Gwen’s Getaway
I was selected from Ubisoft Abu Dhabi to join a co-development initiative with Ubisoft RedLynx, contributing to Gwen’s Getaway as a UI Programmer. My responsibilities focused on building and maintaining live-ops–driven UI systems, including the Battle Pass, Event Pass, mini-event interfaces, and various in-game overlay systems.
The UI architecture was designed to support scalable content updates, enabling rapid iteration for seasonal and time-limited events. I worked closely with designers, artists, and backend teams to implement data-driven UI flows, ensuring seamless integration of gameplay telemetry, rewards progression, and monetization elements. My work emphasized performance, responsiveness, and usability.
The game was soft-launched in selected territories, allowing the team to gather real-world player data and evaluate retention, engagement, and monetization KPIs. While the results showed strong indicators and were close to meeting full global launch thresholds, the project was ultimately sunset after not fully achieving its target KPIs.