Anja Schiffner

Lead Technical Designer

About me

Welcome, my name is Anja Schiffner and I’m a Lead Technical Designer at Ubisoft Reflection (UK). 

Over the years, I have gathered quite a range of experience and knowledge being a Technical Designer in a handful of different projects and technical environments. Prior to working in the games industry, I was also a network programmer and in my free time, I enjoy various interests like illustrating, design, movies, architecture, and of course Video Games.

Engines: Multiple in-house engines of the studios I worked in, Unreal Engine 4, Creation Kit, Unity

Programming: Visual Scripting, Angel Script,  Python, Pearl, and basic levels of C++, C#, 

Software: Visual Studio, Adobe Photoshop, Adobe Illustrator, Perforce, Plastic, 3Ds Max, etc. 

  • The Architectural Imagination, 2018, Certificate
  • A Global History of Architecture, 2016, Certificate
  • Vernacular Architecture in Asia (Part 2), 2016, Certificate
  • Vernacular Architecture in Asia (Part 1), 2015, Certificate
  • Roman Architecture, 2015, Certificate
  • Project Manager, 2011

About me

Welcome, my name is Anja Schiffner and I’m a Lead Technical Designer at Ubisoft Reflection (UK). 

Over the years, I have gathered quite a range of experience and knowledge being a Technical Designer in a handful of different projects and technical environments. Prior to working in the games industry, I was also a network programmer and in my free time, I enjoy various interests like illustrating, design, movies, architecture, and of course Video Games.

Engines: Multiple in-house engines of the studios I worked in, Unreal Engine 4, Creation Kit, Unity

Programming: Visual Scripting, Angel Script,  Python, Pearl, and basic levels of C++, C#, 

Software: Visual Studio, Adobe Photoshop, Adobe Illustrator, Perforce, Plastic, 3Ds Max, etc. 

  • The Architectural Imagination, 2018, Certificate
  • A Global History of Architecture, 2016, Certificate
  • Vernacular Architecture in Asia (Part 2), 2016, Certificate
  • Vernacular Architecture in Asia (Part 1), 2015, Certificate
  • Roman Architecture, 2015, Certificate
  • Project Manager, 2011

Portfolio

Divison2_logo

Technical Designer
Mar 2019 - Mar 2020

  • Genre: Third Person Cover Shooter
  • Live Content Release(s): Jul 2019, Feb, 2020, Mar 2020
  • Studio: Ubisoft Reflections, Newcastle (United Kingdom)
  • Engine: Snowdrop

Spellforce 3
Soul Harvest

Tech. Level Designer
Dec 2017 - Mar 2019

  • Genre: RPG/RTS
  • Release: May 2019
  • Studio: Grimlore Games, Munich (Germany)
  • Engine: Internal

Spellforce 3

Tech. Level Designer
Jul 2014 - Dec 2017

  • Genre: RPG/RTS
  • Release: Dec 2017
  • Studio: Grimlore Games, Munich (Germany)
  • Engine: Internal

Enderal -
The Shards of Order

Level Design, Volunteer
Mar 2014 - Apr 2016

  • Genre: RPG
  • Release: Jul 2016
  • Studio: SureAI, Munich (Germany)
  • Modding Engine: Creation Kit (Skyrim)

The Amazing Spider-man 2

Level Design, Intern
Oct 2013 - Dec 2013

  • Genre: Action Adventure
  • Release: Mar 2014
  • Beenox, Quebec (Canada)
  • Engine: Internal

Portfolio

Divison2_logo

Technical Designer
Mar 2019 - Mar 2020

  • Genre: Third Person Cover Shooter
  • Live Content Release(s): Jul 2019, Feb, 2020, Mar 2020
  • Studio: Ubisoft Reflections, Newcastle (United Kingdom)
  • Engine: Snowdrop

Spellforce 3 - Soul Harvest

Tech. Level Designer
Dec 2017 - Mar 2019

  • Genre: RPG/RTS
  • Release: May 2019
  • Studio: Grimlore Games, Munich (Germany)
  • Engine: Internal

Spellforce 3

Tech. Level Designer
Jul 2014 - Dec 2017

  • Genre: RPG/RTS
  • Release: Dec 2017
  • Studio: Grimlore Games, Munich (Germany)
  • Engine: Internal

Enderal - The Shards of Order

Level Design, Volunteer
Mar 2014 - Apr 2016

  • Genre: RPG
  • Release: Jul 2016
  • Studio: SureAI, Munich (Germany)
  • Modding Engine: Creation Kit (Skyrim)

The Amazing Spider-man 2

Level Design, Intern
Oct 2013 - Dec 2013

  • Genre: Action Adventure
  • Release: Mar 2014
  • Beenox, Quebec (Canada)
  • Engine: Internal