ASSASSIN’S CREED VALHALLA
UBISOFT MONTREAL
ROLE
Level Designer — Ubisoft Montréal
Contributed to large-scale open-world regions
Designed traversal spaces and world content within established frameworks
Collaborated across design, art, and narrative teams
Contributed to large-scale open-world regions and world content
Designed traversal spaces and player flow within established frameworks
KJOTVE’S BOSS FIGHT
MANDATE
The final boss fight in Norway (First act of the game). Collaboration with the Combat Designer in charge of this boss. We iterated a lot through play sessions and reviews. The challenge was to create a boss fight with limited budget for the AI archetype.
SCOPE:
Full design of the Phases
Full Design of the Layouts
Support to the GD to integrate gameplay ingredients and AI helpers
Full integration of the Cutscenes
Scripting of the quest
KJOTVE’S FORTRESS
MANDATE
Following the Boss Fight, the player has to proceed to assault the fortress with his army. The large battles in ACV are done with a mass AI tech since regular AI are quite heavy in large groups. The flow of the missions is divided into three phases. The player has to push through each phase with different conditions:
Phase 1: Breach the Gates
Phase 2: Breach the Gates and Kill X amount of enemies
Phase 3: Kill the champions and Breach the Gates
Next Quest Beat: Pursue a character
SCOPE:
Full Level Design of the Fortress (with support of another LD)
Full design of the large battle
Pacing & balancing of the combat
RnD with a tech team in Sofia for the mass AI tech
BIRTHRIGHTS QUEST
MANDATE
At this moment, the player unlock the Assassin’s skills and weapons. the player has to go through a onboarding segment for the first exposition to stealth mechanics.
SCOPE:
Full LD of the encampment for the Stealth beat
Full AI stagging & Patrols
Work with the World Designer of that village to keep the world logic in place
Realisation for the final part of the game that is more narrative.


