Action adventure - Infiltration

Level Designer at Ubisoft Bordeaux

PC - Consoles

Anvil

 

Work Highlights

The Challenges

How to bring back the nostalgia with a modern treatment

The main objective of the project was to bring back the nostalgia from the first Asssassin’s creed with elements of design from the modern ones. Our work in level design was to work with these elements that were not designed to be mixed in the first place

As the game focuses on stealth and parkour, I worked on different types of content: locations and districts. I had the ownership on a military location  and other locations to explore . I also worked on 3 different districts.

 

For the locations, at Ubisoft we worked with their rational level design method, that brings different guidelines. Military locations have a different treatment than the exploration ones. Military ones must fit with a specific playstyle that support stealth. Exploration ones focus on puzzle, elements that details the lore or unique rewards.

My main work was on a Military location. I inherited it from another Level Designer, where only the intention was set. I reworked the level to avoid world logic issues, included enemies (and their patrols) and ingredients.  Every location has their micro design treatment that I will detail more when the game will be released.

For the districts, the focus was on 3 parts, the parkour, the crowdlife and the urbanism. It’s all about building placement to create a coherent district for the city with its own buildings, culture, people, etc… The crowdlife brings movement to the city. Lastly, parkour was  set according to the urbanism. It was designed to be a network and to create a link between different points of interest or more and serving mostly the main quests as it was in the first Assassin's Creed's.

Don't hesitate to ask for more information in a interview with signed non disclosure agreement. It would be my pleasure to explain in details the design choices that I made.

  • Collaborating with the different core teams from Singapour and Sofia.
  • Working on Anvil, Owner of some locations that are part of the main quests.
  • Designing these locations, focusing on stealth, parkour and the trickster playstyle.
  • Owner of Districts for particular design and technical subjects.
  • Setting parkour highways and crowdlife on these districts.
  • Collaborating closely with Quest Designers and Level Artists.
  • Debugging until Gold.

 

Assassin's Creed
Mirage

Benoît Cassin

©BenoitCassin2023