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ASSASSIN'S CREED VR
For the first time, Ubisoft is bringing Assassin's Creed to VR.


Assassin's Creed Nexus VR is available on the Oculus Store, I had the opportunity to be a level designer on 2 Greece missions. Hunting the bow & Battle of Munychia

Project Information

GENRE: ADVENTURE
DEVELOPER: UBISOFT
ROLE: INTERMEDIATE LEVEL DESIGNER

Description

For the first time, Ubisoft is bringing their biggest franchises to VR
Become a master Assassin in this all-new Assassin’s Creed® game built exclusively for VR.  Coming this Holiday.Tune in to Ubisoft Forward on June 12th for the full game reveal!

https://www.oculus.com/experiences/quest/5812519008825194/

Responsibilities / My Contributions

Level Designer
• Owner of two levels, Hunting the Bow and Battle of Munychia
• Setting up mission logic and flow through visual scripting in editor
• Creating levels from blockout to final state + Setting up VFX, Cinematic Sequences, AI and Puzzles in the levels

▶️ During my time on the project, I took ownership over two Greece themed levels; Hunting the Bow and Battle of Munychia. Blocking out areas and implementing stealth, parkour, puzzle and combat scenarios. Scripted the mission logic and implemented the early versions of the Voice Overs and Cinematic Sequences.

▶️ Prototyping new puzzle ideas on my own and showcased them to stakeholders. Collecting thoughts and pitching new ideas to improve the game experience for the player.

▶️ I onboarded and mentored a junior on the project, who worked together with me on Hunting the Bow and Battle of Munychia.

My Levels


I worked on Hunting the Bow and Battle of Munychia. Gameplay credits to the players

Hunting the bow PT.1
26:44-58:00

One of my proudest works, creating 1 event, 1 playground for all sports

Hunting the bow PT.2
01:00-11:50

One of the Redbull sponsored events. Simple and fun.

Battle of Munychia
31:38-58:40

One of my proudest works, creating 1 event, 1 playground for all sports

GAMEPLAY OVERVIEW

One of the Redbull sponsored events. Simple and fun.

My Experience working on a VR game

▶️ This title was my first time working on a VR game. In terms of level design nothing changed. You would still create a level as you would for any other non-vr game. But the main question that needs to be resolved at the start of the project is if you want the player to have a set height/length in the game.

This is because in VR, your physical length in real life can affect how you would play the game. As an example; If you are tall you can look over assets, if you are short you might have an easier time using stealth. As a level designer it is very difficult to create a level taking into account all the different heights and other metrics like arm lengths. Someone might be 1cm too short to shoot an arrow over a fence, while someone else might be 1cm too tall to use a certain asset as cover.

If you care about controlling the player experience, I believe it is important that regardless of the players real height, the height of the playable character in game should be consistent to make sure we don't encounter the previous mentioned issues. This is why for AC-VR, we calibrate and adjust the player camera when the player enters the game. But of course not doing this could be a deliberate design decisions, if its a core aspect of your game.

▶️ Overall it was an interesting experience to make a game for a relatively new tech. I hope that in the future VR will be further developed and go mainstream.

🔝