Assassin’s Creed VR (working title)

Ubisoft Düsseldorf

Temporary Lead Level Designer

Senior Level Designer

Apr. 2020 - Dec. 2021

 

At Ubisoft Düsseldorf I worked as a temporary Lead Level Designer & Senior Level Designer, closely together with other Ubisoft Studios around the world on the Assassin’s Creed Virtual Reality title.

As the team was fairly new in the Ubisoft group, created specifically to work on the AC VR title, for many months into development I was the most senior member of the level design team and was asked to act as the temporary Lead Level Designer. I was able to fulfill the duties of both the Lead Level Design role as well as contribute work towards my Senior Level Design position such as creating workflow pipelines, mission design documents and creating my own levels in engine.

Since we were working with a “tether-less” VR headset, there were many challenges for our team while working on the game. Much of my work involved prototyping ideas that best suited the unique opportunities VR offers players, as well as and finding solutions to problems posed by the hardware limitations.

On top of these duties, I also came to own and develop the level design for the “Parkour & Climbing Systems”. As these are core mechanics of Assassin’s Creed, this was a great opportunity to figure out how they can translate to a VR experience. I developed and shared my findings with the level design teams across the other studios and helped those teams develop and tailor parkour to their particular needs.

My work involved:

  • Worked as an temporary Lead Level Designer.

  • Create the level design pipeline, from documentation into the level creation process.

  • Own the “Parkour System” from a level design standpoint across the game, creating best practices and offering feedback for each level designer across multiple Ubisoft Studios for how best create their Parkour Spaces.

  • Design, create and iterate on multiple key levels and areas within the game, including tutorial levels and puzzles.

  • Prototype new gameplay scenarios unique to AC VR and still fit within performance budgets.

  • Providing feedback to each level of the game and the tools used to create it, as well as offering guidance to junior members of the team.