UNANNOUNCED PVP GAME
UBISOFT MONTREAL
AN OVERVIEW
On this unannounced project, I’m directing world design for an open-world map built around PvP.
The core challenge is creating a space that supports constant player conflict while remaining readable, navigable, and paced over long play sessions. Rather than relying on scripted scenarios, the world is structured to let geography, traversal routes, and spatial pressure shape encounters organically.
ROLE
Level Design Director — Ubisoft Montréal
Own the large-scale structure and spatial logic of the open world
Define traversal rules, sightlines, and encounter density for PvP play
Establish world design guidelines to keep layouts and traversal consistent across the team
Stay hands-on with layouts while guiding direction and reviews
Mentor level designers and support their growth
DESIGN FOCUS
Player-driven encounters in shared spaces
Risk / reward shaped by geography and visibility
Clear landmarks and routes to support navigation under pressure
Worlds that remain legible despite unpredictable player behavior
Engine: Unreal 5