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ASSASSIN'S CREED BLACK FLAG RESYNCED
PREVIOUS PROJECT

Location - Grand Cayman
Work - Layout, placement of chests, collectibles, crowdstations and enemies

Main Quest - Black Bart's Gambit
Work - Assisted in conception and did full implementation

Templar Hunt - The Taino Assassin
Work - Assisted in conception and did initial implementation

Location - Grand Cayman
Work - Layout, placement of chests, collectibles, crowdstations and enemies
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Contributions Overview
I worked on this project for a period spanning from towards the end of pre-production until 5 months before launch. In that time I had full ownership on 1 location, 3 main quests, 2 side quests and partial ownership of 1 side quest(Templar hunt)
Tools Used: Ubisoft Anvil(Engine), Confluence, Photoshop
My general duties on the project:
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Initial pitch using Quest and Level Design documents and Broken Down Flowcharts
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Rapid prototyping using available tools and assets, and improvising where necessary with placeholders and workarounds
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Implementing and maintaining the quests and location throughout the production cycle.
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Collaborating with with Level Artists, Writers, Programmers, Technical Designers, Audio Designers, Creative & Narrative Directors and fellow Game, Quest and Level Designers on the daily
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Gathering and Iterating on feedbacks received and observations from playtests
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Working with Dev Testers to rapidly find and fix bugs
Below you can find curated public playthroughs and even more detailed specifics on work done in each quest/location!
Contributions Detailed
LOCATION - GRAND CAYMAN
My work process:
Design:
- Research on real historical locations and the original Black Flag including in game and old concept arts
- Initial pitch using Blockouts and the Level Design document
- Iterations based on feedbacks from peers and leads
Engine:
- Creating blockouts to explain intention as accurately as possible which were then used by the Level Artist to create the final output
- Setting up linked systems(map/compass detection, collisions, collectible tracking etc) based on Tech Design input and documentation
- Placement of chests, collectibles, crowdstations(day/night), and enemies in the right places, then fine tuning them based on feedbacks and playtest observations
- Setting up the Micro Event using the quest editor
QUEST - BLACK BART'S GAMBIT
My work process:
Design:
- Involved in brainstorming and initial approval process during project onboarding
- Understanding initial intention and direction of quest that was conceptualized before my takeover
- Research on the original Black Flag including in game and old concept arts
- Iterations based on feedbacks from peers and leads
Engine:
- Creating blockouts to explain intention as accurately as possible which were then used by the Level Artist to create the final output. In this quest, also did a lot of initial important asset and light placement myself.
- Setting up the quest in the quest editor and maintaining it through multiple iterations and improvements till the end of the production cycle
- Placement of enemy ships, NPCs and systems like red zones and alarm bells, then fine tuning them based on game design updates, feedbacks and playtest observations
- Scripting dialogues and sequences to elevate the quest experience - Lots of ambient dialogues, ship movement(both player and NPC ships)
- Working with writers and the narrative director to create and implement new dialogues and ensure correct pacing within the quest
- Feedback sessions with the creative, content and narrative directors and quick implementation of discussed solutions
- Working with cinematic team to ensure quest intention is preserved and also assisting them with some implementations in the quest editor which worked along with cutscenes to provide the final experience
- Worked with systems designers to implement ship detection systems unique to this quest
QUEST - MURDER AND MAYHEM
My work process:
Design:
- Involved in brainstorming and initial approval process during project onboarding
- Understanding initial intention and direction of quest that was conceptualized before my takeover
- Research on the original Black Flag including in game and old concept arts
- Iterations based on feedbacks from peers and leads
Engine:
- Creating blockouts to explain intention as accurately as possible which were then used by the Level Artist to create the final output.
- Setting up the quest in the quest editor and maintaining it through multiple iterations and improvements till the end of the production cycle
- Placement of enemy ships, NPCs and systems like red zones and boss triggers, then fine tuning them based on game design updates, feedbacks and playtest observations
- Scripting dialogues and sequences to elevate the quest experience - Lots of ambient dialogues, ship movement(NPC ships), timed weather transitions
- Working with writers and the narrative director to create and implement new dialogues and ensure correct pacing within the quest
- Feedback sessions with the creative, content and narrative directors and quick implementation of discussed solutions
- Working with cinematic team to ensure quest intention is preserved and also assisting them with some implementations in the quest editor which worked along with cutscenes to provide the final experience
- Worked with the boss design team to implement the main target in the quest as an optional boss encounter.
QUEST - EVERYTHING IS PERMITTED
My work process:
Design:
- Research on the original Black Flag including in game and old concept arts
- Pitched and got approved minor changes - new dialogues, cutscene changes, overall realization
- Iterations based on feedbacks from peers and leads
Engine:
- Creating blockouts to explain intention as accurately as possible which were then used by the Level Artist to create the final output.
- Also did the initial dressing in the beach section including VFX, fog and particle FX and debris.
- Setting up the quest in the quest editor and maintaining it through multiple iterations and improvements till the end of the production cycle
- Placement of enemy ships, NPCs and systems like red zones and explosions, then fine tuning them based on game design updates, feedbacks and playtest observations
- Scripting dialogues and sequences to elevate the quest experience - Lots of ambient dialogues, timed weather transitions, friendly NPC timed go to spots, combat and assassinations, timed explosions in sync with ship firing mortars, NPC behavior cycle including dialogues undetected -> detected -> undetected again for target NPC on the final ship
- Working with writers and the narrative director to create and implement new dialogues and ensure correct pacing within the quest
- Feedback sessions with the creative, content and narrative directors and quick implementation of discussed solutions
- Working with cinematic team to ensure quest intention is preserved and also assisting them with some implementations in the quest editor which worked along with cutscenes to provide the final experience
Assassin Contracts
My work process:
Design:
- Research on the original Black Flag including in game and old concept arts
- Pitched and got approved changes based on requirement from direction
- new dialogues, cutscene changes, overall realization- Iterations based on feedbacks from peers and leads
Engine:
- Creating blockouts to explain intention as accurately as possible which were then used by the Level Artist to create the final output.
- Also did the initial dressing using assets, decals and debris.
- Setting up the quest in the quest editor and maintaining it through multiple iterations and improvements till the end of the production cycle
- Placement of NPCs and systems like red zones, then fine tuning them based on game design updates, feedbacks and playtest observations
- Scripting dialogues and sequences to elevate the quest experience - Lots of ambient dialogues, NPC timed go to spots, combat and assassinations, NPC behavior cycle including dialogues for undetected -> detected -> undetected again
- Working with writers and the narrative director to create and implement new dialogues and ensure correct pacing within the quest
- Feedback sessions with the lead designer and quick implementation of discussed solutions
Templar Hunt - The Taino Assassin
My work process:
Design:
- Involved in brainstorming and initial approval process during project onboarding
- Understanding initial intention and direction of quest that was conceptualized before my takeover
- Research on the original Black Flag including in game and old concept arts
- Iterations based on feedbacks from peers and leads
Engine:
- Creating blockouts to explain intention as accurately as possible which were then used by the Level Artist to create the final output.
- Also did the initial dressing using assets, decals and debris.
- Setting up the quest in the quest editor and passed it to another designer after initial intention
- Worked with animation team to create and implement body falling sequence in the best way possible
- Worked with art and vfx teams on the creation of quest specific footprint decals that could glow in eagle vision
- Scripting dialogues and sequences to elevate the quest experience - NPC timed go to spots
- Working with writers and the narrative director to create and implement new dialogues and ensure correct pacing within the quest
- Feedback session with the lead designer and quick implementation of discussed solutions
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