iteration.
My Contributions
Designed minimal pre-setups for all 24 maps, including critical wall reinforcements and rotation destruction.
Iterated setups based on player feedback and game data to optimize efficiency and learning curve.
Delivered design documentation and supported cross-team knowledge transfer for system longevity.
Seasonal Maintenance
Feature Type:
LiveOps & update management
Released:
13 Seasons since Y8S2 (Operation: Dread Factor).
Every three months, we reviewed all new features, rule changes across playlists and game modes, map pre-setup adjustments, arcade spawnpoint adjustments, and map pool rotations, preparing documentation and patch notes to ensure accurate in-game and external communication and support cross-team alignment.
Feature Type: LiveOps & update management
Released: 13 Seasons since Y8S2 (Operation: Dread Factor).



