Action adventure

Junior Level Designer at Ubisoft India

PC - PS4 - XB1

Anvil

 

Work Highlights

The Challenges

How to work as a level designer on a remake

I arrived at Ubisoft India as an intern level designer and I did not know that I would work on the remake of one of the biggest Ubisoft’s franchise. It also was my first experience on a AAA production. After my internship I continued to work on this production as a Junior Level Designer.

Might as well say it, it was a brand-new challenge for me. My experience at Ubisoft was split in two main parts that were essential: The challenge of working on a remake and living through a huge production.

As level designer, my job on Prince o Persia was to recreate the experience of the original one. I was the in charge of several levels and it was essentially the technical part of a level designer job. I had to implement every aspect of the level: Gameplay ingredients, Dialogues, Camera cutscenes, breakable assets, parkour setup and IA management (enemies and Farah). It was a meticulous work on the metrics as well, to be able to replicate the same feeling.

I also spent a lot of time creating collision meshes for my levels and collision refinement for the entire game. Towards  the end of the production, I mainly worked on debugging the levels.

Working on a AAA production for the first time, it was an opportunity to use tools that I haven’t touched  in such a deep way before, like Jira and Confluence.

I worked with all the teams on the project. It was a huge challenge, because it is a  young studio in India. They don’t have many people with experience so it was a totally new experience for everyone.

No one had worked on Anvil before, so it was a new start and a self-learning challenge for everybody on the project. Huge “From the bottom and now we here” vibes at Ubisoft India right now.

Collaborating with the different core teams. Working on Anvil, I was in charge of different levels, from blockout to shippable quality Creating, fine tuning and placing all the gameplay ingredients and cameras in the levels Managing AI behaviour with visual scripting in-house tool Helping remotely for the last phase of the production working closely with Level Artists Focusing on collision refinement for the entire game using 3DSmax Debugging

Prince of Persia
Sand Of Time

Remake

Benoît Cassin

©BenoitCassin2023