Assassin's Creed Nexus

Worked as a Level Designer in collaboration with Ubisoft's Red Storm Entertainment, Ubisoft Düsseldorf, and Ubisoft Reflections.

Open Map Activities

I designed and implemented open map activities/side challenges in multiple levels (Return to Monteriggioni, Monteriggioni Tunnels, Rizzo's Humiliations, The Final Humiliation, Cult of Hermes and Siege Of Boston) and helped integrating first passes and polishing open map activities in other levels during various stages of development and tweaking the activities based on Rational Level Design. I was also responsible for the open map activities integration in the Vertical Slice of the game during development.

Golden Constructs parkour challenges

Golden Constructs

Created Parkour Challenges in the Italy and Boston settings. Levels — Rizzo's Humiliations, Cult of Hermes, Siege of Boston.

Silver Constructs shooting challenges

Silver Constructs

Designed and implemented shooting/aiming challenges with moving targets in the Italy and Boston settings. Levels — Rizzo's Humiliations, Cult of Hermes, Siege of Boston.

Platinum Constructs climbing challenges

Platinum Constructs

Placed collectibles at high locations to serve as climbing challenges in the Italy and Boston settings. Levels — Return to Monteriggioni, Rizzo's Humiliations, Cult of Hermes, Siege of Boston.

Historical Constructs collectibles

Historical Constructs

Placed collectibles that gave the player more historical information about the locations they were visiting in the Italy and Boston settings. Levels — Return to Monteriggioni, Monteriggioni Tunnels, Rizzo's Humiliations, Cult of Hermes, Siege of Boston.

Living World Placement

I had complete ownership of living world placement (Civilian NPCs — NPC placement, realization, movement paths etc.) in multiple levels — Montereggioni, Auditore Villa (including placing conversations), Rizzo's Humiliations and Cult of Hermes. I was also responsible for the living world placement in the Vertical Slice of the game during development.

Auditore Villa

Cult of Hermes

Montereggioni

Rizzo's Humiliations

Main Mission Assistance

I got the opportunity to assist with the main missions as well. A main mission I assisted with extensively was Rizzo's Humiliations. This also involved NPC placements, walk paths and densities to make the tailing sections feel more immersive. I also worked on small nuances like Heralds changing dialogue after mission beats to tell the player that what they are doing is having a direct effect on the game world.

Rizzo's Humiliations — Mission Walkthrough

Rizzo's Humiliations mission walkthrough on YouTube

A walkthrough of the Rizzo's Humiliations main mission.

Open World Enemy Patrols and Pickups

I was responsible for scripting and placing enemies and creating the patrol paths in the open world of multiple levels including the placement of pickups like ammo for the player. Levels include Siege of Boston, Cult of Hermes and Rizzo's Humiliations. This also involved scripting of enemies in different states (on high alert vs actively engaged in war during different beats in the mission).

Red Zone Setups

I was also responsible for creating red zones (alert zones in multiple levels) including the enemy placements, patrols, player pickups and their realization. Levels include Cult of Hermes, Siege of Boston and Rizzo's Humiliations.